Paper at Hiroshima

This last weekend I gave a paper to the Hiroshima Seminar of Digital Humanities for the Dickens Lexicon Project. Dr. Nagasaki also spoke at this event and Dr. Imahayashi organized the event.  This seminar was hosted by the English Research Association of Hiroshima (ERA), and supported by Grants-in-Aid for Scientific Research and the International Institute for Digital Humanities. I spoke on Text Analysis and the Digital Humanities. I showed Voyant.

The Dickens Lexicon project was new to me. I quote from a report Imahayashi wrote (PDF, English) online:

the Dickens Lexicon Project, which was organised in 1998 and consists of twenty scholars who graduated from Hiroshima University and Kumamoto University. The ultimate aim of the project is to compile the Dickens Lexicon from the cards Dr Tadao Yamamoto (1904-91) elaborately drew up and left to us. The Lexicon is expected to be released as “The Dickens Lexicon Online” on the internet website with the multifunctional search engine in the near future.

The Lexicon project goes back to before the war when Yamamoto started gathering materials for the first time.

On the 6th August 1945 the Atomic bomb was dropped on Hiroshima, owing to which his house was completely destroyed and all the cards and materials for the Lexicon were burnt to ashes.

Yamamoto, fortunately survived and he was able to restart the project, though he didn’t finish it.

The day after the seminar I visited the Peace Park and A-Bomb Dome in Hiroshima. Words don’t convey the emotions of visiting this site.

More photos added about arcades, pachinko and emulators

Mario-themed coin pusher game

I’ve posted some more sets of gaming related photographs on my Flickr account.

  • Documentation for emulator test at Ritsumeikan Game Archive Project: I’ve posted photographs of the original consoles and the Nintendo Famicom emulator that I took for an experiment on testing emulators. The Nintendo emulator is the one official emulator around and it was commissioned by Professor Koichi Hosoi.
  • Arcade, Pachinko and other sites in Kyoto: I’ve posted a set of photographs I took on a full day excursion with colleagues to an arcade, a Pachinko parlour and to game related stores. This time I played a bunch of the games.

Interview with Professor Uemura

On Friday the 16th, of December I interviewed Masayuki Uemura who is a Professor at Ritsumeikan since 2003, but is also known as the head of the division that designed the Famicom when he was at Nintendo. Professor Mitsuyuki Inaba translated for us as Professor Uemura doesn’t speak English and I don’t speak Japanese. We talked mostly about his current research into patterns of play.

Uemura and his lab have developed a system that captures play activity as subjects play video games. They simultaneously capture:

  • Video of the game screen,
  • Video of the player with a time and date stamp,
  • Information about the number of times different controller buttons are pressed, and
  • Video of a system of lights that shows what buttons are being pressed and the elapsed time.

This is combined into a single video with four squares so that they can review subjects playing and simultaneously see what they are doing. The controller buttons being pressed is also recorded as data that they can analyze. I asked if they had thought of capturing the controller data (when buttons are pressed and for how long) as MIDI and he said they tried that, but couldn’t get rid of latency in the capture. They are now experimenting with gathering more data like heart rate, but that is intrusive so they are also thinking of eye-tracking. The idea is to capture as much information about player behaviour as possible so as to compare players and try to understand differences between players. He is trying to see if there are types of players (like button mashers vs careful button pressers.) After they capture a subject playing they follow that up with an interview as he feels that there is a lot more to game playing than what happens on the screen. He would like to capture as much context as possible.

He talked about an interesting phenomenon where players repeatedly press a button that doesn’t do anything (the up in the cross-shaped joypad.) He showed me a slide with results of a test of 7 participants with the amount that they pressed the up button in 8 minute segments. Strangely the players that self-identified as experts pressed up a lot more. He has also been looking at when they press combinations of buttons. At the moment he is still gathering data and he is interested in cross-cultural comparisons of how players in different countries play the same games. He has gathered some data from Chinese players (who generally play pirated versions of games) to see if there are differences between Chinese and Japanese players. We talked about gathering data from Canadian players too.

While he described some of his preliminary findings, he was reluctant to speculate as to why there would be differences or why players would continue using a button that doesn’t do anything. It was clear to me that he wanted to be rigorous in the description of player behaviour and not indulge in speculation about the reasons for differences too early.

At the end of the interview (or I should say discussion) we talked a little bit about Nintendo. He has an article coming out in the journal of DiGRA Japan (Japanese) where he discusses his experiences at Nintendo and the development of the Famicom. He encouraged me to read that when it comes out.

What is the purpose of higher education? Live chat, 16 December

I have been invited to join a live chat on What is the purpose of higher education?. This is being organized by the Guardian Higher Education Network. I’ve never done a live chat like this, so it will be interesting to see how it works. The question we will be addressing is one posed by Aidan Byrne in his live blogging of “The Politics of the Univesity”:

Since the 2000s, academic managers and leaders have adopted the discourse of neoliberalism, presented as neutral truth, ‘common sense’ or realism. ‘Choice’ trumps all other ideas. Universities form businesses, conduct marketing, undertake ‘esteem indications’ and surveys. Private income is lionised. Students are encouraged to pursue self-interest: public service is derided. What of the future?

Video games can never be art – Roger Ebert’s Journal

I had, of course, heard that Roger Ebert had made statements to the effect that games can’t be art, but hadn’t bothered to track them down. Here is his sustained argument, Video games can never be art which takes as its foil Kellee Santiago’s TED talk on the subject. One way to read this debate is that it becomes a matter of definition. If you define art in a certain way then yes, games aren’t art, by definition. And Ebert seems to feel that either games can never be art, or it will take so long that we will all be dead by then (which is more or less the same thing.) Santiago, by contrast, argues that one shouldn’t judge the artistry of a genre in its infancy. I will have to think so more on this, but here are some first reactions:

  • Ebert’s definition of art from Plato, that it is the” imitation of nature,” does not, to my mind, define games out of the picture. One could respond that games imitate different features of nature like movement, flow, and interactivity. Ebert goes on to argue that art “grows better the more it improves or alters nature through an (sic) passage through what we might call the artist’s soul, or vision.” Again, I don’t think this definition excludes games in principle. What it does is reiterate a Renaissance belief in the vision of a genius, which even Ebert realizes excludes all sorts of art (like cathedrals.) The particular way we interact with games tends to hide the genius of creators – we don’t look on them with wonder at their creation. If caught up in them we play as if we were in the fictional world. Ebert may be right that our relationship with games is not a sacred one of visionary transformation before FINE ART, but that is a questionable and historically constructed relationship. I can imagine a future where games and their designers are treated with such reverence.
  • If Ebert is going to draw on Plato and Aristotle he should be open to another sense of art as craft. The painter who imitates nature uses technique to craft a believable representation. That craft or techne is what Plato and Aristotle were interested in, not some sacred relationship through genius. Plato was concerned with the effects of performing the poets (as opposed to listening to them) which is how epics were consumed – they were acted out – and he worried about youth playing disreputable characters. Video games are criticized in very similar ways – that they habituate youth to doing nasty things like killing zombies. Plato wanted to banish the poets and would probably have similar concerns about game designers today. Fine art, however, has been safely neutered so youth don’t really get to do more than wear tights for a Shakespeare play which no one seriously considers dangerous. In that sense games are the inheritors of a craft of imitation and context for player imitation that Plato called art. Art is no longer the art Plato warned us about. Games are now the dangerous imitation of nature. As for Aristotle, he was concerned with the place of craft in a hierarchy of knowledge and games are clearly technical productions that fit the class of crafts.
  • Ebert is right at the end to suggest that it shouldn’t matter to players that games are not art just as chess players don’t worry about it being an art. Perhaps we just need to define our terms and create a supercategory of fictions (imaginative things that we make). The fine arts and games are all members of this category. There are better and worse games just as there are better and worse plays. There are serious games that are meant to be high culture and there are potty performances that appeal to the worst in us. We have developed traditions of interpreting, playing and judging both games and fine art.
  • Why does it matter that games be an art? I suspect this says more about the maturing of gaming than it does about art. Gamers and game studies want the respect of being high culture for all sorts of reasons from academic acceptance to acceptance as a past-time. We used to treat games as something children played and adults were encouraged to get serious. I was certainly encourage to drop (or hide) my passion for military simulations (war games) when I entered high school and realized there were all sorts of cool women I wanted to talk to (who would laugh at my passion). Things have changed – boy culture or nerd culture is triumphant and it rightly wants to shed the association of its values with adolescence. Where I stopped playing games this generation is unafraid to be openly associated with gaming. The only remaining barrier is the perception that games, while they may be an adult pastime, are not serious art capable of bettering the soul (which is what we tell ourselves that the fine and performing arts do.)
  • Which returns us to the question of transformation? Can a game change your mind, influence your imagination, or transform your life the way we think high art can? I would argue that they can, but they do it in a different way than the fine art or philosophy does. Monopoly doesn’t tell you about capitalism or show capitalism at work. It creates a context in which you play as if a certain view of capitalism were true (that acquiring property and bankrupting people is the goal.) If you are changed by Monopoly it is not that you think “Oh, the designer had an interesting view about Monopoly that has changed my mind.” Instead you take on the habits or world view of a monopolist (or someone who is appalled by monopolies). It can change you, but in ways we aren’t trained to talk about the way we can talk about the transformative vision of Michelangelo. With time we will develop the critical traditions and feel just as comfortable asking about the world imitated in a game and its assumptions. Asking if games are art is one way to open this up. One day we will wake up and find there is a canon of what were transformative games. Until then we can play without thinking too much.

The Guild – a web series about gamers

I’ve been watching the The Guild – a web series about gamers. It was launched in 2007 on YouTube and shows what can be done with a web series. Written by Felicia Day it chronicles the real and online lives of a guild of MMORG players. It apparently was one of the inspirations of Dr. Horrible’s Sing-Along Blog another great web series. They both use a series of short episodes suitable for web streaming to do comedy.

MLA Profession 2011: On the Evaluation of Digital Media as Scholarship

My paper “On the Evaluation of Digital Media as Scholarship” has just been published online in MLA: Profession 2011 (pp. 152-168). The PDF is freely available. The abstract reads,

As more and more scholarship is digital, we need to develop a culture of conversation around the evaluation of digital academic work. We have to be able to evaluate new types of research, like analytic tools and hypermedia fiction, that are difficult to review. The essay surveys common types of digital scholarly work, discusses what evaluators should ask, discusses how digital researchers can document their scholarship, and then discusses the types of conversations hires and evaluators (like chairs) should have and when they should have them. Where there is a conversation around evaluation in a department, both hires and evaluators are more likely to come to consensus as to what is appropriate digital research and how it should be documented.

This is part of a collection put together by Susan Schreibman, Laura Mandell and Stephen Olsen about Evaluating Digital Scholarship. McGann and Bethany Nowviskie, among others, also have papers in this issue of Profession.

Akihabara: Otaku Holy Land

Panorama of Akiba

If you are interested in Japanese otaku culture you have probably heard about Akhihabara or Akiba for short. Akiba is a neighbourhood of Tokyo famous for electronics shops, game shops, maid cafés and arcades. I was lucky to get a tour of Akiba by Michiya Kawajiri and Kiyonori Nagasaki on November 30th, 2011. Akiba is similar to Osaka’s Nipponbashi neighbourhood, but larger and with maid cafés. You can see my photos of Akihabara on Flickr.

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Interview with Akira Baba

On December 1st I met with Akira Baba who was the founding President of DiGRA Japan [Japanese]. He is a professor at the Graduate School of Interdisciplinary Information Studies and a member of the Interfaculty Initiative in Information Studies at the University of Tokyo. The meeting was set up by Kiyonori Nagasaki who is in the same interdisciplinary faculty and we had a student who translated for professor Baba. Our conversation revolved around the challenges of university/industry engagement.

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