Thesis Theory: Literally Theory

Edits are tough. My (now) wife writes grant proposals for a non-profit and I cannot count the number of times she has come home from work feeling sad because she was edited so hard. I try and tell her that it’s easier to edit than it is to put everything together, and that is certainly true, but when it gets down to it – being edited is an emotional event.

Still, it is a necessary one. I got my first edits back on my thesis draft from people who are not my chair. It has been amazing to see how this thing has changed, how I have changed. One edit I was asked to do was:

Do you have a theoretical perspective? I see a brief reference to LaTour, but would prefer to see a better description of your theoretical framework (see attached articles for examples in terms of format) and see it integrated throughout the findings and addressed in the conclusion.

When i have written a paper in the past, I always avoided this section. I dislike the idea of needing to discuss this as it tends to distract from the what by bogging it down in the how. Still, as an assignment and a reflection of the things i’ve learned in this program, I need to address this. I embedded the theoretical perspective throughout the paper but I should probably dissect it and make it more of a conscious thing. It is difficult though. By internalizing theory, it gets difficult to really describe it using things I have read.

With that in mind, I wanted to explore it here:

magp60patolli

Thesis Theory 3: Re-Edit, Edit, Edits, Ed, it; s.

I’ve been working furiously on my Master’s Thesis, finally. Lots more work to do but it is working it’s way into something coherent. This has been posted a couple different times but I have changed it so much I feel like it’s worth posting. I enjoy chronicling how an idea changed.

This is just my introduction. At first it was the introduction for my proposal but i’ve been working it so much that it has become the introduction.

Enjoy.

“The comparative study of games is one that promises an important contribution to the history of culture. The questions involved in their diffusion over the earth are among the vital ones that confound the ethnologist. Their origins are lost in the unwritten history of the childhood of man.”

~ Stewart Culin (1894)

Abstract
This thesis presents an examination of action-based video games made by American and Japanese video game developers between the years 1996 and 2006. The goal is to display how culture influences video games through the premise that play and culture are mutually influenced. Every aspect of a video game needs to be consciously constructed and edited by a multitude of people. As such, video games are a means through which sociologists can glimpse social construction at work as it changes. Through cross-cultural comparison of significant cultural changes that occurred in America as a result of the World Trade Center attack of 2001, we can trace changes in game design and sales trends while also displaying the link between play and culture.

6041492419_736de2702a

Boston GameLoop – Thoughts and Responses

Unconference unwriteup from a game undesigner
I am on my way back from the Boston Game Loop conference brought together for the Boston game developers crowd by Scott Macmillan and Darius Kazemi. I was excited to get out of Texas for a while. Was also excited to go and see the universities in Boston and Cambridge.

Some of the comments here are obvious statements to those who are involved in game design. I am not one of those.

Intent
I intended to learn more about the game design process as I move through figuring out how social science should understand video gaming. The process of processes I would call making a video gaming makes sense, in theory, but I haven’t really been able to pin down a specific set of examples. Once I do, I would like to move on to finding a series of instruments other groups have used to analyze trends, beliefs, and attitudinal differences within the population and apply them to game designers. I think it would be an excellent time.

In essence, all I really wanted to do was observe and look for trends. I also was super excited to meet a bunch of folks I’ve been talking to via twitter for a while now.

Screen Shot 2012-03-28 at 3.07.38 PM

Thesis Theory 3 – Methodology and Method

I thought i’d throw this up here. I’ve been thinking about the mindset needed to connect all of the social dots involved in the construction of a video game. Because my thesis has ended up concentrating on AAA, action-based console video games, I am sure that it primarily reflects that. I need to do some more work on the game studies portion of this section because i’m not sure if I really agree with what I ended up putting there. I feel that Game Studies, which has done a tremendous job in getting us to think about video games in different ways, has somewhat ignored social aspects involved in the creation of gaming and instead has focused on the way in which other games are made. I feel like that model ignores the buying power of consumers and almost totally ignores people who do not play video games (though you could say that those people do when they participate in things like mafia wars or farmville).

In fact, i’d offer that the people who do not play or who will never play video games are more valuable to video games as they are seen in society than the players are. These are the older generations that grew up watching games take shape, who were around during the extreme moments in our culture when everything from Japan was awful and the people who lived there were even worse. These are the people who buy everything Psychology tells them about games and who have the social capital needed to hinder the publication of a video game. What they think and what they’ve passed on to their kids, is supremely important to understand.

I just don’t know how to get to that knowledge and I believe I am doing the very thing I would be critical of game studies for doing.

Anyway, this is my methodology section of my proposal. It will change and I think I know where it will change but this is what it is looking like at the moment. It might seem odd to have a methodology and method section but this is somewhat common.

www.nicklalone

Let’s Talk About Video Game Statistics and How They Impact Us

This conversation is an old one, what is a girl gamer? But you can’t get to this idea without digging through a huge variety of propaganda and ideology that is created by the old gatekeepers of an industry created by and meant for “men.” In that regard, Let’s Talk About Video Game Statistics.

There will be some appropriate generalizations in that we’re talking about very general trends here but I do not believe that they will be distracting.

During college, at least I hope during college, you learn to question things. Statistics, data, and a variety of official sources can be manipulated to serve the needs of funders. Further, a lazy reliance on these numbers offer a means through which ideas are perpetuated and disseminated through a populace that are then referred to as ignorant and stupid. Let’s talk about the statistics used to explain the development of a diverse game industry.

Let’s go through an over-repeated example and one that is completely ignored.

During E3, you heard a lot of data being thrown around about the changing nature of the gamer. More people playing video games is a great thing, right? For example, each keynote mentions this number in some way, shape, or form:

40% of all video game players are women.
ESSENTIAL FACTSABOUT THE COMPUTER AND VIDEO GAME INDUSTRY

asimov2

Concepts About Videogames: Origins (Where to Begin?)

The other day I was watching the movie TRON. This movie captured a few ideas about computing and the arcade revolution that had started a few years before the movie’s release in 1982. There is an exchange at the beginning of the movie when they are establishing the atmosphere of Tron and the ideology they had decided on for it:

ALAN: Ever since he got that Master Control Program set up, system’s got more bugs than a bait store.

GIBBS: Well, you have to expect some static. Computers are just machines after all, they can’t think…

ALAN: They’ll start to soon enough.

GIBBS: (wryly): Yes, won’t that be grand — the computers will start thinking, and people will stop. Laura, I’m going to stay and run some data through. See you tomorrow.

This script was capturing an aspect of society that would continue for quite some time, “Computers are helping us in ways we weren’t used to.” Computers had only just begun to influence society.

I think a lot about this scene as I continue going through academic work for my Master’s Thesis. This project has been much harder than I had anticipated but then, this is the realization an empirically strict program like mine has to provoke. To start, I have to write a review of the literature about my topic of study. I must display: the general history of an idea through scholarly literature. I have to also justify that something is Sociologically significant, identify an issue in how that significance (through the literature) has holes, and offer a means through which to fill that hole or mend that gap. I have to do research that has significance. This is a problem in social science but it is one that we all contend with.

textminingacademia

Research Philosophy

In trying to “grow up” as a researcher, I have found that all of the research questions I have begin with similar groundwork. This entry is meant to define that groundwork and through it, give me more consistency in the way I present my ideas.

What is a video game?

A video game is, as researcher Jesper Juul stated, is a set of real rules set in a fictional world. To me, the mechanics (bundles of rules) and the setting are one and the same. Despite any attempts to separate the two (narrativists and ludologists), we, as humans, live in a real world with what often seems to be fictional elements. To make a game is to mimic that reality, to confine some part of it. To make a game is make a play on some aspect of society. As such, a video game requires our reality, our culture, to exist. The setting a game takes place in, then, is as important as the bundles of rules we include. Simply put, cultural context matters. I am interested in studying that context.

Social context is a funny thing. Society is, as I understand it, a vast network. A network of what? Well, a network of humans and non-humans. At any given time, every point in this network is working on producing what we call reality. An example here would be almost anything. If I read a newspaper article, you can trace where that article came from from subject to material it is printed on. At each step, there are an almost infinite amount of people who contributed to that article in some meaningful way. The context that something happens in is almost completely subjective but it is measurable, readable. As society needs to have a few anchors to keep itself in check, we have created (sometimes consciously, sometimes not) “generic” ideas. A classroom is created with specific things in mind. There is a teacher, there are students, there needs to be a means through which teaching can occur. In this way, social context can mean just about anything and as social science researchers it is our job to trace those contexts.

A video game then, requires a set of “social” ties to be constructed.

blog

Notes – Social Science Methods

Every once in a while, I rewatch this Ted Talk from Sendhil Mullainathan. In this talk, Millainathan notes a particular issue that plagues most of humanity, “the last mile problem.” Throughout his presentation, he points out several things that just haven’t gotten to full adherence yet. Adherence in this case could mean life or death: hydration salts for diarrhea, pens for insulin. He ultimately states that when something like this gets to a point whereupon technological innovation doesn’t work, we try harder to innovate in such a way that the last remaining non-adopters will somehow find it within themselves to comply. What doesn’t typically occur to people is the fact that these people are not adopting because they either don’t understand or do not believe in what they’re seeing. A technological innovation isn’t going to work. Instead, a social behavior drive might end up pushing that last mile out. For example, a letter about energy consumption to huge energy consumers with a smiley face or a frowny face or even a car commercial for a more fuel efficient car that shows how maneuverability and avoiding accidents makes more sense than driving a land tank.

What does this have to do with methods?

Week 1: Day 5,6,7: Operationalization

There is a general criticism of blogs as being inferior to academic journals or magazine articles. They are not developed enough, they are not complete enough, they are not rigorous enough to be useful. I do not intend to do any of those things. I mean to keep a diary of tangential musings as I work through the final expression of my learning here in my master’s program. As I try and publish articles that do represent those things above, I will do my best to link them. Until then, if there are any questions, feel free to email me at nick.lalone@gmail.com or simply comment here.

I took a couple days to relax and let my mind wander about method. It is interesting to let this happen. In the shower, awake suddenly at night, or even just mid-sentence with a friend or loved one, and you suddenly understand what you’ve been processing. It’s fun to just let go. It doesn’t always work though.

Every once in a while, I rewatch this Ted Talk from Sendhil Mullainathan. In this talk, Mullainathan notes a particular issue that plagues most of humanity, “the last mile problem.” Throughout his presentation, he points out several things that just haven’t gotten to full adherence yet. Adherence in this case could mean life or death: hydration salts for diarrhea, pens for insulin. He ultimately states that when something like this gets to a point whereupon technological innovation doesn’t work, we try harder to innovate in such a way that the last remaining non-adopters will somehow find it within themselves to comply. What doesn’t typically occur to people is the fact that these people are not adopting because they either don’t understand or do not believe in what they’re seeing. A technological innovation isn’t going to work. Instead, a social behavior drive might end up pushing that last mile out. For example, a letter about energy consumption to huge energy consumers with a smiley face or a frowny face or even a car commercial for a more fuel efficient car that shows how maneuverability and avoiding accidents makes more sense than driving a land tank.
What does this have to do with methods?
What it boils down to is that Mullainathan points out that we often try to innovate ourselves into finishing off a problem rather than look at cultural problems that might present a much more rewarding understanding of the solution. This extends to sociology to a greater extent than most as this is supposed to be what we do (though we often prefer to remain neutral than take sides even if we do take sides without saying). Often in methods we tend to think about what hasn’t been done before. My first impulse when designing my study was to look at what other sociologists have done and what game studies is trying to do and make a study that does none of that. However, it is important to try and use some of what they have done in order to truly test what I am designing a study to not do.
Ultimately, I want to prove them wrong because I think they have all been wrong. While this is indicative of social science and science in general (perhaps not overtly most times), in this particular circumstance what I want to do is show how to study a video game through a sociological lens that uses both camps of technological influence. The first camp believes in the ultimate benevolence of technology. They are tools that are of no consequence to social interactions. The second camp believes that technology is constructed socially. That innovators and thinkers creating technology are judging society and creating technology that fills in gaps or weaknesses they believe need to be filled.
What I shouldn’t do is what we are trained to do, to plug holes. The problem here is with defining the topic of study. American Sociology as a whole – and to a lesser extent World Sociology – really has no real idea how to study a cultural object like video games. The proper thing to do here, I think, is to write a paper that is ultimately about operationalization with an example of how that operationalization would work.
To begin, define operationalization:
Operationalization is the process of defining a fuzzy concept so as to make the concept measurable in form of variables consisting of specific observations. In a wider sense it refers to the process of specifying the extension of a concept.
So in order to operationalize this, I need to define some of the concepts surrounding video games. Within sociology, you see a lot of reaction to the aggression causing behavior concepts coming out of psychology. Further, there are developments within sociology about the Symbolic Interactionist ideals of generic types (generic representations). Why sociologists seem concerned with perpetuating and negating the same concepts, I have yet to really discover. I would imagine it has something to do with tenure promotions, ease of publication, and period in history. My reaction to sociological texts is to turn them on their head and study them simply as a cultural object but as carefully and rigorously as possible. To do this, I believe I need to loosely define some historical concepts as present tense concerns.
Video games represent an innovation of technology meant to guide missles.
Ultimately, this particular item will most likely be struck. While I believe this is an important note to make, the literature mostly downplays this. Military simulation takes a backseat as what we now call the video game market more represents Japanese created innovations rather than the American model that had failed.
Systemic Representation: Bogost Definition: “Videogames are an expressive medium. They represent how real and imagined systems work. They invite players to interact with those systems and form judgments about them. (Bogost 2006). “It is through this playing that society expresses its interpretation of life…” Johan Huizinga
In my previous blog, I compared these two ideas and concluded they mostly represent the same logical conclusion from different periods in history. I needed to find something to set this idea against, what had changed since Huizinga wrote Homo Ludens. Later in this list, I bring the work of Hiroki Azuma into this picture. Bogost and Azuma’s definitions sit at opposite ends of the same idea. While Bogost believes that video games represent expressions of systems, Azuma believes these systems to be shallow and meant to fulfill the needs of a consumer base who does not care about what the games express past their ability to represent something in a database of items noted as important for a particular moment in history with no greater motive in mind. This dialectic (Hegelian in more ways than one), will most likely form the crux of my method: Expression of systems vs apathy of consumer. I believe the easiest way to measure this is to examine what parts of systems have progressed over time. To do this, content analysis of a particular game and each of its iterations, notating what exactly was done to them, should be done.

When videogames came under the purview of the Japanese, Japan was in a rapidly growing Otaku sub-culture. Japanese literature calls the Otaku a symptom of post-modernism (nothing is real, everything is subjective sense). Otaku are “database animals” concerned more with filling out databases through immediate animal like gratification rather than pursuing human betterment through exploration of deeper and deeper meaning. Japanese dominance of the video game market reflects this as games became more complex with more wildly varying, but shallow stories that represent specific instances within various databases representing various subjects. – Hiroki Azuma
Building on Bogost’s definition is this somewhat depressing statement. This is where a test comes into play. This is an interesting concept that is very new to me. As I work through his book, I am continually amazed at the work Japan has done in this realm. While I regret that I cannot read Japanese well enough to grope at their sociological a priori understandings, I am somewhat saddened by what is typically communicated through it. There’s an almost overwhelming sadness and underlying fury at what Japan is now. Things there seem very unique and I wish I could read more about it.

Privileged White Male Plaything: “Computer games as we know them were invented by young men around the time of the invention of graphical displays. They were enjoyed by young men, and young men soon made a very profitable business of them, dove-tailing with the exisiting pinball business. Arcade computer games were sold into male-gendered spaces, and when home computer game consoles were invented, they were sold through male-oriented consumer electronics channels to more young men. The whole industry consolidated around a young male demographic. – Brenda Laurel
Working from the previous two statements, I then want to move onto constructing a test to test this idea. It is interesting to note that most of the popular video games in America are marketed to American white males despite most of the video games, historically, not being made here. What does it mean that Japanese influence and marketing had this remarkable impact on youth from 1985-present? This idea will also be valuable. The historical development is somewhat obvious but there are these items to note:
  1. Videogames in America were sent to the negative “fringe” of society when Atari closed its doors and associated with PC Gaming.
  2. Videogames were then called Console Videogames and hardware was controlled by Japanese interests.
  3. Videogames grew more complex through making the effort to more properly represent systems, human representations, and physics.
  4. American PC gaming grew more complex than console video games that were more concentrated on tight database control rather than multiplayer innovations that had come through internet based co-op gaming (FPS, MMORPG).
  5. 5. American console makers reestablish a competitive edge through representation of PC gaming on home consoles.

Which then leads to this from Justine Cassell and feminist researchers

Male dominance of video gaming in general is called into question. Video games represent a means through which the process of human-computer interaction is taught to humans, in particular, males. This, combined with the subject matter of current video games (compete, dominate, play on a team) represent male interests and male socialized norms (hegemonic masculinity).
Video games as a whole, have begun to be considered as a tool of male dominance. In particular, video games, often blamed for keeping people indoors and making people more violent and heftier, are pointed to as a new and more focused tool that communicates the basic tenets of hegemonic masculinity. Stereotypically perfect males allow males to identify and explore (consciously or unconsciously) male models of behavior. Criticism of this typically takes the form of criticism of female games who less covertly communicate female norms and values while downplaying technological factors (multiple button presses, combinations, puzzle configurations, themes and contexts). To test this, I believe that I need to examine video games created by specific groups. I am concerned with how this sentiment differs between cultures, and how it is real, if it is real. Statistical trending I believe would help here.

In the end, I believe I have 3 different tests I would like to do.
  1. Development of System Representation; meaning, how have the systems of video games grown over the years. What aspects of the world “real or imagined” do these systems represent? What trends are present and what does this mean?
  2. What have these trends lead to within male culture when correlated to historical developments within feminism. How has privilege changed and how is it communicated by games?
  3. Within that correlation, what have been the trends thoughout video gaming between cultures.

I know by tomorrow these tests will change quite a bit. With only a couple weeks to go before I really begin though, I feel like i’m ahead of the game. I seem set on cross-cultural comparison. With the next few days of writing, I hope to take that idea a bit further to truly develop some interesting hypothesis testing.

Week 1: Day 4: More Method

So a phrase that is sticking with me, actually, there are two. There are two phrases that stick with me as I think about how i’m going to do this.

“Videogames are an expressive medium. They represent how real and imagined systems work. They invite players to interact with those systems and form judgments about them (Bogost 2006).

and

“It is through this playing that society expresses its interpretation of life…” Johan Huizinga

I believe these two expressions are saying the exact same thing though in very different ways. When Huizinga posited his idea, the digital had not really been imagined yet (this is not entirely true, e.g. The Machine Stops, video adaptation). The idea of computers ruling our lives was around in some fashion or another (for example, the Golem) but the idea of a play space constructed completely out of a mathematical representation of the real world was not something that would have really been considered as there just wasn’t language or technical knowhow yet.
Bogost is positing his idea years and years later insomuch that we have developed to a great extent, the digital representation of the world we live in. Only, something is a little off. Something is always off. For Bogost, through this statement, we understand that the judgements based on what is constructed by game makers or virtual world engineers. These constructs represent a collective interpretation of reality given form through tools those engineers had available to them at the time. No longer does the play express interpretation, the world the play happens in is the interpretation.
With this in mind, i need to develop a way to study it. The method i’m interested and most comfortable is content analysis. For those who do not know, the most basic definition of it is:

“Content analysis is a summarizing, quantitative analysis of messages that relies on the scientific method (including attention to objectivity, intersubjectivity, a priori design, reliability, validity, generalizability, replicability, and hypothesis testing) and is not limited as to the types of variables that may be measured or the context in which the messages are created or presented.”

A translation of method like this is basically that content design is a means through which the cultural processes of an object are examined. In most cases, content analysis is used to examine interview transcripts. Here a person is using stereotypical language to explain how they are not racist. Here a person is constructing a generic type that is both gendered and ethnocentric. And so on and so forth.

For those types of designs, the content of the material is examined and coded in a way that the trends within the content come out to the researcher.
However, if one examines something like television commercials the researcher would take existing notions about something, for example, female beauty, and look at how much or how little the existing data matches what we already know, and how much it does not. This marks a point in time in which social science as a whole (if written well and published and accepted as canon) recognizes change.
I want to apply this method to video games.
But the problem is that there really isn’t a means through which I can rely on. There is no canon to improve. There is no change. I have to build a canon.
With that in mind, I am embarking on a lengthy tour of the literature about content analysis. Over the next few days, these posts will be about my method.