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the expectable rise,...pyrrhic victory, and designerly future of game
studies as an interdiscipline
Sebastian Deterding
Rochester Institute of Technology
Critical Evaluation of Game Studies Seminar, Tampere, April 28, 2014
c b
“Game studies are an
interdisciplinary field …”
Aarseth 2001, Krzywinska, Mäyrä & Crogan 2005, Mäyrä 2008, Egenfeldt-Nielsen, Heide Smith & Tosca 2012, Waern & Zagal 2013
Game studies as interdiscipline
• ID seen as logical consequence of the newness of GS
• ID seen as necessity, given overcomplexity of games
• ID seen as primary strength of GS (relative to …?)
• ID seen as major challenge of GS: What’s “core”,
how to organize & integrate?
Aarseth 2001, Krzywinska, Mäyrä & Crogan 2005, Mäyrä 2008, Egenfeldt-Nielsen, Heide Smith & Tosca 2012, Waern & Zagal 2013
1 What is ID?
2 how ID-y are game studies?
3 what are the challenges?
4 so what do we do?
<insert data here>
<1>
what is
interdisciplinarity?
multidisciplinarity
Juxtaposition of disciplines
transdisciplinarity
Transcendence of disciplines
interdisciplinarity
Interaction & integration of disciplines
partial full
auxiliary supplementary structural
auxiliary supplementary structural
contextualising integrated generalising
theorymethoddata
degree of integration
narrow broad
scope of disciplines
few disciplines,
epistemologically
homogenous
many disciplines,
epistemologically
heterogeneous
increasing dissolution of disciplinary boundaries
Adapted from Klein 2010
<2>
How interdisciplinary
are game studies?
drivers of interdisciplinary fields
• New epistemic questions give rise to topical IDs:
interactive fiction, ...
• New technology creates new societal issues: video
game violence, game-based learning
• Social groups legitimise and push their interests
through forming life experience IDs: aca/fans
• New vocations create economic demand for
professional preparation IDs: game design
Jacobs & Frickel 2009
trajectories of iD fields
• Initial groundswell of young scholars driven by new
ground, little competition, freedom from structure,
big student & public interest
• As field matures, resistance of traditional
disciplines, struggle for institutionalization
• Internal differentiation into sub-communities
• Traditional disciplines develop critical mass of
scholars & bodies of work that pull scholars back
Raasch et al. 2013, Pfirman & Martin 2010, Jacobs & Frickel 2009, Holbrook 2010, van Rijnsoever & Kessels 2011
full,broad interdisciplinarity
• Educational: Experiential, collaborative, problem-based
learning; support & practicing of perspective-taking,
contextualization, critical thinking, synthesis, application
across disciplines & theory/practice: ?
• Empirical: Routine & necessary integration of divergent data
forms to answer research questions: ?
• Methodological: Unique new methods from mixing old ones:
gameplay reviews (Williams), TRUE (Kim)?
• Theoretical: Germane new concepts & theories driven by &
valuable for divergent disciplines and social domains; organise
new research across epistemically divergent methods,
disciplines: procedural rhetorics (Bogost)?
Klein 2010, Huutoniemi et al. 2010, DeZure 2010
multidisciplinarity
Juxtaposition of disciplines
transdisciplinarity
Transcendence of disciplines
interdisciplinarity
Interaction & integration of disciplines
partial full
auxiliary supplementary structural
auxiliary supplementary structural
contextualising integrated generalising
theorymethoddata
degree of integration
narrow broad
scope of disciplines
few disciplines,
epistemically
homogenous
many disciplines,
epistemically
heterogeneous
increasing dissolution of disciplinary boundaries
Adapted from Klein 2010
game
studies
Hermeneutic, formal,
qualitative media
studies
game
studies
Hermeneutic, formal,
qualitative media
studies
the phyrric victory of game studies
relevanceofgames
recognitionofgameresearch
volume of game research(ers), resources
hci
Playability, game UX,
game UR
communication
Presence, MMT, SDT,
Involvement
economics
Virtual economies,
marketing, nudging, IP
psychology
Aggression, addiction,
motivation
...
cf. Jacobs & Frickel 2009,
van Rijnsoever & Kessels 2011
game
studies
Hermeneutic, formal,
qualitative media
studies
Boutet, Coavoux & Zabban 2014 (Category “Interdisciplinary” removed from data set)
3%5%
5%
6%
7%
10%
11%
12%
16%
4%
22%
Communication
Computer Science
Social Sciences
Media Studies
Education
Art
Game Studies
Literature
Humanities
Cultural Studies
Design
authors in Game studies journals
ludic
paidic
liminalliminoid
cultural form
Aesthetics, media studies
perfect feedback
Neoclassical economics
nudges
Behavioural economics
exploitation
Critical theory
status display
Marketing, social psych.
communal performance
Perf. studies, anthrop.
immersive performance
Perf. studies, art
reinforcement
Behavioural psychology
hedonic wellbeing
Positive psychology
eudaimonic wellbeing
Design, philosophy
pleasure
UX design, advertising
playfulness
Design, philosophy
expressive systems
Computer science, rhetorics
microworlds
Education
Deterding, in print
differentiation of rhetorics
“Player studies”
“Formal”
game studies
“Second wave
Colonizers”
“Indigeneous”
<3>
what are the
challenges?
hurdles for interdisciplinary fields
• Less recognition, doubts over lacking quality/rigour
• Less resources (journals, jobs, funding bodies,
teaching materials, political representation)
• Friction of epistemic cultures (e.g. in peer review)
• No overarching theories, epistemic objects
• Unclear/traditional hiring & promotion criteria
• Disciplinarily organized job markets
Raasch et al. 2013, Pfirman & Martin 2010, Jacobs & Frickel 2009, Holbrook 2010, van Rijnsoever & Kessels 2011
<4>
so what do we do?
Answer
#1
Boradkar 2010
Answer
#2
game *design* studies
• Design is inherently cross-disciplinary problem-
solving, with integrative pedagogies (studio, project)
and methods (design-based research, research-
design, critical making, carpentry, ...)
• Applied focus gives relevance across social
domains, design research gives critical corrective
• Institutionalised through interlocking educational
programs, PhD/MFA degrees, and hiring/promotion
criteria that create a self-sustaining job market
Jacobs & Frickel 2009, Boradkar 2010
Enable & bridge
epistemological
pluralism
Answer
#3
discourses .
stake-
holder
frames
media
producer
frames
media text
frames
audience
frames
with middle range theories/objects
… that cut across epistemically divergent sites, theories, operationalizations: like news framing
media studies,
comm. research
Close readings,
formalization,
content analysis
media studies,
comm. research
Corpus analysis,
discourse analysis
media psych.
Experiments,
questionnaires
journalism r.
Interviews,
studies of work
public relations
Interviews,
document analysis
cf. Merton 2004, Entman 1993, De Vreese 2005
discourses .
stake-
holders
game
creation
games audiences
imagine a procedural rhetorics ...
… that cuts across epistemically divergent sites, theories, operationalizations
cs, digital humanities
Close readings,
formalization,
content analysis
media studies,
comm. research
Corpus analysis,
cultural analytics
media psych.,
qual. sociology
Experiments,
questionnaires,
interviews,
observation
cs, anthropology,
digital humanities
Interviews,
studies of work, ANT,
code analysis
sociology,
media studies
Interviews,
document analysis
sebastian@codingconduct.cc
@dingstweets
codingconduct.cc
Thank you.

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The Expectable Rise, Pyrrhic Victory, and Designerly Future of Game Studies as an Interdiscipline

  • 1. the expectable rise,...pyrrhic victory, and designerly future of game studies as an interdiscipline Sebastian Deterding Rochester Institute of Technology Critical Evaluation of Game Studies Seminar, Tampere, April 28, 2014 c b
  • 2. “Game studies are an interdisciplinary field …” Aarseth 2001, Krzywinska, Mäyrä & Crogan 2005, Mäyrä 2008, Egenfeldt-Nielsen, Heide Smith & Tosca 2012, Waern & Zagal 2013
  • 3. Game studies as interdiscipline • ID seen as logical consequence of the newness of GS • ID seen as necessity, given overcomplexity of games • ID seen as primary strength of GS (relative to …?) • ID seen as major challenge of GS: What’s “core”, how to organize & integrate? Aarseth 2001, Krzywinska, Mäyrä & Crogan 2005, Mäyrä 2008, Egenfeldt-Nielsen, Heide Smith & Tosca 2012, Waern & Zagal 2013
  • 4.
  • 5.
  • 6. 1 What is ID? 2 how ID-y are game studies? 3 what are the challenges? 4 so what do we do?
  • 9. multidisciplinarity Juxtaposition of disciplines transdisciplinarity Transcendence of disciplines interdisciplinarity Interaction & integration of disciplines partial full auxiliary supplementary structural auxiliary supplementary structural contextualising integrated generalising theorymethoddata degree of integration narrow broad scope of disciplines few disciplines, epistemologically homogenous many disciplines, epistemologically heterogeneous increasing dissolution of disciplinary boundaries Adapted from Klein 2010
  • 11. drivers of interdisciplinary fields • New epistemic questions give rise to topical IDs: interactive fiction, ... • New technology creates new societal issues: video game violence, game-based learning • Social groups legitimise and push their interests through forming life experience IDs: aca/fans • New vocations create economic demand for professional preparation IDs: game design Jacobs & Frickel 2009
  • 12. trajectories of iD fields • Initial groundswell of young scholars driven by new ground, little competition, freedom from structure, big student & public interest • As field matures, resistance of traditional disciplines, struggle for institutionalization • Internal differentiation into sub-communities • Traditional disciplines develop critical mass of scholars & bodies of work that pull scholars back Raasch et al. 2013, Pfirman & Martin 2010, Jacobs & Frickel 2009, Holbrook 2010, van Rijnsoever & Kessels 2011
  • 13. full,broad interdisciplinarity • Educational: Experiential, collaborative, problem-based learning; support & practicing of perspective-taking, contextualization, critical thinking, synthesis, application across disciplines & theory/practice: ? • Empirical: Routine & necessary integration of divergent data forms to answer research questions: ? • Methodological: Unique new methods from mixing old ones: gameplay reviews (Williams), TRUE (Kim)? • Theoretical: Germane new concepts & theories driven by & valuable for divergent disciplines and social domains; organise new research across epistemically divergent methods, disciplines: procedural rhetorics (Bogost)? Klein 2010, Huutoniemi et al. 2010, DeZure 2010
  • 14. multidisciplinarity Juxtaposition of disciplines transdisciplinarity Transcendence of disciplines interdisciplinarity Interaction & integration of disciplines partial full auxiliary supplementary structural auxiliary supplementary structural contextualising integrated generalising theorymethoddata degree of integration narrow broad scope of disciplines few disciplines, epistemically homogenous many disciplines, epistemically heterogeneous increasing dissolution of disciplinary boundaries Adapted from Klein 2010
  • 15. game studies Hermeneutic, formal, qualitative media studies game studies Hermeneutic, formal, qualitative media studies the phyrric victory of game studies relevanceofgames recognitionofgameresearch volume of game research(ers), resources hci Playability, game UX, game UR communication Presence, MMT, SDT, Involvement economics Virtual economies, marketing, nudging, IP psychology Aggression, addiction, motivation ... cf. Jacobs & Frickel 2009, van Rijnsoever & Kessels 2011 game studies Hermeneutic, formal, qualitative media studies
  • 16. Boutet, Coavoux & Zabban 2014 (Category “Interdisciplinary” removed from data set) 3%5% 5% 6% 7% 10% 11% 12% 16% 4% 22% Communication Computer Science Social Sciences Media Studies Education Art Game Studies Literature Humanities Cultural Studies Design authors in Game studies journals
  • 17. ludic paidic liminalliminoid cultural form Aesthetics, media studies perfect feedback Neoclassical economics nudges Behavioural economics exploitation Critical theory status display Marketing, social psych. communal performance Perf. studies, anthrop. immersive performance Perf. studies, art reinforcement Behavioural psychology hedonic wellbeing Positive psychology eudaimonic wellbeing Design, philosophy pleasure UX design, advertising playfulness Design, philosophy expressive systems Computer science, rhetorics microworlds Education Deterding, in print differentiation of rhetorics “Player studies” “Formal” game studies “Second wave Colonizers” “Indigeneous”
  • 19. hurdles for interdisciplinary fields • Less recognition, doubts over lacking quality/rigour • Less resources (journals, jobs, funding bodies, teaching materials, political representation) • Friction of epistemic cultures (e.g. in peer review) • No overarching theories, epistemic objects • Unclear/traditional hiring & promotion criteria • Disciplinarily organized job markets Raasch et al. 2013, Pfirman & Martin 2010, Jacobs & Frickel 2009, Holbrook 2010, van Rijnsoever & Kessels 2011
  • 20. <4> so what do we do?
  • 23. game *design* studies • Design is inherently cross-disciplinary problem- solving, with integrative pedagogies (studio, project) and methods (design-based research, research- design, critical making, carpentry, ...) • Applied focus gives relevance across social domains, design research gives critical corrective • Institutionalised through interlocking educational programs, PhD/MFA degrees, and hiring/promotion criteria that create a self-sustaining job market Jacobs & Frickel 2009, Boradkar 2010
  • 25. discourses . stake- holder frames media producer frames media text frames audience frames with middle range theories/objects … that cut across epistemically divergent sites, theories, operationalizations: like news framing media studies, comm. research Close readings, formalization, content analysis media studies, comm. research Corpus analysis, discourse analysis media psych. Experiments, questionnaires journalism r. Interviews, studies of work public relations Interviews, document analysis cf. Merton 2004, Entman 1993, De Vreese 2005
  • 26. discourses . stake- holders game creation games audiences imagine a procedural rhetorics ... … that cuts across epistemically divergent sites, theories, operationalizations cs, digital humanities Close readings, formalization, content analysis media studies, comm. research Corpus analysis, cultural analytics media psych., qual. sociology Experiments, questionnaires, interviews, observation cs, anthropology, digital humanities Interviews, studies of work, ANT, code analysis sociology, media studies Interviews, document analysis