Game Studies and Media Archaeology

Last week the Sussex Humanities Lab played host to a pretty special experiment. Alex Peverett and Andrew Duff assembled over twenty gaming systems, spanning over forty years of gaming history.

In attendance, says Alex, were such marvels and horrors as a Sinclair ZX81, Atari 2600, Colecovision, Vectrex, Sinclair 128k, Commodore 64, Atari 800XL, Acorn BBC Model B Microcomputer, Windows/Dos Laptop, Nintendo 64, Super Nintendo, Nintendo Gamecube, Sony Playstation 2, Sega Megadrive, Sega Dreamcast, Nintendo Gameboy, Sony PSP, Sony PS4 and PSVR, and a Speak and Spell … that he can remember.

I am fairly sure there were at least one or two systems from a parallel universe’s timeline (but my memory is a bit blurred by vast steam clouds billowing from the polished brass and stained glass Sega Steamcast, so maybe not). 

Tim Jordan, Professor of Digital Cultures at Sussex, kicked things off with a highly suggestive, whistlestop tour of issues in gaming from a broadly media studies, sociological, and cultural studies perspective. Tim used the example of a massively multiplayer online roleplaying game to illuminate at least four themes. First, there was the negotiation of meaning and identity in gaming, especially thinking about race, gender, and sexuality. Second, the co-production of games by players, not only through their in-game behaviours, but also through player co-operation outside of games, and the modification and changing of games by players. Third, there was the media archaeology of games, both in regards to the glittering array of stand-alone games surrounding us, and on the servers of discontinued MMORPG. Some digital ludic worlds have an uneasy, precarious existence, liable to have the plug pulled by the owners of the IP. Then Tim wrapped up by looking at some issues around gaming and the digital economy more generally. The older consoles in the room were built with the expectation that players would purchase and fully and permanently own each new game; more recently, gaming has been reshaped by the economics of free-to-play games (with in-game purchases), subscription models, and so on.

Then we played. I tried out a VR game for the first time (and am presumably still in the game, which was Moss). It wasn’t nearly as immersive as I’d been led to expect by commercial hype and popular culture portrayals of VR, but it was fetchingly unsettling. I liked the way sometimes an invisible object or person in the “real” world got in your way, and you just had to push it or them over to pursue your in-game objectives.

I drew some eldritch granite water lilies up from the deep, and helped my heartbreakingly brave protagonist (a needle-wielding champ with a real Reepicheep / Mattimeo vibe) hop across the water. In the background, the mountainous gloom shifted … it was a deer, stooping to drink.

But although I was there for almost the full three hours, I probably only spent ten minutes on the gizmos, because I just kept having nice chats with people! We talked about gaming — video games, board games, tabletop RPGs, gamification, art with game elements, worldbuilding and storytelling across games and other forms of culture. Networking was part of the event’s rationale:

This event will not only be a chance to explore SHL’s media archaeology resources, reflect on media archaelogical theory and practice — and play some games! — but also an opportunity to meet others across the university involved in gaming, game studies, and game design, and to take stock of the state of the art and the future of game studies at Sussex. […] What are we already doing around games at Sussex? How can we bring together existing research and teaching around gaming to share resources, projects, ideas, and opportunities?

We were here to shoot zombie Nazis, but more fundamentally, to shoot the breeze.

For some reason, I did start to think of Sam Ladkin, Senior Lecturer in Critical and Creative Writing (English), as a sort of console. “You should give this one a go,” I told everyone. “It’s really weird.”

Among other things, Sam and I discussed the new elective undergraduate module he’ll be launching, Video Games: Critical and Creative Writing. It sounds like a really fascinating and exciting mix, which will look at games as both technical and cultural objects, will allow students to be assessed through creative work and/or their critical studies of games, and will place politics at its very heart.

With the launch of Video Games: Critical and Creative Writing, along with what’s already happening on the Games and Multimedia Environments BSc and elsewhere, and the outlines of SHL 2 beginning to wobble on the horizon, we could well be at the dawn of a golden age of game studies at Sussex.

(But then again, maybe I’m still in the game).

JRA Opportunity

Junior Research Associate opportunity: Digitising SF Fandom History

This is a call for current second year students at Sussex who are interested in applying to be a Junior Research Associate over the coming summer. You can find a description the JRA scheme here. This is a paid scheme, aimed at students who hope to pursue postgraduate research. This could be for you if you have an interest in the history of science fiction fandom and/or digital archiving and preservation. The deadline for the first round is 4pm Wednesday 10 April.

VECTOR

Vector is the magazine of The British Science Fiction Association (BSFA), established 1958 and still publishing today. As the Science Fiction Encyclopaedia slightly snarkily puts it, “Vector has appeared variously as an association newsletter, a typical fanzine, and something like an academic journal.”

The BSFA currently have about two hundred issues of Vector scanned as PDF. It’s likely that the core of the project will be learning to use to learn to use the AtoM system in order to prepare these as a digital collection, ready for deposit into an institutional repository. You will explore what makes these materials valuable and unique, research and implement appropriate metadata practices, build upon existing (patchy) fan-curated record catalogues, including the ISFDB’s catalogue and Mike Cross’s catalogue, and begin to investigate some of the legal complexities of creating an archive.

We’re looking for somebody who wants to work in an independent and exploratory fashion, defining your own objectives, priorities, and research strategies within the project’s overall remit. So you’ll have the opportunity to shape your own research agenda, with the support of your supervisor. For example, you may want to look at reaching out to institutional holdings and fan communities to try to uncover missing issues; and/or explore the data of the collection using text analysis; and/or come up with novel ways of enriching the digital resource. The JRA could also be a great chance to learn more about the Sussex Humanities Lab and grow more involved in its research culture.

Continue reading “JRA Opportunity”

Beyond Numbers: Celebrating Ada Lovelace Day at the Brighton Digital Festival 2018

By Ioann Maria and Sharon Webb.

Held annually on the second Tuesday in October, Ada Lovelace Day recognises the accomplishments of women in Science, Technology, Engineering and Maths (STEM), while also celebrating Ada Lovelace herself as a pioneer of computing science. The overarching aims of the annual event are to increase the profile of women in STEM, and to create and to highlight role-models, so that we can encourage diversity and representation in computer science, in software engineering, and in the sciences more broadly. In 2018 the Sussex Humanities Lab celebrated Ada Lovelace Day with an event called Beyond Numbers.

adabeyondnumbers_sharon&ioann
Ioann Maria and Sharon Webb

Ada Lovelace was born in 1815. She was encouraged by her mother, Annabella Byron, to study arithmetic, music, and French. It’s been suggested that Ada’s strict study regime was a deliberate attempt to suppress Ada’s imagination, since Ada’s mother was fearful of her ‘dangerous and potentially destructive,’ imagination given the eccentrics of Ada’s estranged father, Lord Byron (Essinger, 2014).

By the time she was thirteen, Ada Lovelace had already designed a mechanical bird. At the age of eighteen Lovelace formally met Charles Babbage, who would later be heralded as the father of computing science. She became intrigued with Babbage’s proposed “Difference Engine.” Over the years Ada Lovelace studied and translated the maths associated with both Babbage’s Difference Engine and its sequel, the Analytical Engine, as well as the Jacquard Loom. In 1843, translating and annotating Luigi Menabrea’s paper on Babbage’s Analytical Engine, she developed a formula for computing Bernoulli numbers. On the basis of this work — a program to be executed upon machine that did not yet exist — Lovelace has been hailed as the world’s first computer programmer.

But unlike Babbage and Menabrea, who only saw the number-crunching potential of this machine, Ada Lovelace also proposed that if a machine could manipulate numbers then it could do so for any type of “data.” Indeed, the ‘Enchantress of Numbers’ (as Babbage is credited with describing her) stated that the Analytical Engine ‘might act upon other things besides numbers,’ and that for instance, it might ‘compose elaborate and scientific pieces of music of any degree of complexity or extent.’

The Beyond Numbers event, organised by Ioann Maria and Dr Sharon Webb, coincided with Ada Lovelace Day. It was specifically interested in exploring the potential identified by Ada Lovelace for machines to ‘act upon other things besides numbers.’ The aim of the event was to celebrate women, non-binary, and transgender scientists, artists, musicians, researchers and thinkers whose works are based on scientific, technological and/or mathematical methods. 

The event opened with Sharon Webb’s historical overview of the role of women in technology, entitled “When Computers Were People,” which also called out the current gender gap in computer science. She was followed by a session from Kate Howland (University of Sussex, Lecturer in Interactive Design) entitled “Talking Programming,” in which Kate gave an outline of her research on designing voice user interfaces for end-user programming in home automation. Cécile Chevalier, Lecturer in Media Practice at the University of Sussex, spoke on “Automata, Automatism and Instrument-Making Toward Computational Corporeal Expressions.” In thinking of the body, technology and expression in computational art, Cecile offered a retrospective of her own artwork. Brighton-based audio-visual artist Akiko Haruna gave a talk on A/V and electronic music scene touching on “Self-Value in the Face of Ego,” where her focus was on encouraging all women to explore the world of electronic music and audio-visual art. She spoke of her personal experiences and the many ways in which digital sound as a medium has liberated her work. Estela Oliva, London-based artist and curator, spoke of “Hybrid Worlds, New Realities,” presenting her new project CLON in which she interrogates the possibilities of new spaces enabled with virtual and immersive technologies such as gaming, 3D video, and virtual reality. Irene Fubara-Manuel in her talk “An Auto-Ethnographic Account of Virtual Borders” presented her piece “Dreams of Disguise” (2018), a traversal of the virtual border through racialized biometric technologies: a project that blurs documentary truth with science fiction to reveal the ubiquitous surveillance of migrants and the rising desire for opacity. The event closed with Ioann Maria’s “Contra-Control Structures” talk on hacktivism, cyberactivism, and women, with an outline of her first-hand experience in creating physical DIY creative spaces.

The day was a fusion of science and creative arts. It reached beyond the “numerical” and provided a friendly space for the local community to find out about one another — a space to share, to engage, and to collaborate.

adabeyondnumbers_artwork

As a direct result of Beyond Numbers and the positive feedback this event received, FACT///  (Feminist Approaches to Computational Technology Network) was established by Cécile Chevalier, Sharon Webb, and Ioann Maria Stacewicz. In keeping with the aspirations and goals of Ada Lovelace Day, FACT/// Feminist Approaches to Computational Technology Network seeks to promote dialogue, collaboration, and support diverse voices in transdisciplinary computational thinking and environments. The first FACT/// forum was held on Thursday, 7th March at the Sussex Humanities Lab. For more details see fact.networkFACT/// is a CHASE Feminist Network Award and also supported by the Sussex Humanities Lab.

#AdaBeyondNumbers on the web:

About Sharon:

Sharon Webb is a Digital Humanities Lecturer in the Sussex Humanities Lab and the School of History, Art History and Philosophy. Sharon is a historian of Irish associational culture and nationalism (eighteenth and nineteenth century) and a digital humanities practitioner, with a background in requirements/user analysis, digital preservation, digital archiving, text encoding and data modelling. Sharon also has programming and coding experience and has contributed to the successful development of major national digital infrastructures.

Sharon’s current research interests include community archives and identity, with a special interest in LGBTQ+ archives, social network analysis (method and theory), and research data management. She holds a British Academy Rising Star Engagement Award 2018 on the topic of community archives and digital preservation, working with a number of community projects, including Queer in Brighton.

Sharon is currently running a twelve-month project funded by the British Academy Rising Star Engagement Award (2018), ‘Identity, Representation and Preservation in Community Digital Archives and Collections’. This project is an intervention in three important areas: community archives, digital preservation, and content representation. For more details see www.preservingcommunityarchives.co.uk.

About Ioann Maria:

Ioann Maria is a new media artist, filmmaker, and computer scientist. Ioann’s work is focused on hacktivism, electronic surveillance, computer security, human-machine interaction, and interactive physical systems. In her solo and collaborative projects she explores new methods in real-time audio-visual performance.

Ioann is co-founder of the Edinburgh Hacklab, Scotland’s first hackerspace. She was formerly an Artistic Director of LPM Live Performers Meeting, the world’s largest annual meeting dedicated to live video performance and new creative technologies, and a Research Technician in Digital Humanities at the Sussex Humanities Lab, University of Sussex, which is dedicated to developing and expanding research into how digital technologies are shaping our culture and society.

What are the digital humanities?

By David M. Berry

Digital humanities are at the leading edge of applying computer-based technology in the humanities. Initially called ‘humanities computing’, the field has grown tremendously over the past 40 or so years. It originally focused on developing digital tools and the creation of archives and databases for texts, artworks, and other materials. From these initial uses, and as computation developed, computers offered increasingly sophisticated ways of handling and searching digitised culture. For example, with recent advances in digital imaging, it is now possible to produce very high-quality reproductions of books and artworks that can transform our ability to study them.

Pianist Shin Suzuma uses a digital score app for ensembles
Pianist Shin Suzuma uses a digital score app Syncphonia for ensembles powered by Sussex University research funded by AHRC

The key to understanding the digital humanities is to reject the idea that digital technology is invading the academy. Computers were used for humanist ends from very early on in their history, and not only, as one might expect, as mere storage for large libraries of text. Computer networks, particularly the internet, have also enabled digital files to be used from almost anywhere on the globe. This access to information has had a tremendous effect on the ability to undertake research in the arts and humanities.

Digital humanities incorporate key insights from languages and literature, history, music, media and communications, computer science and information studies and combine these different approaches into new frameworks. More recently, the disciplinary focus has widened to include critical digital studies, as well as fields more commonly associated with engineering such as machine-learning, data science and artificial intelligence. Indeed, as early adopters of technology, digital humanists were prescient in seeing that computation would have an increasing centrality to research in the humanities.

As part of their work, digital humanists have developed new methods, such as computer-based statistical analysis, search and retrieval, topic modelling, and data visualisation. They apply these techniques to archives and collections that are vastly larger than any human researcher or research group can comfortably handle. These methods enable ambitious projects to be created with large interdisciplinary teams that are brought together to work on difficult or complex projects. Digital humanists are transforming the idea of what a humanities research project can be, giving us new ways of seeing past and present cultures.

These new collections of historical or literary artefacts are often publicly available on the web or in digital databases, and the material they contain is more openly available than previously possible with print. They increase the ability for humanists to combine data sets, social media, sound, web and image archives and also to move between them with greater ease. Equally crucial has been the creation of software for analysing, understanding and transforming these digital materials. Digital tools can also be freely accessed over the internet so they can be easily incorporated into other projects, enabling the rapid diffusion of new methods, tools and ideas across disciplinary boundaries. These digital technologies open up exciting opportunities for connecting the humanities to a wider public culture.

The social network Facebook has authorised giants like Amazon, Netflix, Spotify and Microsoft to access the personal data of its 2.2 billion users, according to the 'New York Times'. Photo by Chesnot/Getty Images.
The social network Facebook has authorised giants like Amazon, Netflix, Spotify and Microsoft to access the personal data of its 2.2 billion users, according to the ‘New York Times’. Photo by Chesnot/Getty Images.

However, with the greater diffusion of digital technologies into our lives, new concerns have arisen about the capacity these technologies have to spy on their users, about digital bias and discrimination, and the emergence of ‘fake news’. Companies such as Facebook, Apple, Amazon, Netflix and Google use our data in very intrusive ways, making collection of both public and private data a public matter of concern. Here too digital humanities, with its expertise across many knowledge areas, can help us understand these problems and provide critical interventions and policy insights.

The academy is now much more comfortable with the use of computation across disciplines. It has brought new powers of analysis, comparison and understanding to a range of research areas. The digital humanities have been exemplary in transferring digital techniques and methods into the humanities and by doing so have laid the ground for a golden age of humanities research in the 21st century. In a digital age, the humanities need to communicate humanistic values and their own contribution to public culture more than ever. The humanities continue to ask the important question: what is a life worth living? The digital humanities are part of this tradition, helping us to reflect on this question and expanding our understanding of human culture in a digital world.


David M. Berry is Professor of Digital Humanities at the University of Sussex. He writes widely on the theory and philosophy of computation and algorithms. His most recent book is Digital Humanities: Knowledge and Critique in a Digital Age (with Anders Fagerjord). His forthcoming British Academy-supported research is concerned with the idea of a university in a digital age.


This post originally appeared on the British Academy blog.