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Archivio Autori: Riccardo Fassone

Playing in and with Ecological Crises: Ecocritical videogames between attitudes and performance effects

Posted on 19 Febbraio 2025 by Riccardo Fassone
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Holger Pötzsch (UiT The Arctic University of Norway)

 

Abstract

In this paper, I problematize the relation between videogames and the ecological crisis. Connecting ecocritical advances in game studies with the emerging wider paradigm of digital environmental media studies (DEMS), I interrogate if and how videogames, play, and game development can contribute to solving humankinds most existential challenges – climate change, species extinction, biosphere depletion, and soaring inequalities. Taking a materialist perspective on the politics of entertainment media as my departure point, I see as those games as potentially transformative that invite collective conscientization and politization rather than only constituting spaces for seclusion and individual healing. Within this framework, I argue that the implications of videogames for issues such as sustainability, necessary de-growth, and progressive political mobilization need to be assessed at three intersecting levels: 1) Game content and the conveyed ideas and attitudes, 2) game production and the ecological and societal implications of the industry, and 3) the direct performance effects of released titles. Using an expanded version of Aarseth and Calleja’s cybermedia model and combining it with insights from Paglen and Gach’s approach to political art, I develop a template for the critical assessment of possible transformative effects of games on societies and the environment and demonstrate the evolving framework through brief analyses of the titles Horizon Zero Dawn (2017) and Survive the Century (2022).

 

Introduction

In their recent editorial, Pötzsch and Jørgensen (2023, p. 2) invoke Bertolt Brecht’s famous poem To Posteriority (1939). They ask if we, given the condition of the current world, “can still have a conversation about games” without at the same time remaining silent about too many problems and wrongdoings. Later, they respond positively to this question but demand different games, different forms of play, and different forms of game design and research. The field, they argue, has to change and take seriously both its potential power and its deep implications in global systems of capitalist exploitation, war, and climate apocalypse. If becoming conscientious about these issues at all levels and changing key practices, Pötzsch and Jørgensen (2023, p. 4) argue, games and play might make positive contributions and “actively engage with and change the real world for the better” – they might become vehicles supporting progressive political change.

In this contribution, I will outline some of the conditions that need to be in place for games, game development, play, and games research to be able to support progressive socio-political transformations. Taking critical materialist approaches to digital media and technologies as departure point, I outline new responses in game studies to key global challenges such as climate change, species extinction, soaring inequalities, exploitation, and wars. Using an expanded version of Aarseth and Calleja’s (2015) cybermedia model and combining it with insights from Paglen and Gach’s (2003) approach to political art, I develop a framework for the critical assessment of transformative potentials of games. Following op de Beke et al. (2024), I argue that possible societal and environmental implications of videogames need to be assessed at three intersecting levels: 1) Game content and the conveyed ideas and attitudes, 2) game production and the ecological and societal implications of the industry, and 3) the direct performance effects of released titles. Finally, I demonstrate the evolving framework through short analyses of the titles Horizon Zero Dawn (2017) and Survive the Century (2022).

 

From Greening the Media to Greening Games: Ecocritical advances in Media Studies and Game Studies

Ever since the publication of Jennifer Gabrys’s Digital Rubbish in 2011 and Richard Maxwell and Toby Miller’s Greening the Media in 2012, the awareness for global media’s intricate connections with and implications for the environment at both local and planetary levels has increasingly taken hold of the discipline of media studies. Among other things, this has led to a change in key terminologies. The term media ecology, for instance, has long been used in a metaphorical manner pointing to the ubiquity of interacting digital systems and networks embedding human users in quasi-ecological techno-spheres that allegedly follow their own intrinsic evolutionary logics (e.g. Fuller, 2007; Scolari, 2012).

Recently, a more materialist and therefore critical understanding of media ecology has emerged as determinate for key debates in the discipline. Here, media systems are connected to their concrete environmental effects and political-economic contexts along issue areas such as resource extraction for and labor conditions in the industry, e-waste handling, energy, land and water consumption, bodily impacts, material flows, physical infrastructures, and more (Parikka, 2015; Starling Gould, 2016; Qiu, 2016; Vaughan, 2019; Cubitt, 2017; Pötzsch, 2017; Crawford, 2020; Bender, et al. 2021). Such theoretical and practical reorientations have resulted in new subfields such as digital environmental media studies (Starling Gould, 2016), elemental media studies (Starosielski, 2019), critical data centre studies (Edwards et al., 2024), and critical materialist media studies (Pötzsch, 2017) just to mention a few. New methods for impact assessments of media technologies such as relational footprinting (Pasek et al., 2023) or the digital ecological rucksack (Starling Gould, 2016) have been proposed and tested to generate data for a reliable evaluations of media technologies’ actual impacts beyond corporate new speak and a greenwashing of the industry. Preliminary results have led scholars to call for a digital green deal prescribing more sustainable practices at a global scale (Santarius et al., 2023).

Discussions such as those summarized above for the discipline of media studies have also been ongoing in the field of game studies where similar developments towards a critical materialist embedding in economic, societal, political, and ecological contexts can be observed (Kerr, 2017; Woodcock, 2019; Hon, 2022; Taylor, 2023; Mukherjee, 2023; Hammar, Jong, and Despland-Lichtert, 2023; Pötzsch, Spies, and Kurt, 2024). For instance, Kerr (2017) has analyzed the trends that transform game production into a globally dominating segment of the culture industry with increasing appetite for resources, cheap labor, and energy. Similarly, Woodcock (2019) has assessed the role of the games industry, its standards and practices in global capitalist power circuits and alerts to the problematic implications of deteriorating working conditions and exploitative business models and design patterns. Taylor (2023) has taken such advances in materialist game criticism as an inspiration to call for a re-grounding of game studies that need to historicize own practices and account for videogames’ multiple imbrications in ecological, economic, and societal contexts if the discipline is to retain its relevance. Finally, Hammar, de Jong, and Despland-Lichtert (2023) use a materialist framework to alert to fascist, imperialist, and sexist tendencies in game development and play that are further compounded by and themselves exacerbate current global ecological, economic, and societal crises.

Most important for this article are critical materialist approaches that direct attention to the relation between videogames and the transformations necessary to avert the looming ecological and societal apocalypse. Ecocritical approaches to videogames are inspired by the traditions of literary and media ecocriticism (Backe, 2014; Parham, 2015) and the wider field of environmental humanities (Emmett and Nye, 2017; Chang, 2019). This legacy makes this direction in game studies veer towards issues of content and gameplay often asking how specific games or game genres represent environmental issues to then evaluate the titles with an eye on the ‘degree of greenness’ of the messages conveyed. When not focused on narrative content, contributions in ecogame studies often look into play practices and the capacity of players to act in environmentally friendly manners in game worlds or to challenge and subvert in-game non-ecological procedures and narrative frames often assuming the development of progressive and sustainable practices in the process (see many contributions in the volume edited by op de Beke and colleagues, 2024).

Given the multiple implications of game development and play for the environment that become palpable when using a materialist lens such as the one outlined above, a wider focus is required that is not only attentive to ecosensitive messaging in games but also addresses the very material conditions and ramifications of the games industry itself and the consumption practices invited by its products and business models regardless of play practices and depicted content. Such critical knowledge can then be used to inform the education of game designers (Fizek et al., 2023; Fizek, 2024). Rephrasing Parikka (2014), if aimed at supporting necessary large-scale progressive transformation, the discipline needs not only an ecological but also a geological approach to games.

Game scholarship still directs too little attention to the negative ecological implications of the technologies necessary for game development and play. Consequently, issues such as resource extraction and depletion, energy-, water- and land-use, e-waste disposal, exploitative working conditions in manufacturing and software development, as well as issues of shipping and distribution too seldomly become the explicit theme of game studies articles and conference papers. Some notable exceptions, however, do exist. Prime among these is Benjamin J. Abraham’s monograph Digital Games After Climate Change from 2022. In his book, Abraham shows that the persuasive power of ecologically conscientious games to disseminate important ecocritical messages and raise awareness for issues of environmental degradation and climate change might become negligible when held up against the severely negative impacts of game production, dissemination, and play of these same titles on the very planetary ecosphere they are meant to help saving. Moving from an analytical to an activist framework, the author not only analyzes the growing climate footprint of the games industry, but also identifies concrete steps towards a greening of both production and play that are necessary to ensure more sustainable and inclusive practices by both industry and play cultures (see also the resources and initiatives of the IGDA Climate Special Interest Group) [1].

Another seminal contribution in terms of “greenshifting games” (Backe, 2014) is the edited volume Ecogames: Playful Perspectives on the Climate Crisis edited by Laura op de Beke and colleagues that was published in 2024. The introduction (op de Beke, Raessens, and Werning, 2024) opens up the field of ecogame studies and maps both its historical roots and current disciplinary and thematic furcation. Consciously applying a holistic perspective that embeds both game contents and play practices in wider contexts of economy, society, materiality, and the earth the editors bring together contributions that focus on 1) narration and representation, 2) industry and production, as well as 3) player cultures and practices (p. 11). The introduction thus refocuses the field from game analysis and a general political economy of the games industry to a “political ecology” of ecogames conscious of both political messaging through and direct material implications of games (p. 22) (see also Fizek et al., 2023).

Such a grounding of the discipline of game studies becomes particularly palpable in the chapters by Chang (2024), Fizek (2024), and Lamerichs (2024). Chang (2024) looks at sustainability as theme and as context in game production, Fizek (2024) investigates greenwashing strategies in the industry, while Lamerichs (2024) draws critical attention to responsible consumption and ecologically conscientious player communities. All three contributions throw light on material aspects of the connections between games, production, play, and the environment and therefore constitute good examples of an emerging critical political ecology of ecogames and ecogaming. My article aims at contributing to this specific way of grounding the discipline (see also Taylor, 2023) with the objective of outlining some of the conditions under which games can potentially become viable vehicles for necessary progressive societal transformations.

 

Theoretical frames: Why cultural expressions and games matter for politics and the environment

Cultural expressions such as videogames matter to political processes in more than merely the messages they convey (Hall, 1997). Their capacity to raise awareness for certain issues is only one aspect (and often a less important one) of the entertainment industry’s complex (and often negative) implications for societies and the planet. To become transformative at a collective political level, producers of any media need to be attentive to both what these media say and to what they actually do.

Trevor Paglen and Aaron Gach (2003) have addressed this issue and developed a terminology that can be useful to disentangle the complex ways through which videogame production and play interfere with politics and the environment. Writing about art, the authors distinguish between a work’s message (attitude) and its material implications in concrete socio-political and economic contexts (performance effects). While the former points to issues of content and ideological biases, the latter addresses concrete effects of a work in a variety of areas including the environment. According to the authors, political art needs to be attentive to both these dimensions and make sure the one does not undermine key aspects of the other if the works should become politically relevant in a meaningful manner.

To offer a brief example: James Cameron’s space saga Avatar (2010) has widely been read as a cautionary tale about neo-colonial aggression and exploitation and the remorseless destruction of a planetary ecosphere for profit. In Paglen and Gach’s (2003) terminology, the message of the movie clearly veers into an ecocritical and therefore politically progressive direction (notwithstanding the problematic male-macho subcurrent of violent exceptionalism). However, at the level of the film’s concrete material performance effects, the situation looks different. Avatar was not only an immensely expensive and resource-intensive production (cost: 250 Mio $) that factors negatively on any ecological balance sheet with reference to energy-use and materials required (for such aspects of the film industry, see Vaughan, 2019). The very popular film also generated enormous profits for the film’s production company 20th Century Fox that at the time was owned by Ruport Murdoch’s NewsCorp. NewsCorp, again, controls one of the most notorious mouthpieces for climate change deniers and carbon-based industry profiteers – Fox News – that was economically reinvigorated by the profits made with Cameron’s acclaimed movie (Stableford, 2010; Clark, 2010). As the case of Avatar shows, the real material consequences of an eco-conscious film can directly and performatively undermine the very eco-critical message it attempts to convey. According to Paglen and Gach, it is important that producers and audiences of cultural products with allegedly progressive outlooks take such aporia at the intersection between content and context seriously.

The discipline of game studies still has significant blind spots regarding such contradictions between sustainability-related messages issued by means of games and the detrimental ecological and other implications of the very power- and resource-hungry technology needed to disseminate the message. This becomes palpable in a recent special issue in Simulation & Gaming where the introduction by Spanellis et al. (2024) retains a blissful ignorance about the material impacts of the industry and products that the authors present as important contributors to necessary global change. This ignorance reaches its climax in a paper advocating the use of VR-equipment in schools to teach children how to ride bicycles (Vuorio, 2024). At no point does the article ask the questions why VR-technology is needed for the purpose, how the enormous costs of acquiring and maintaining the necessary equipment should be covered, or, most importantly for my article, how the environmental and societal implications of resource extraction and use, production, distribution, and disposal should be accounted for. In both Spanellis et al. (2024) and Vuorio (2024) sustainability is reduced to a message to be conveyed with the aspects of the dissemination technologies’ negative material performance effects remaining a consistent blind spot. Given the availability of studies such as the one by Abraham (2020) and edited volumes such as the one by op de Beke and colleagues (2024) such omissions are surprising.

Before turning to an investigation of the titles Horizon Zero Dawn and Survive the Century to offer additional examples for contradictions between attitudes and performance effects of particular titles, I need to briefly introduce a framework that allows for a clearer elaboration of media-specific aspects connected to possible transformative effects of videogames as compared to other media. To do this, I will turn to the cybermedia model developed by Espen Aarseth and Gordon Calleja (2015).

The cybermedia model (Aarseth and Calleja 2015) divides the phenomenon game – according to the authors an “undefinable object” – into four distinct dimensions: 1) sign, 2) mechanics, 3) materiality, and 4) players. Dimensions 1-3 form the static cybermedia object, while dimensions 4 (players) introduces a processual element that constantly reshapes and realigns the former in emergent configurations. Drawing upon earlier advances by Hammar and Pötzsch (2022) and Pötzsch, Hansen, and Hammar (2023), I expand the original cybermedia model in crucial areas to make it account for wider socio-political as well as environmental implications of games and play.

Firstly, while Aarseth and Calleja (2015) conceptualized the dimension of materiality as merely pointing to the physical components of digital games (consoles, controllers, screens, etc), Hammar and Pötzsch (2022) expanded it to also account for the material pre-conditions for game development and use. In their version of the model, factors at the level of political economy and ecology became intrinsically connected to acts of developing and playing games. In this manner, Hammar and Pötzsch re-vamped the cybermedia model and developed it into a heuristic analytical tool for (eco)critical game studies enabling attention to issues such as resource extraction, working conditions, e-waste handling, obsolescence of devices, energy- and area-use, distribution, growth-based business models, and more.

Secondly, Pötzsch, Hansen, and Hammar (2023) renamed the dimension of sign as narration, game world, and characters to further disentangle the representational aspects of this analytical dimension. Finally, they added interferences as an additional level of analysis to account for both intended and unintended interplays between the model’s four original dimensions. This last point makes it possible to, for instance, analytically grasp potential contradictions between dominant meaning potentials (messages) encoded at the level of sign/narration and the actual performance effects of games at the level of “political ecology” (op de Beke et al., 2024) as conceptualized by Paglen and Gach (2003) with reference to political art.

The framework based on a revamped cybermedia model offers a more detailed lens that makes it possible to highlight media specific factors the three-partite approach to eco-critical game analysis developed by op de Beke et al. (2024) cannot. As op de Beke and colleagues asserted, to comprehensibly address the environmental implications of videogames in terms of issues such as sustainability, necessary de-growth, progressive political mobilization, and more, the respective titles need to be assessed at three intersecting levels: 1) Game content, 2) game production and the ecological and societal implications of the industry, and 3) the direct effects of play practices both in terms of energy- and resource-use and the experiences afforded. However, what the authors state here remains true with all types of media and does not specifically account for games. Therefore, a combination of op de Beke et al.’s framework with aspects of the cybermedia model can offer useful new insights with an eye on such game-specific factors as the relation between story, game world and mechanics or the resource intensity of play. I will now demonstrate the emerging framework by conducting brief ecocritical analyses of the titles Horizon Zero Dawn and Survive the Century using the terminology by Paglen and Gach (2003) as well as the extended cybermedia model as analytical frames.

 

Two examples: Horizon Zero Dawn and Survive the Century

Horizon Zero Dawn (HZD) is an action-adventure-shooter developed by Guerrilla Games and distributed by Sony Interactive Entertainment. The title was initially released for Playstation 4 in 2017 and later made available for Windows (2020). HZD has been lauded for its world-building, game mechanics, and ecocritical storyline (see for instance Woolbright 2018). In the following, I will briefly investigate the title’s attitudes and performance effects at each of the three levels introduced above – 1) content and mechanics, 2) production, and 3) direct socio-political impacts and implications. I will direct critical attention to media-specific aspects and interferences between the various levels of analysis introduced earlier. Main focus will be on environmental issues and possible transformative effects at a societal level.

At the level of content, the well-developed ecocritical story players can follow when engaging with HZD has been widely acknowledged (see for instance Woolbright, 2018; Condis, 2020; Nae, 2020). The game plays out in a far future world where humans have reverted to tribal societies and lost access to the remains of a former high-tech culture still surrounding them in form of ruins, derelict technologies, and fully functioning autonomous machines populating the wild. When progressing through the game, players learn the reasons for the catastrophe that ended human civilization a thousand years ago: the powerful multinational tech-company Faro Automated Solution (FAS) had developed machines to repair the planet’s damaged biosphere. After this was achieved, the company turned to defense contracting to retain profits and, against the will of chief scientist Elisabet Sobeck, developed autonomous fighting machines powered by biomass that subsequently turned rogue and destroyed the Earth’s biosphere.

Understanding their fatal mistake, FAS again turned to Sobeck and her Project Zero Dawn centered on an AI named GAIA containing all human knowledge and DNA samples of every living creature. GAIA’s mission was to fix the ecosphere, repopulate the world, and educate humanity to avoid similar failures in the future. However, also Project Zero Dawn malfunctions with the reeducation program breaking down leaving humanity ignorant of its past achievements and failures and a fail-safe taking the wrong turn executing a new extinction protocol. Uncovering this information, former tribal outcast and player character Aloy finally manages to turn off the fail-safe subsystem of GAIA and re-establish the balance.

At the level of content and message, HZD thus conveys a clear techno-critical attitude that invites problematizations of profit-driven technological developments in the context of global capitalism and pairs this with a cautionary tale against single persons acquiring too much power. At the same time, however, technological developments funded by overempowered individuals such as FAS CEO Theodore Faro are not only presented as the reason for the ecological apocalypse, but also feature as essential components of the envisioned solution to the crisis. Faro also funds program Zero Dawn developed by Sobeck to repair the dead planet. This doubleness suggests that inherently treacherous, technological quick fixes for complex societal and ecological challenges might have the capacity to save us from ecological disaster without implying a need to fundamentally change an economic system built upon the massive exploitation and destruction of planetary life for profit. Despite such double meanings regarding both dangers and possible benefits of technology, the game’s carefully crafted story and convincing world-building still invites critical reflection on capitalist logics, environmental processes, and political alternatives. [2]

In games, however, players do not only interpret, think, and reflect, they also act. And also the processual and mechanics-based restraints to their possible interventions can carry ideological meaning. This becomes palpable in HZD where received game mechanics focused on resource maximation and combat gradually undermines the environmentally conscientious storyline. HZD creates incidents of ludo-narrative dissonance that do not serve wider artistic purposes such as those described by Grabarczyk and Walther (2022). In the end, such contradictions threaten to subvert the intended ecocritical message of the game. As Condis (2020) has argued, “while HZD does an excellent job of creating opportunities for players to reflect on ecological themes […], its heavily action-focused core gameplay loop somewhat blunts its ecocritical potential”. In particular, she contends that HZD’s emphasis on combat and resource acquisition directs attention away from the ‘slow violence’ of climate change (Nixon 2011; cited in Condis 2020) and instead invites “escapist power fantasies in which positive outcomes are achieved when heroic individuals do battle with evil”. In a similar manner, Nae (2020, p. 273) identifies a “modal dissonance” in HZD where the “in-game economy simulates a capitalist entrepreneurial ecosystem in which the player has to be engaged” (p. 273). This way, the author pinpoints, despite its eco-critical message, HZD “naturalizes capitalism” at the level of mechanics and underlying processes.

In addition to such dissonances between the dimensions story and mechanics, HZD’s direct performance effects also stand in contradiction to its intended environmental message. The game was costly to produce and generated significant profits for the studio Guerrilla Games and, more importantly, for the global distributor and multinational company Sony Interactive Entertainment. These profits are channeled into new projects creating power-hungry triple-A titles for global consumption that will not necessarily attend to similar eco-critical messages. In addition to this factor at the level of production, HZD also requires resource-intensive and power-hungry technologies to be played. The potentially awareness-raising eco-critical messages embedded in the game’s story can only be accessed by means of hardware and software that cause the very negative environmental effects the game aims at making players aware of. In addition, the content can only be accessed by players wealthy enough to be able to afford buying the title and the high-tech equipment required to play it. In the end, the efficacy of HZD as an ecocritical game is challenged both through the title’s mechanics and through its performative embedding in a complex global capitalist economy.

In contrast to HZD, Survive the Century is an easily accessible game that does not require much energy or many resources. Based on a choice-based branching mechanic, the title is about major global crises such as inequalities, global pandemics, and climate change. Development of STC was supported by the University of Maryland and the UK-based Global Challenges Research Fund. The stated objective of the game is to educate about crises and possible responses (see STC website). [3]

In STC, players take the position of a senior editor of “the world’s most popular and most trusted news organization” with the “enviable power to set the news agenda and thereby shift the zeitgeist” (STC website). By choosing different options on how to represent and frame key global issues such as the Covid-19 pandemic, a green shift in the economy, or global inequalities players are put into the position to make choices that impact the future of the world before witnessing the implications of their decisions that are put forth in pieces of creative writing. The game has been commended for its constructive stance on contentious global issues and its ability to engage players through its witty style. As this summary shows, at the level of attitude, STC seems to invite critical reflection on environmental as well as on societal issues. This intended progressive message is apparently supported by the game’s contexts of use and production (low energy consumption, non-profit production, low hardware requirements). However, digital devices, internet access, and server space remain material requirements for play that, even though to a lesser degree than for instance HZD, at the level of performance effects still further fuel the destructive extractivist spiral of digital capitalism. Another important question pertains to the targeted audience. If STC really can attract players not already fully imbued in an ecocritical subject-position cannot be simply assumed but needs to be critically assessed in future scholarship. Besides factors such as the ones briefly highlighted above, also the allegedly ecocritical content of STC needs to be further problematized as it contains ideological biases that threaten to undercut its intended transformative message (see also Pötzsch, Hansen & Hammar, 2023, p. 361-363).

Firstly, STC builds its ecocritical and progressive argument on a series of implicit premises that need to be highlighted and problematized. The game assumes that senior editors make decisions free of constraints, that these decisions will have a direct impact on the content produced, and that this content will lead to political changes. In doing this, STC subscribes to a naïve notion of media effect that glosses over both challenges posed by the commercial nature of contemporary news media and by the influence of powerful economic and political actors on news content and dissemination.

Secondly, through its narrative and choice options STC tends to reduce complex global challenges to a series of apparently unambiguous decisions alleging the availability of simple solutions with straightforward and clearly identifiable impacts. The game marks certain choices as negative in an overtly clear manner and thereby threatens to create a caricatured black-and-white version of climate change politics. This can lead to entertaining storylines but in the end does a disservice to critical advances aimed at explaining the intricacies and acute complexities of the issue. Despite such shortcomings, the game can still entertain and while doing so raise awareness and invite practical engagement particularly through the content offered on the STC website that includes links to trustworthy sources of information, climate pressure groups, and more. These features, however, need to be continuously updated to retain their value.

Thirdly, STC’s choice architecture is based on a limited set of pre-selected alternatives that exclude and make invisible available alternatives for action. As such, a neoliberal bias becomes palpable already in the option opening the game. Here, the only alternatives presented as possible solution to vaccine shortages in the global south are donations by either states or billionaires. A removal of patents from vaccines to make these available to all affected nations at significantly reduced costs are not even included. In addition, the problem description preceding this choice alternative reveals not only a neoliberal but also a colonial bias implicit in the STC storyline. The text offered to players states that “poor countries, who haven’t been able to afford vaccines, are seeing wave after wave of the virus. Experts are worried that it’s continuing to mutate and to become more aggressive. They say our best chance is to get the whole world vaccinated.” The main problem the game here implicitly states is not the death of millions from a perfectly preventable disease but a possible mutation endangering the discourse’s implied we – affluent citizens of the global north. Combined with a mere hope for donations from either affluent states or billionaires, the storyline resembles more a submission under the logics of post-political “capitalist realism” (Fisher, 2009) than constituting a call for global mobilization for necessary progressive transformative political change.

Similar to HZD, also in STC contradictions emerge with respect to the intended transformative political potentials of the game. In this case, however, the political economy and ecology of game production, distribution, and play are a less important factor when assessing possible socio-political implications of the title than the problematic ideological biases underlying the allegedly ecocritical and progressive content. Game scholarship also needs to be attentive and critical to such instances of intended and unintended political messaging through apparently easily accessible ‘progressive’ games.

 

Conclusion

Even though it at times can mean to remain silent about looming catastrophes, crimes, and wrongdoings, we can still have conversations about games. However, these exchanges need to critically assess what games are and do as more than neoliberal feelgood messages, power fantasies, and hyper-commercial escape zones. To become transformative in terms of society and politics, game studies and game development need to be conscious both of the content conveyed in an interplay of narratives and mechanics, and of their necessary embedding in wider player cultures and material contexts of production and consumption that, in the sense of Paglen and Gach (2003), condition any title’s concrete material performance effects and thereby its politically transformative potentials.

The readings of the games HZD and STC with focus on the titles’ attitudes and performances effects at the levels of content, mechanics, production, and play have attested to this necessity. Both games, I argue, at the same time fail and succeed when conveying their ecocritical ideas. As I have shown, HZD issues a progressive and reflective message. However, the societal and environmental repercussions of its production, business model, and hardware requirements threaten to undermine its transformative storyline. At the same the title exhibits a disjoint between the ecocritical message conveyed in the storyline and the game mechanics that procedurally naturalize capitalist processes and practices.

STC on the other hand emerges from a comparably more sustainable business model. The title was developed with public funding, can be played for free, and without recourse to too power-hungry technologies. However, a digital device, internet connection, and server access are still a requirement posing the fundamental question whether any digital game ever can be seen as a truly sustainable form of disseminating ecocritical messages.[4] In addition to this, the possible reach of the title needs to be problematized and its potential audiences scrutinized. This paper, however, predominantly investigated the emergent narrative of STC and identified inherent biases that reduce the title’s message to a mere reiteration of an implicitly reified neoliberal status quo that, in the long run, rather weakens than helps strengthening collective struggles for a necessary, just, and green recalibration of economies and societies at a global level.

Games can only unfold progressive and transformative political potentials if it is made explicit what precise elements of specific titles and play practices lend themselves to precisely which transformative objectives and in what manner. Most importantly, it needs to be critically interrogated which factors at the levels of production, distribution, and use might undermine the intended progressive implications. I hope that the expanded three-partite approach to game analysis presented in this paper can contribute to increased clarity for developers, players, critics, and analysts, and thereby facilitate the formation of eco-critical, progressive, and transformative games, game design, and play practices that function at the level of both attitudes and performance effects. If and how such self-reflectively designed titles in the end will become politically effective (or not) is a different question in need of continued critical scholarly inquiry.

 

Endnotes

[1] https://igda.org/sigs/climate/

[2] If and how HZD can reach its intended audience and how this audience reads the intended message are questions that cannot be further discussed in this paper. I focus on dominant meaning potentials intentionally embedded in aesthetic form at the level of both narration and mechanics and can, at this point, not direct attention to if and how these potentials are realized in concrete contexts of reception. See for instance Majkowski (2021) for a critical analysis of the intricacies of meaning-making in games, Farca (2013) and Tanenbaum (2013) for different roles of players in such processes, and Csönge (2024) for a critique of player agency and freedom as illusionary.

[3] https://survivethecentury.net/

[4] As reviewer 2 remarked, this makes analogue games a go-to aesthetic form for ecocritical game design and play.

 

References

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Categoria: 12/2024 Journal

Discovering What We Take With Us from Ideation to Reportage in the Research-through-Design of a Transformative Personal Game

Posted on 19 Febbraio 2025 by Riccardo Fassone
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Adam Jerrett (University of Portsmouth)

 

Abstract 

This research investigates the creation of What We Take With Us (WWTWU), a semiautobiographical pervasive game designed to enhance wellbeing that applied research-through-design across the game lifecycle. WWTWU utilises both physical and digital spaces and interactions to engage players in a series of reflective activities. The research provides developer-focused insights into the holistic process of personal and serious game creation, from ideation to reportage, to highlight the benefits and drawbacks of game creation as reflective practice. The research highlights challenges such as terminological confusion in serious games, the impacts of solo development, and difficulties with player engagement in such games. The findings advocate for robust support systems for developers and emphasises the importance of utilising player-centric design principles in such games to increase community engagement and cultural relevance. The research therefore contributes to academic and practical understanding of the complexities involved in personal game creation while showcasing how they can be transformative for players and developers alike.

 

Introduction

Within the games industry, creative decisions are often explained in “postmortems” (Wawro, 2015). Within academia, similar process-based discussion is less common, as research typically prioritises the results of the game’s research studies. However, the creative process is increasingly described as inherently beneficial, especially for personal games (Danilovic, 2018; Rusch, 2017).  Research-through-design (RtD) is a methodology well-suited for exploring process-based findings, as it reveals insights that creators can only discover through engagement with the creative process (Frayling, 1994). RtD is thus gaining popularity in game development research (Coulton & Hook, 2017; Phelps & Consalvo, 2020).

This research uses RtD to explore the creation of What We Take With Us (WWTWU), a wellbeing-focused pervasive game and commercial-grade output from a practice-based PhD project. It examines the knowledge generated from the holistic process of serious (Michael & Chen, 2005) and pervasive (Montola et al., 2009) game creation from ideation to reportage, thereby extending RtD beyond design to encompass the entire creative process.

WWTWU consists of various formats: a room game similar to an escape room, a Discord-based online alternate reality game (ARG), and web-based game with associated workshops. Players complete tasks that promote self-reflection and wellbeing. These tasks (e.g., listening to music, telling stories, and reflecting on emotions) can be completed without engaging in WWTWU’s wider narrative. This standalone, task-based design was inspired by the question-based design of You Feel Like Shit (Miklik & Harr, 2016). To augment the tasks and encourage communal participation, WWTWU’s narrative follows Ana Kirlitz, a fictional character navigating her wellbeing during the COVID-19 pandemic. Through her diary-style Discord server and the room game (her abandoned office), players uncover her story while undertaking their own wellbeing journeys by completing WWTWU’s tasks.

WWTWU was a personal game developed in response to the pandemic to address my own and others’ wellbeing struggles at the time (Razai et al., 2020). The project’s personal nature informed the RtD process, offering additional perspective and insights for creators embarking on similar projects. The research will examine each stage of WWTWU’s creative process (ideation, development, deployment, and reportage) to advance understanding around the process of serious/personal game creation. It highlights the potential challenges faced during the lifecycle of such projects post-pandemic, whilst showcasing their transformative impact.

 

Background

Personal game creation

Personal game creation provides an avenue for developers to reflect on and express their personal experiences. Aside from technical or artistic skill development, game development is increasingly seen as a vehicle for personal growth and reflection (Danilovic, 2018; Harrer, 2011; Rusch, 2017). By embedding their own experiences into games, developers can process complex lived experiences and potentially heal from unresolved trauma through the act of creation. This experience of processing through creative making is at the heart of “existential”, transformative game design practice, which utilises elements from psychotherapy to make creators sensitive to their existence. This is done by calling attention to their uniqueness, facilitating an understanding of values, and encouraging reflection on one’s past and future. In doing so, creators explore their inner selves through the design process, potentially resolving internal conflicts and impacting their real-life decisions and actions afterwards (Rusch, 2020). Values-conscious design (Flanagan & Nissenbaum, 2014) similarly utilises Schön’s (1983) reflective practice to better understand how personal values are embedded into games. In both cases, such deep reflection can foster beneficial, prosocial outcomes for developers (Danilovic, 2018). Elude (Rusch, 2012), represents an artefact from such existential game design practice by representing its creator’s personal struggles with depression.

Such personal games show developers and players with similar experiences that games are a valid medium for exploring such topics. For non-developer games researchers, understanding the potential of creation as cathartic breeds a deeper appreciation and understanding of games beyond their entertainment value while encouraging reflection on their own (potentially similar) positionality. Researchers can also better understand the benefits and possibilities of game creation by upskilling themselves through its practice (Harrer, 2011). Similarly, these games may foster a deeper appreciation of their craft in non-reflective game developers, potentially inspiring them to create their own personal games.

Personal game creation can also be useful for typically-marginalised developers, who can use it to express their lived experiences (Harrer, 2019). To this end, autobiographical game jams provide an educational opportunity for often-novice developers wanting to engage in personal game design practice, typically by emphasising narrative games based on developers’ lived experiences (Danilovic, 2018; Harrer, 2019). These events often use simple tools like Bitsy for game creation (Harrer, 2019). These collaborative environments provide a safe space for creators to explore their personal experiences, while also providing players with experiences that make them feel understood (Lawhead et al., 2019; Rusch, 2017). This merging of lived experience and gameplay is known as “design bleed” (Toft & Harrer, 2020). “Bleed” is a concept from Nordic larp that denotes the blurring of boundaries between character and player during roleplay (Stenros & Bowman, 2018). Design bleed expands bleed from the play into design and encourages designers to incorporate personal experiences into game design to explore topics often overlooked in the wider games industry. These meaning-making creative experiences are often referred to as “transformative” (Phelps & Rusch, 2020).

 

Creating transformative artefacts

Transformation in this context refers to a change in player understanding, the game’s systems or its context (Salen & Zimmerman, 2003). Transformative play can be further segmented into “explorative play”, when players test the boundaries of game systems to cause unexpected behaviour (Back et al., 2017); “creative play”, which allows players to create their own goals (Back et al., 2017); and “transgressive play”, where players deliberately violate game structures through cheating exploiting loopholes (Consalvo, 2009; Salen & Zimmerman, 2003). Within such contexts, game mechanics encourage strategic thinking by imposing limits on players, and provide roleplaying opportunities within an immersive environment that can engender empathy (Tanenbaum & Tanenbaum, 2015).

These understandings of transformative play suggest that explorations of a game’s mechanics can lead to emergent behaviours that provide player experiences outside the scope of traditional understandings of play and games. Challenging such notions is central to Malaby’s (2007) description of games as “contrived [contingencies] that generate interpretable outcomes”. In their view, games are inherently structured to allow for player agency, thereby encouraging meaningful engagement that changes players’ understanding of the game and/or themselves. Such engagement can lead to cognitive and emotional changes through greater understanding of situations, as advocated for by empathy games (Belman & Flanagan, 2010), or behavioural changes through persuasive games that change player behaviour by challenging it (Dansey, 2014). These transformations range from temporary behavioural change to profoundly and permanently affecting players’ identities and worldviews (Tanenbaum & Tanenbaum, 2015).

While transformative play can occur within any game, it can also be explicitly designed for. Culyba (2018) outlines eight elements to help define such transformations including defining the purpose, understanding the audience, determining desired transformations, identifying barriers, incorporating key concepts, leveraging expert resources, examining prior implementations, and devising impact assessments. This process is non-linear and flexible, allowing teams to adjust their approach as needed. However, Rusch (2020) argues that such frameworks discount subtler transformations that are not easily measurable. Reflective game design (Khaled, 2018) addresses this by creating games that focus on critical reflection, instead of concrete solutions, to challenge players’ assumptions. In these designs, perspective-taking provides explicit connections between in-game and real-world experiences and assists knowledge transfer (Schrier & Farber, 2017). Players must also maintain a critical self-awareness during play to actively engage in meaning-making, rather than getting absorbed in gameplay (Belman & Flanagan, 2010). These principles guided WWTWU’s creative process.

 

Research Methodology

Research-through-design (RtD) provides a framework for knowledge generation within practical human-computer interaction projects (Zimmerman et al., 2007). Inspired by Schön’s (1983) approaches to reflective practice, RtD posits that creation is a means of knowledge generation. It is being increasingly used within games research to explore the process of practice and creators’ subjective experience with their craft. The methodology has been used in the creation of design principles and best practices for commercial games (Howell, 2015); as a reflective process to aid iteration when creating games (Akmal & Coulton, 2019); and in educational contexts when teaching game development (Phelps & Consalvo, 2020). The methodology’s focus on subjective experience also aligns with postmodern research paradigms that embrace subjective experiences as vital within scholarly research – an approach Coulton and Hook (2017) advocate for within games research. Most importantly, RtD allows designers to uncover new approaches to and understanding of a craft that are only possible through engagement in creative practice (Frayling, 1994). In doing so, it effective bridges the gap between academic research and industrial practice, making it a suitable methodological approach for a commercial grade game-based practice research project.

This research utilizes RtD to examine the creation of WWTWU from its ideation to its reportage. By discussing each stage of the process, the research aims to reveal actionable insights for game developers and academics seeking to explore personal and serious game creation themselves.

The results of this research are framed in the first person, akin to autoethnographic research (Bochner & Ellis, 2016), though autoethnography is not fully utilised as the research does not centre the methodology’s cultural insights. The research also utilises reflexivity from autoethnography, given its similar importance in RtD. Reflexivity in autoethnography involves transparency in the methodological approach, openness about feelings regarding the research process and data, and acknowledgment of positionality (Brown, 2015). These elements are utilised due to WWTWU’s autobiographical nature and to aptly present the subjective journey of the RtD process.

By employing Fook’s (2018) reflective framework, I practiced such reflexivity by examining my positionality both before and after conducting the research. One assumption was my belief that others would share my vision of games as a prosocial force for good. This shaped the design philosophy of WWTWU and my expectations that participants would play it. I also reflected on my positionality as a cisgendered, heterosexual white male, how this might influence perceptions of my work, and the complexities it brought to my role as both a researcher and designer. I recognised that while I am invested in creating games for change, my identity, allyship, and validation were not predicated on WWTWU’s success as a game or research project. This openness increased my self-awareness throughout the research and allowed me to reconcile the research’s findings with my journey through a personal RtD process. As such, the research’s presentation is similar to industrial postmortems (Wawro, 2015).

The research question is: What personal and social insights for creators emerge from research-through-design when applying it to each stage of the creation of a personal game?

When examining this question, it is important to note that RtD processes differ amongst researchers and social contexts. This subjectivity is central to values-conscious design (Flanagan & Nissenbaum, 2014) and when considering games as social institutions (Obreja, 2023). Both game creation and gameplay are informed by personal and societal values in the culture in which they take place (Obreja, 2023). While I developed WWTWU as a solo creator, its philosophy and the resulting artefact were informed by my personal values that result from my societal and cultural upbringing (Flanagan & Nissenbaum, 2014). Similarly, players play WWTWU in concert with their own values and the community’s. Social understandings and values thus collectively shape a personal game’s creation and its reception.

Data collection utilised a research diary to practice reflexivity and provide insights into the creative process (Anderson, 2006). Play of WWTWU itself was also used as a reflective tool. Further, participant and non-participant observation (Pickard, 2013), individual player interviews, and focus groups (Foddy, 1994; Stewart & Shamdasani, 1990), were all used for gathering stakeholder data.

Reflexive thematic analysis was used to uncover pertinent insights for game creators (Braun & Clarke, 2021). Data was coded not through open coding (Saldana, 2021), but instead through critical incidents (i.e., notable events) – an approach sometimes used in grounded theory (Strauss & Corbin, 1998). These codes provided “data domains” (Braun & Clarke, 2019) which, after further development, were constructed into themes for each individual stage. The research presents the most prevalent theme from each stage in the Discussion section.

 

What We Take with Us Overview

Though this research focuses on insights from WWTWU’s creative process, the game’s unconventional nature and presentation contextualises its results and discussion. WWTWU emphasises “wellbeing” through values-conscious design, consisting of three parts: a physical room game, a Discord-based online ARG, and a website and associated workshops.

 

Mechanics

Initially conceptualised as an empathy-based escape room, WWTWU deviated from typical mechanics by eschewing timers and locked doors, only keeping the genre’s fixed location and narrative framing (Nicholson, 2015). The game mechanics presents a series of 11 tasks to a single player. These tasks were intentionally designed to be playable anywhere, allowing for both remote and location-based play. They were inspired by wellbeing practices, and included organising a workspace, acknowledging feelings, creating art, dancing, and telling stories, among others. The game’s tasks were presented on a website (Pötzsch, 2022), shown in Figure 1, accessible in both the room and the ARG.

Figure 1 – The WWTWU game website that showcases the game’s tasks.

Players utilise a Discord server to interact with the creator of the server, game protagonist Ana Kirlitz, who regularly shares ‘past playthroughs’ of the game that document her experiences from 2020 to 2023, and other players. Room players play WWTWU in Ana’s abandoned office in Portsmouth, UK, where they can additionally discover epistolary artefacts elaborating on her story.ù

Figure 2 – The WWTWU ARG’s Discord server

Narrative

Ana Kirlitz relocates to Portsmouth in early 2020 after a breakup. The new environment allows her career and wellbeing to thrive, aided by her play of WWTWU’s tasks. However, COVID-19 lockdowns affect her mental health, and she struggles with anxiety and depression throughout the pandemic. In late 2021, her mother contracts COVID-19 and dies. Ana then returns to her childhood home to mourn and support her. She abandons her Portsmouth office (Figure 3).

While home, Ana continues playing WWTWU via the website, charting her experiences on the private Discord server she uses as a journal (Figure 2). Later, she makes the Discord public, hoping to build a game community for her fictitious PhD research. The ARG begins as players join the server, where they learn about Ana’s life during the pandemic. They accompany her on a journey of personal growth by completing and discussing the game’s tasks. She also grants a research assistant (me, the researcher) permission to have players play WWTWU in her abandoned office, which is the basis of the room game.

Figure 3 – Ana’s abandoned office, where the room game is played.

Game structure

Figure 4 – WWTWU’s game structure across its various formats.

WWTWU comprises three components: a game website, a Discord-based ARG, and a physical room game. Both the ARG and room game highlight Ana’s story. As WWTWU’s tasks are mechanically separate from Ana’s story, standalone workshops using the website created a third game format, allowing additional data collection about the game mechanics beyond Ana’s narrative. Figure 4 illustrates the connections between these components.

 

Results

Ideation

As part of a PhD project, WWTWU’s creation began with a review of literature and practice in personal and serious game design. The project initially focused on empathy to enhance players’ emotional responses to difficult situations and encourage prosocial behaviour (Belman & Flanagan, 2010; Manney, 2008). Empathy-focused games are often described as “games for change”, given their social impact, and are supported by annual awards ceremonies and development initiatives (Games for Change, 2019).

For my “game for change” I aimed to create an empathy-focused escape room. This contrasted the genre’s typically systems-heavy approach (Nicholson, 2015). Escape rooms’ systemic focus (i.e., escaping the room) often overshadow its narrative, making it challenging to engender empathy in the format given empathy’s links to narrative (Blot, 2017).

However, further research showed that “empathy” can sometimes be reductive and appropriative, particularly when it accommodates a predominantly cisgender white male audience (Ruberg, 2020; Ruberg & Scully-Blaker, 2021). These critiques advocate for widening terminology around empathy, suggesting engagement with a game’s specific themes and values instead. This led to an exploration of broader related frameworks for values-conscious game design beyond mere empathy (see Belman & Flanagan, 2010; Flanagan, 2009; Gunraj et al., 2011; Harrer, 2019; Isbister, 2016; Schrier & Gibson, 2010; Sicart, 2011). This array of frameworks was utilised when creating design principles that guided WWTWU’s development ([author] et al., 2020, 2022; [author] & Howell, 2022).

 

Creation

My values of community, reflection, and music shaped WWTWU’s design philosophy and reflected the isolation I experienced during the COVID-19 pandemic. Development explored how these values affected wellbeing, the game’s central value. Community’s connection to wellbeing was highlighted during the pandemic due to the social isolation it caused (Razai et al., 2020). Music played a crucial role in civilian response to the pandemic (e.g., balcony concerts) (Cabedo-Mas et al., 2021), while also being a personal “asylum” for listeners (DeNora, 2016). Reflection was implemented in gameplay through “restorying” one’s experiences for personal growth (Kenyon & Randall, 1997). By encouraging players to articulate their lived experience, WWTWU aimed to transform players’ understandings of the pandemic. The game’s use of a website and Discord server similarly mirrored interactions with those mediums during it.

Ana’s narrative blended my and others’ experiences of the pandemic. However, developing her story was often overwhelming amidst the ongoing pandemic. Mental blocks and anxiety led to procrastination and lethargy. Remaining positive and focused, to effectively develop the game, was challenging. Such struggles showed how “design bleed” (Toft & Harrer, 2020), despite its potential benefits, uncovered difficult and unexpected emotions. While Ana’s narrative was authentic as a result, I often wondered at what cost. While “personal games” are often created by solo developers, the loneliness of the pandemic exacerbated the similarly solitary development process, emphasising the importance of support in such projects.

 

Deployment

WWTWU’s series of pervasive games was deployed and studied in real-time over three months in early 2023. The Discord ARG launched in February, with early marketing efforts targeting my personal and professional networks and attracting a small group of initial players. However, many of these had personal connections to me as the researcher. To mitigate participation bias and attract a broader, wellbeing-focused target audience, I advertised on Reddit’s r/ARG and r/SampleSize forums. I also pitched the game to journalistic publications and engaged the university’s marketing team.

These efforts fell flat – ignored by players and rejected for marketing due to the game’s niche audience, leaving me disheartened. This highlighted the importance of identifying and targeting player communities, even for personal games, during design and development. I naively believed if I built it, “they [would] come” (Robinson, 1989), which future creators should avoid. The ARG had 5 active players throughout its run. The room game, despite similar engagement strategies and a further incentive of a custom-made enamel pin, only garnered 7 participants. Though they thoroughly explored Ana’s office, they often overlooked important narrative elements and required frequent assistance which often broke immersion. Finally, the game-based workshops were also poorly attended, with 1, 2, and 4 players, respectively. Here, participants were often reluctant to share their personal experiences within a communal context, despite this being the purpose of the workshop. This shows that even willing participants may hesitate to discuss personal struggles, especially amongst strangers or in an explicit research context, making the outcomes of such games/research difficult to measure, as Rusch (2020) suggests.

Despite these challenges, there were some successes. The addition of new players towards the end of the ARG reinvigorated the Discord server, suggesting that with more time, the communal aspect of WWTWU could flourish. Similarly, workshop and room players appreciated how the game encouraged positive reflection, lifting their spirits and hinting at greater wellbeing and transformative potential with a larger audience.

 

Reportage

Though RtD primarily generates knowledge through creation and reflection, understanding artefact reception can enrich reflective findings by incorporating additional perspectives (Godin & Zahedi, 2014). This methodological ‘promiscuity’, incorporating both self-reflection and stakeholder feedback, allowed a comprehensive understanding of WWTWU’s impacts. WWTWU’s reportage process included surveys of various stakeholders including myself as designer through self-interview (Keightley et al., 2012), Ana’s actor as a “developer,” and players of each game format.

My experiences with WWTWU were deeply coloured by my inherent closeness to the project and my disappointment with its low participation. However, the game was broadly successful in its positive impacts on other stakeholders. Ana’s actor’s repeated engagement with the game and her character during development was so transformative that it inspired her to pursue a new career based on skills her grandfather taught her, subsequently obtaining a plastering qualification and starting her own business. This illustrates the profound effect of roleplay in pervasive games, aligning with Tanenbaum and Tanenbaum’s (2015) understanding of transformative play.

Beyond this significant result, players of various formats consistently identified and resonated with the core values of reflection, community, music, and wellbeing, showcasing the usefulness of values-conscious design. Specific findings include how WWTWU’s communal elements and use of music increased player wellbeing and reflection; how the experience of playing WWTWU in the workshops or room game was different than in players’ own spaces (which has implications for pervasive games’ physical designs and its effects on player comfort); and how differing levels of acceptance towards Ana as a character affected play, showcasing the importance of protagonists-by-proxy (Bonsignore, 2012) in pervasive games.

Most notably, WWTWU reshaped players’ perceptions of what games could be. By integrating real-world tasks within a game context, some players saw WWTWU as wellbeing tool rather than a traditional game, given WWTWU’s use of real-world wellness practices. Game elements like points and leaderboards were replaced with therapy-style questions, prompting players’ newfound understand of pervasive games and the wider potential of the games medium for personal growth. This perspective shift showcases how social understandings of games are guided by, and can redefined by play (Malaby, 2007; Obreja, 2023).

 

Discussion

Terminological Confusion in Serious Game Design

The research highlighted a significant issue in the realm of serious, values-conscious game design: confusion surrounding the terms “value” and “values”. In various fields, these terms have been applied when discussing the general usefulness of games (Lee et al., 2004), optimal outcomes in game theory (Elliott & Kalton, 1972), and, as applied here, abstract ideals in games. Furthermore, values-conscious design is often confused with values-driven design – a similar approach within engineering (Davis et al., 2022), leading to inconsistent communication across fields. Similarly, all values-conscious games are often categorised as “empathy games” (Ruberg, 2020), which can misrepresent other values embedded in such projects.

This terminological ambiguity poses challenges for both research and practice, as it obfuscates clarity regarding the intentions and outcomes of such values-conscious, serious games. Clarity is especially important within this domain, given the inherent subjectivity of players’ values and their interpretations of a game’s ones. While players, when asked about the game’s “themes”, identified WWTWU’s primary values, they also identified other potential values. I also used the term “themes”, instead of “values” when surveying players due to the term’s varying social interpretations. As such, more research and outreach should be done to unify vocabulary surrounding values in games (akin to empathy’s popularity). This research thus aligns with Flanagan and Nissenbaum (2014) in advocating for wider adoption of “values-conscious design” as a terminology and framework for personal or serious projects. Doing so allows for clearer communication of a game’s core values and message, enhancing coherence within games research, practice, and marketing contexts.

 

Personal Game Development as Laborious Process

WWTWU’s development highlighted the challenges of personal game creation, which often follows a designer-centric, auteur philosophy (Montola, 2012; Rusch, 2017). While integrating personal experiences into games through “design bleed” can create more authentic games (Toft & Harrer, 2020), the project revealed that this approach can also be labour-intensive and emotionally taxing, especially when undertaken in isolation during a global pandemic. As such, WWTWU’s creation challenged the idealised view of independent game development as a playful, liberating, and often successful creative process (Farmer, 2021). Its modest reception, despite positive feedback, felt like a failure, further amplifying my feelings of imposter syndrome, which are common within game development (Moss, 2016).

The findings highlighted the need for emotional and practical support systems to manage the psychological impacts on developers creating personal games, given its mental and technical difficulty. This could include community and wellbeing support, technical tutorials, or even ethical prerequisites for would-be developers, such as ensuring their high emotional resilience. While the integration of personal narratives in games can lead to authentic and meaningful creations for both creators and players, the potential psychological impacts of the topics being explored should not be ignored.

 

Post-Pandemic Community Engagement

WWTWU’s deployment revealed potential challenges for engaging communities in both pervasive games and research projects post-pandemic. While those who played were positive towards the game, many potential participants chose not to engage, often noting WWTWU was ‘not their type of game’ due to its emotional and personal gameplay. This presents a challenge for play research, given play’s voluntary nature (Suits, 2005), which may further be compounded by aversion to research participation (Patel et al., 2003). Player-centric design (Fullerton, 2008), as opposed to the designer-centric approach adopted with WWTWU, prioritises target audiences, and thus research participants, early in development, which may alleviate such issues.

Examining cultural factors that affect participation could provide additional insights. WWTWU’s room British players, for instance, were emotionally reserved, often not engaging on Discord during play. The South African ARG participants, by contrast, were more open, often sharing their own personal stories after seeing others doing so. These cultural nuances suggest that deploying WWTWU in different cultural contexts, like Nordic countries with strong pervasive game awareness, could yield significantly different results. As such, considering cultural ludoliteracies and expectations of identified target audiences is similarly paramount.

The game’s launch timing also played a role in its reception. Although WWTWU’s pandemic themes resonated with some players, some players specifically rejected the COVID-19 references. When one room game player noticed pandemic references in the room, they noted engaging less emotionally with those elements within the game. As such, WWTWU might have had a stronger impact if released during the pandemic’s height when these themes were more relevant. In a post-pandemic context, societal reintegration and shifting priorities have reduced interest in gaming (Gross, 2022), while digital fatigue has diminished engagement with once-vital platforms like Zoom and Discord (Anh et al., 2022). Moreover, the post-pandemic games industry faces broader challenges (e.g., developer layoffs, cost-of-living crises), which also affects player engagement. To combat this, creators should consider “long-tail” marketing strategies (Kanat et al., 2020) to ensure their games gain popularity over time, sustaining player engagement and community management through rapidly changing player needs and industry dynamics.

 

The Transformative Potential of Personal Games

WWTWU’s reception highlighted the differing experiences between creators and players in personal game projects. While as a designer I struggled through an emotional creative process and the disappointment of low participation, play experiences revealed the game’s true transformative potential.

Through play, WWTWU renewed my appreciation for music and deepened my understanding of my personal values. Moreover, playing what I had created reinforced my commitment to creating “games for change” While my guiding principle of focusing on the game’s impact on players rather than the external validation their opinions brought me often faltered throughout the journey, the multistage process of the project – from ideation to reportage – transformed my research and design thinking.

Ana’s actor similarly experienced a profound transformation: her roleplay led to transformative play (Tanenbaum & Tanenbaum, 2015) which she leveraged into a changed career trajectory. For others, WWTWU was a reflective tool that allowed them to identify their own values, and what mattered most to them. Community support through Discord, for example, was a defining characteristic for many players, transforming WWTWU’s initially solitary experience into a shared journey of growth, highlighting the importance of communities in such games. Player reactions to the physical play spaces of WWTWU similarly shows how their design can similarly transform players’ experiences, even when experiencing similar content.

Finally, in transforming traditional understandings of games and play through its unconventional presentation, WWTWU highlights the inherently social nature of play (Malaby, 2007; Obreja, 2023; Stenros, 2014), challenging “notgame” debates (Carle, 2015) and suggesting that pervasive games may be a pivotal genre in presenting agency-filled, real-world experiences rife for transformative play to players. However, given players’ misunderstandings of the genre within this project, effectively managing players expectations surrounding the nature, objectives, and scope of such transformative experiences remains important.

 

Conclusion

This research discussed the creative process of What We Take With Us, a semiautobiographical, wellbeing-focused, pervasive game, explored through a research-through-design methodology. It provided key insights for creators considering personal game development. It highlights challenges rarely addressed in the literature, including terminological confusion around “values”, the tolls of solo personal game development, and the impact of social outcomes like low post-launch engagement. Despite these challenges, WWTWU highlights the transformative potential of personal games for both players and creators. Findings suggest the need for robust support systems for those embarking upon such projects, and the importance of player-centric design for increasing community engagement and cultural relevance, while highlighting the cathartic potential of such projects.

Future research could include developing frameworks to provide practical and emotional support for personal game developers. Ethical considerations for such design should also be explored beyond advocacy. Furthermore, exploring the influence of player values on game participation explain player disengagement and highlight potential participation strategies. Finally, research examining individual and societal understandings of “play” and “game” may similarly increase engagement within personal games.

In conclusion, by examining my experience within the personal game development lifecycle, the research offers practical insights for academic and industrial contexts to support sustainable personal game creation, allowing the genre to not only transform their players, but their creators, too.

 

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Categoria: 12/2024 Journal

Tabletop Roleplaying Game Studies: An Abundant Site for Disability Media Analysis

Posted on 19 Febbraio 2025 by Riccardo Fassone
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Giuseppe Femia (University of Waterloo)

 

Introduction 

Disability scholarship has long been in contention with pejorative depictions of disability culture brought about by early academia’s employment of the medical model. The medical model portrays disability undesirably, as a shortcoming or tragedy, seeking to cure or eradicate disability, making everyone able-bodied and minded (Ellis 22; Price 164). This ableist propagation leads to people fearing disability, perceiving it as an innate shortcoming (Ware 190-191). The medical model’s perseverance necessitates academic multimedia interventions to combat these pejorative ideas.

Intersections of disability and media have been crucial in cultivating communities of understanding around disability culture and its representation (Ellis 3), and progressive disability narratives in modern television demystify the stigma around ableist preconceptions (68). By creating new conversations around cultural media, we afford disability studies an abundance of interdisciplinary approaches (Ware xiv).

As a younger discipline, game studies (GS) provides disability studies with an abundance of approaches to gaming media (Anderson and Schrier 181; Gibbons 35). This includes work on game design and narrative but also interdisciplinary research observing academic gaps that intersect with areas like queer and performance studies (PS). In this manner, the disability game studies (DGS) intersection affords scholars the means to critique and deconstruct harmful approaches being applied in gaming media while informing game developers of more constructive game design practices (Gibbons 31).

My goal for this article is to convey how tabletop roleplaying games (TTRPGs) are abundant with unexplored approaches to the media site that can benefit the disability communities, with greater input from disability scholarship. TTRPGs are a subgenre of roleplaying games (RPGs), games where players take on the role of a character in a fictional setting. More specifically, TTRPGs are analog RPGs set in a physical space like traditional board games, at a table with friends.

Throughout this article, I analyze two TTRPGs, Inspirisles and Survival of the Able (SOTA), designed with disability themes in mind. First, I set the foundation in relevant work done by DGS scholars. Diane Carr, Adan Jerreat-Poole, and Sarah Gibbons’ work employs interdisciplinary approaches to criticize, re-examine, and deconstruct pejorative practices in gaming media featuring disability. Moving to my TTRPG object texts, I examine them alongside disability, performance, and game studies theorists to provide further scholarly context for the performance the players take part in. This will convey how both games are designed with affordances provided by the TTRPG medium for their intended play experience. Finally, I conclude with recommendations for disability themed game design.

 

Disability in Game Studies 

“…the majority of the work on gaming and disability comes in the form of research on games’ utility as medical or therapeutic interventions” (Anderson and Schrier 191). Meaning, little work has been done in GS regarding disability representation or awareness and scholarship approaching DGS critically, Carr, Jerreat-Poole, and Gibbons, can be considered outliers. A concern for DGS scholars is that narrative designs for many popular video games do not help portray disability favourably (Carr, “Ability, Disability and Dead Space” par. 3). While “cripping strategies” can be employed to derive progressive readings from these narratives (Jerreat-Poole par. 3), greater and more purposeful inclusion of disability is ideal (Gibbons 30). As such, I observe these scholars to better inform my observations for the object texts.

Concerning the videogame Dead Space, Carr posits how able bodies are depicted as desirable and necessary for survival while disabled bodies are presented as a contaminant, a threat, and something to be avoided at all costs (“Ability, Disability and Dead Space” par. 29). Through these narratives, disability communities are associated with ableist perceptions put forward by the medical model (Connor 211). Applying disability theory to the practice of play, as a frame of criticism (“Bodies That Count” 423), the DGS intersection can “problematize clinical perspectives within game studies, and to help make visible the extent to which [ableist ideologies] … depend on the abjectification of disability” (“Bodies That Count” 425).

Regarding this criticism, Jerreat-Poole employs strategies, like “crip negotiation,” to decenter the focus gaming media has on able-bodied characters, deriving alternative readings from them. “Crip negotiation” focuses on navigating the gaming media from a perspective opposing ableist readings while “…uncovering productive moments of tension and discomfort that disrupt the smooth story of hyper-able bodies performing extraordinary feats…” (par. 3).

Concerning the videogame Mass Effect, Jerreat-Poole uses crip negotiation to access an alternative reading of a physically disabled character by the name of Joker. While disability has not been made the sole aspect of his personality, Joker has been heavily impacted by an ableist society’s criticism of his body (par. 17). Pity or observing the creators as positioning disability as inferior, might be an initial response to this character. However, with “crip negotiation,” Jerreat-Poole affords nuance where, despite his body being slower than other characters, the game does not position Joker as inferior regarding his character value. His mechanically positioned shortcomings bring in real-world experiences, like the want to not use crutches all the time or the defensiveness he initially meets the player character with when he thinks he is being evaluated. So, even though he is being marginalized within the world of the game and the game’s mechanics show his movements being comparatively slower, there is a degree of realism being portrayed with how disabled bodies are devalued and critiqued within our society by ableist standards.

Moving to design intentions, Gibbons proposes we address the abundance of problematic depictions of disability by creating games with the intention to benefit the disability communities. Concerning disability representation, these alternatives would ideally hold “a nuanced exploration of the expressive power of autobiographical games” (30), to humanize disabled individuals rather than positioning them as needing rehabilitation. Ideally, the game space would accommodate and normalize disability practices and values, opposing ableist ideologies, and allow for self-exploration.

Despite these practices not being as prevalent as some more mainstream GS methodologies, Gibbons notes how “…critical efforts to make disability a part of gaming can also echo the existing work scholars, players and developers have begun with respect to fostering greater inclusion and representation of diversity” (30). As a discipline often seeking to foster greater inclusion and representation of diversity, I employ PS scholarship to supplement my analysis.

TTRPG media allows participants to engage with its content similarly to how other performative media does, either by passively spectating or actively performing themselves. However, where many instances of performative media, like traditional theatre, need to occur at a set location within a pre-determined timeslot, TTRPGs can be accessed virtually anywhere for as much time as the participants require. TTRPGs can also accommodate as many interruptions as needed and can provide the participants with opportunities for learning and critical reflection (Daniau 426-427). In this manner, the TTRPG medium is more accessible to players with disabilities compared to other similarly beneficial performances (435). Applying PS scholarship to my object texts, Inspirisles and SOTA, I convey how they are designed with opportunities for learning and critical reflection concerning disability communities and their social issues respectively.

 

Analyzing Disability in TTRPGs

To summarize, Inspirisles is an open-ended TTRPG design, set in an original fantasy world, where the mechanics are the dominant deviation from traditional TTRPGs. In this game, the players are assigned an element chosen from water, fire, earth, or air, and they overcome obstacles, throughout their adventure, by magically and creatively controlling their element using American Sign Language (ASL) or British Sign Language (BSL).

Comparatively, SOTA provides more focus on disability themes through the setting itself attempting to simulate the reality of disabled characters trying to survive the simultaneous occurrences of the bubonic plague and zombie apocalypse in medieval Europe. Player characters are varying degrees of deaf, blind, or physically impaired which is reflected through game mechanics with certain actions or perceptions being more difficult or impossible.

Concerning the scholarly conversation, Inspirisles emulates Gibbons’ suggested practices of navigating and building community. Additionally, Inspirisles, being an Education Role-Playing Game (Edu-RPG) as defined by Daniau, also demonstrates Jill Dolan’s utopian performative with an inclusive involvement of Deaf culture, understood by Jackie Leach Scully.

SOTA demonstrates creative affordances and attempting to emulate realism by employing simulation similar to Scott Magelssen’s simming, which I apply to Bree Hadley’s considerations for disability performance. However, it brings forward shortcomings in its design worthy of Carr’s critique regarding undesirable depictions of disabled bodies, making room for crip negotiation.

My analysis focuses on specific components of each TTRPG and contrast them with one another. I observe these games concerning 1) design intentions, 2) contextualization of disability for intended play experiences, 3) how they invite player to engage with disability topics, 4) combat mechanics challenging TTRPG design norms, and 5) their inclusion of disabled voices.

 

Design Intentions

As I alluded to, Inspirisles is intended to promote Deaf awareness and inclusive storytelling opportunities for the deaf community (Waldman par. 2). It achieves this by incorporating ASL and BSL into the game mechanics governing how magic is used as well as providing background information about the Deaf community. This emulates Gibbons’ conception of accepting game spaces, creating awareness for disability culture and social issues (35), as the players are actively encouraged to learn ASL and/or BSL to cast spells and advance to stronger spells, through character progression.

The physical actions taken, like facial expressions, gestures, sign language, and other forms of communication built into the game, are not intended to simulate deafness. This is relevant as Gibbons observes the simulation of disability as problematic, increasing stigma around said disability (29). Rather, the game promotes players’ engagement with the language used in Deaf culture, like instructors employing the learning of cultural practices when teaching students a new language. In turn, game designers approaching their media with open-ended educational intentions like this help to deconstruct disabling architecture and ableist viewpoints while enabling a more constructive approach to disability issues (Gibbons 30).

In contrast, SOTA inspires reflection by directly drawing attention to accessibility barriers to challenge ableist assumptions. With realism and difficulties imposed on the players in SOTA, the game functions similarly to the immersive PS format known as simming. Simming uses practices from performance and theater to design spaces where narratives are played out to give an understanding of a specific contextualized experience to the actors and audience (Magelssen 3). Likewise, SOTA sets up a context in the theatre of the mind to play out a narrative for the lived experience of disabled individuals in the 1300s. According to Magelssen, this instance would be a “simming of witness,” where the design goal is to bring attention to the individuals who suffered a past or present injustice or trauma through a compelling use of the narrative (14).

However, the most immediate intention for SOTA is to induce discomfort, often the primary aspect of certain art pieces. Magelssen makes note of how discomfort or anxiety felt by the actors can be used productively to create conflict and controversy (43-44). Social and political insight evoked in the players would be an understanding of how civil rights laws and technologies have developed, since the 1300s, by subjecting them to the struggles of a world devoid of them. Ideally, just as other games foster retrospection (Bertolo et al. 290), considerations for how we can better accommodate accessibility needs and demonstrate necessity for accessibility affordances to continue being developed is imposed on the players for further real-world activism.

 

Contextualizing the Game for Disability Themes

Sign language is at the core of Inspirisles, as it is the key mechanic used to facilitate the magic system of the game. As such, the rulebook provides a guide to learning sign language alongside additional information regarding how members of the Deaf community identify themselves and communicate. This supplementary and contextual information helps to educate the players on, and expose them to, Deaf culture. Such information includes but is not limited to: distinguishing the identity of being Deaf from the medical diagnoses of deafness; discussing how Deaf identity can range from hard of hearing (HOH) to a dual sensory loss of someone who is Deafblind; tips on how to sign with the dominant hand; and best practices for fingerspelling.

Due to how it employs the use of sign language, Daniau would characterize this TTRPG as an Edu-RPG because of how it: 1) positions itself for non-Deaf individuals to learn the basic sign language mechanics while engaging with the deaf culture; and 2) “bring[s] in predefined educational goals…and invite[s] players to learn and develop themselves through playing” (425). To exemplify how Inspirisles aligns with the idea of a Deaf awareness-focused Edu-RPG, Maryanne Cullinan and Laura Wood implemented the game in a class of middle school students. Not only did the students report an increased aptitude for sign language and a greater sense of connection to the affinity groups they formed while learning this method of communication, but the researchers also noted that the “…students walked away with a better appreciation of not only ASL and the Deaf community, but also for the value of learning any second language” (277).

In this sense, the ASL they engaged with allowed the students to approach the game as though they were learning another language. So, while the students did not engage with the Deaf community directly, they received a participatory introduction to the culture in terms of the intersectional identities within it as well as the predominant means of communication. This is not a solution to the need for deaf awareness in and of itself. However, as the players now have a rudimentary means of communication with Deaf culture, it could very well be an invitation to these students for future engagement with the Deaf community producing greater dialogue and awareness in the future. Speculatively, if this were applied more purposefully, it could aid in eventually bringing about societal change in favour of the Deaf community.

In contrast, SOTA contextualizes itself for disability themes through the depiction of struggle and hardships for disability identity. The game is situated “in Western Europe circa 1347 A.D. because [the game designers] wanted to put [players] into a world where people with disabilities (PWDs) have few protections. There are no civil rights laws to ensure equal rights and fair treatment for PWDs, and most people perceived PWDs to be weak, if not helpless” (Wood 10). The era of the game also has no modern-day technology, to provide relief to the characters, for a sense of historical realism. While there are mechanical difficulties associated with the actions taken by deaf, blind, or physically impaired characters, shown as a spectrum of ability and disability (Meehan par. 5), they also have anxiety triggers related to their disability adding to their stress, making roleplay a vital aspect of the game. As such, disability performance is an area of consideration for discussing this game’s design.

Hadley considers every instance of a person with disabilities entering a performance space to be an intervention of societal assumptions about disability (182). However, she is also rightfully concerned with non-disabled artists appropriating disability art and culture for the purposes of creating self-determined positive symbolism which presents disability more digestibly to audiences, neglecting “the realities of (pain and impairment that are part of) being disabled” (Hadley 152). In line with these realities of impairment, Wood’s design illustrates how disability is a spectrum by making it so the “Player characters do not have specific physical attributes, instead, they have scales on each of the five senses” (Meehan par. 5), ranging from degrees of abled to disabled. So, regarding positioning for disability depictions, I consider how both games invite the players to create and portray their in-game characters.

 

Inviting the Players to Perform

Playing off this contextualization, Inspirisles is very open-ended in how it invites the player to take on the role of their character. The main guidelines are, “Pick a Name & Pronouns; Pick a Friend & Home; Pick a Patron & Element; [and] Pick a Hobby” (Oxenham 42). With very few guidelines on how to depict their character, the players are free to do whatever they feel most comfortable with. As disability representation is not the main focus of this TTRPG, the guidelines are free to be as loose as they desire, provided everyone is respectful.

The social context set for the players allows for a type of utopian experience which challenges our preconceived notions of utopia. Dolan discusses utopia, not as a construction of reality, but as a cultural production evoking feelings and sensibilities of idealism through performance, what she calls the “utopian performative” (460). Relating it back to GS, it has been noted how the enactment of particular values and behaviors can be experienced by players through their characters, when they are given the freedom to explore how they fail or succeed in the actions they take (Flanagan and Nissenbaum 31), an opportunity not often afforded to disabled individuals. Miguel Sicart discusses play as a part of our moral being. In this manner, roleplay can afford us crucial insight in how we experience and navigate the world with the use of roleplay characters to assist us as a lens (9; 24). He identifies the benefit of this practice of play as providing freedom from moral conventions in the real world that would otherwise constrict or restrain one’s presentation of identity (5; 30). Inspirisles affords utopian performativity as its design makes sign language out to be a central aspect of the game just as it is a central aspect of Deaf culture. Within this game system’s design, sign language, a practice often taken for granted (Scully 147), is how the player employs the game’s magic mechanics, giving it a sense of importance in the game world. This reflects reality for the Deaf community as sign language plays a central role in their communication, echoing an identical sense of importance within Deaf culture. By emphasizing the necessity of sign language, the game depicts a setting more ideal than our own reality for members of the Deaf community to inhabit alongside players who are willing to learn sign language for the purposes of play. In a game setting where all the players know, or are learning, sign language, the barriers to accessing communication are significantly reduced and tolerance and inclusion of deaf or HOH individuals is encouraged (Cullinan and Wood 268), invoking a more accepting reality where they are free to communicate in the manner they are most comfortable with. This allows for navigating the game to be made more hospitable and less stressful for members of the Deaf community.

In opposition to utopian performativity, SOTA invites the player to consider their character in a more nuanced manner alongside their struggles and hardships, saying,

Every character is comprised of a set of quantifiable Traits, but they’re so much more than just a collection of numbers…consider your character’s overall concept and how their history made them who they are today…What kind of Senses would you have if you lost your vision during an attack by brigands? What Skills would you have as a merchant’s son? What Qualities would you have, both as the son of a merchant and someone who has been through the ordeals you have experienced? What would help you find reassurance in the world, and what would cause you undue stress?

Your character concept has no tangible in-game effect, but thinking about it will help you choose your Traits going forward….you have a disability of some kind. Don’t use that fact to limit your choices, but rather to offer you some constrained creativity with which to build your new persona. (Wood 39)

To this end, Wood is directly inviting the players to explore and create well-rounded characters while considering their disability as a key component of their life without making it the only aspect of their identity. While the disabled characters is a focus for SOTA, further guidelines are provided to avoid narratives of pity and two-dimensional disabled characters. Wood prompts players to think of characters beyond just their disability however, able-bodied and minded players would still be limited in how they see disability playing a role in the life of a disabled character.

In these instances, we can observe how Carr’s critique is applicable to this game, as Wood is positioning disabled character’s as being less capable of surviving through the game’s mechanics. Here, the players might conclude that disability is something to pity and avoid at all costs (Adams 211-212). If players decided to use SOTA to try experiencing disabled life through their imagination, then they might just reinforce common stereotypes associated with disability in popular media (Gibbons 29). To compensate for this, the TTRPG inspires diversity and originality in its character creation affordances which may help to avoid stereotyping. It puts forward a variety of prompts; like character senses, qualities, anxieties, assurances, skills, and relationships; for the player to design an interesting and engaging multidimensional character worthy of player investment (Wood 39-40).

 

Approaching Combat as a Challenge to TTRPG Norms

As we can observe from their design, my object texts set themselves up well for their intended play experience. They also avoid falling into the same habit as many other TTRPGs. Sarah Lynn Bowman and Menachem Cohen agree how in traditional Dungeons & Dragons (D&D) the terminology used, like referring to a long-term game as a campaign, or the mechanics of killing monsters to gain experience to level up as the main method of advancement, positions it as a war game. Mind you, that is what D&D was initially intended to be, but this aspect of the game’s design fundamentally focuses the player’s attention on combat mechanics with less regard for the roleplay performance (Bowman 108; Cohen 69). In reality, many TTRPGs retain this same positioning without fully realizing how it impacts the player’s approach to the game. However, we can see how the game systems of my object texts are designed to deter a combat focus while focusing the players’ attention on their intended play experiences.

Inspirisles simplifies the combat mechanics for its learning focus. This is reflected in how it sets up the characters. The game notes, “Many roleplaying games give you a sense of character through statistics and numbers. We’ve left the math for our dice rolls and opted for a storytelling approach” (Oxenham 42). Meaning, while they are present, the combat mechanics boil down to three six-sided dice rolls with any additional considerations coming from character progression and creative roleplaying choices made using sign language. Creative uses of sign language can happen at any point in the game and are not limited to combat. This creativity is rewarded with the acquisition of belief, a unit used to track character progression throughout the game. As such, this design firmly positions the players’ navigation of the game within the sign language magic system they have learned during their play, leaving combat as an option governed by said magic system and not the sole focus.

On the opposite side of the spectrum, SOTA deters a combat focus because of the limited capacity the characters have for their survival. In the game, “Zombies carry the plague wherever they go and spread it rapidly. Whenever they bite someone, cough blood on them, or scratch them with their rotting fingernails they give their victim the terrible bacteria that causes the Black Death” (63). While combat with zombies might not be difficult to win, the chances for infection make any form of combat unappealing and condition players to avoid it at all costs. If the challenge of the game is to simulate difficulties disabled individuals would face, it is reasonable for the designer to keep players’ focus on issues of inaccessible navigation. When the game encourages an avoidant approach to combat encounters like this, the players are kept mindful of their embodied experience through their roleplay. This in turn allows them to feel the injustice of the situation through the constraints of unlikely survivability in an inaccessible environment, something many disabled individuals experienced firsthand during the Covid-19 pandemic. In both object texts, the importance of roleplay is emphasized by the systems to encourage the players to produce their own meaning within the game, separate from combat, challenging traditional TTRPGs in how they position their system regarding their design intentions.

 

Disability Inclusion

Inspirisles exemplifies collaboration with Deaf culture through the creative decisions made between Richard Oxenham, the game designer, and Rajnie Kaur and Moonlight Joy, the Deaf culture and language consultants. In terms of representation, Inspirisles is thorough with the information it provides regarding the diversity of identity within the Deaf community and the importance ascribed to how some of its members might choose to identify themselves in relation to it. For example, it is common for many members of the Deaf community to not consider themselves disabled but consider the Deaf culture to be a minority culture (Scully 145-146). As such, while Inspirisles explicitly deals with disability themes and allows for depictions of disability identity, at no point in the rule book does it administer the classification of disability to the Deaf community. This illustrates the consultation for this game as inclusive of the diverse identities of the Deaf community (Scully 153), allowing its members to approach the game as a friendly space regardless of how they choose to identify themselves.

In SOTA, the realities of being disabled are definitively a highlight of the game as they are what the game designer, Jacob Wood, is attempting to emulate. While Wood is a blind creator, there is little evidence to suggest other disabled creators provided input into the game design to come up with mechanics for the disabilities Wood did not have embodied knowledge of. Which is concerning because Wood’s priority with SOTA was to develop,

…a game about empathy. You’ll play as someone with a disability tasked with surviving a zombie plague, but the real villains of the game are injustice, inaccessibility, and ableism. You won’t have modern protections like the Americans with Disabilities Act to offer you protection against discrimination, and you won’t have modern technology to make your life easier. You will have your wits, your guts, and your determination.

Our hope is that by putting yourself in your character’s shoes, you’ll start to feel angered and incensed at the way they are treated. You’ll see the injustices that still impact people with disabilities to this day. You’ll also feel a great sense of accomplishment when you overcome the odds and survive grueling challenges despite the setbacks you face. Finally, you’ll recognize how to translate this experience to the real world. (Embry par. 2-3)

Empathy, being a main aspect of SOTA’s design, would make it easy for players to take away piteous or overcoming narratives from the experience. SOTA intends for you to be more likely to fail and, in that depiction of unfairness, Wood is incentivizing the players to be more mindful of the injustices felt in reality. However, empathy has been widely regarded, by disability media, performative activism, and RPG studies scholars alike, as an inaccurate, problematic, and oversimplified view of how we feel viewing or playing another character that inspires passivity instead of activism (Adams 211-212; Boal 34-41; Ruberg 60).

However, I don’t see SOTA as inherently problematic but any merit it has is largely dependent on how the players approach the game. If they choose to employ it discursively then they might seek to bring about societal change as we observed Inspirisles being capable of in the case study provided (Cullinan and Wood 277). Simultaneously, this game design affords the player with room to employ crip negotiation where problems arise from inaccessible environments the players find themselves in and not the characters themselves, as demonstrated by Jerreat-Poole (par. 3; par. 17).

Rather than fostering empathy, I see this game making a more crucial intervention in disability representation by cultivating a game space for better-designed characters with disabilities (Meehan par. 5-6). Hadley considers any depiction of disability as having a potentially positive impact giving both the performer and the audience a call to consider their own position as part of an ethical process (31). Though, she stipulates it be made apparent non-disabled performers do not represent the disability community (31). In this sense, the game helps to combat disability erasure in modern media, which was a major concern brought up by Wood in the creation of this game to begin with (Wood, “[Q&A] Jacob Wood (Accessible Games)” par. 1), while allowing the players to take a humanizing approach to considering disabled individuals as multidimensional.

 

Conclusion

Throughout this article, I have demonstrated how the medical model remains a prevalent foundation for how many gaming media developers approach their work. I discussed the general benefits of interdisciplinary approaches for disability studies alongside the specific benefits found in DGS. While there are still academic gaps to be expanded on at this intersection, scholarship must continue to observe how the work being done, both in academia and gaming media, might have a beneficial or detrimental impact on the underrepresented disability communities.

To this end, more ethnographic work within the realm of DGS is warranted, ensuring we are getting input from the communities we are trying to help. After showing how these games are designed to achieve their affordances for progressive disability themes, I would like to bring two recommendations forward.

The first observes Inspirisles positioning itself to teach a new language, making it fundamental to the playing of the game. By acquiring input from consultants from the Deaf community, Oxenham created an EDU-RPG teaching players about sign language and Deaf culture while engaging with an immersive storytelling practice. As such, at their foundation, games require input from the communities they are meant to benefit.

The second recommendation I make observes SOTA’s choice to make the players reflect on disabled individuals and society. While the game is intended to afford the player to break away from preconceptions of disability in their character creation it also explicitly calls them to reconsider how society regards accessibility needs. As such, to assist players in navigating the topic of disability, games could use a set up designed to destabilize preconceptions of social issues

 

References

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Anderson, Sky LaRell, and Karen (Kat) Schrier. “Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture.” Games and Culture, vol. 17, no. 2, SAGE Publications, 2022, pp. 179–97.

Bertolo, Maresa, Ilaria Mariani, and Eleonora Alberello Conti. “DiscrimiNation: A Persuasive Board Game to Challenge Discriminatory Justifications and Prejudices.” Woke Gaming: Digital Challenges to Oppression and Social Injustice, edited by Kishonna L. Gray and David J. Leonard, University of Washington Press, 2018, pp. 270–92. JSTOR, http://www.jstor.org/stable/j.ctvd7w7f6.18.

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Bowman, Sarah Lynne. (2010). The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity. Jefferson, N.C: McFarland & Co.

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Carr, Diane. “Bodies That Count: Augmentation, Community, and Disability in a Science Fiction Game.” Journal of Literary & Cultural Disability Studies, vol. 14, no. 4, Liverpool University Press, 2020, pp. 421–36, https://doi.org/10.3828/jlcds.2020.28.

Cohen, Menachem. “Play to Find Yourself: Using Tabletop Role-Playing Games in Spiritual Direction.” Fictional Practices of Spirituality I: Interactive Media, edited by Leonardo Marcato and Felix Schniz, Verlag, Bielefeld, 2023, pp. 53-84. https://doi.org/10.14361/9783839461921-003

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Cullinan, Maryanne, and Laura L. Wood. “Getting Inspired: A Qualitative Study on the Use of the Inspirisles Role-Playing Game to Teach Middle Schoolers American Sign Language.” Simulation & Gaming, 55(2), 2024, pp. 267-280. https://doi-org.proxy.lib.uwaterloo.ca/10.1177/10468781241229614

Daniau, Stéphane. “The Transformative Potential of Role-Playing Games—: From Play Skills to Human Skills.” Simulation & Gaming, vol. 47, no. 4, Aug. 2016, pp. 423–44. DOI.org (Crossref), doi:10.1177/1046878116650765.

Dolan, Jill. “Performance, Utopia, and the ‘Utopian Performative.’” Theatre Journal, vol. 53, no. 3, 2001, pp. 455–79. JSTOR, http://www.jstor.org/stable/25068953. Accessed 2 Dec. 2024.

Ellis, Katie. Disability and Digital Television Cultures: Representation, Access, and Reception. Routledge, 2019.

Embry, Egg. “Survival of the Able – An Interview with Jacob Wood (Accessible Games).” Téssera: A Creative Guild. 2019. tesseraguild.com/survival-of-the-able-an-interview-with-jacob-wood-accessible-games/

Flanagan, Mary and Helen Nissenbaum. Values at Play in Digital Games. Cambridge, Massachusetts: The MIT Press, 2014.

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Magelssen, Scott. Simming: Participatory Performance and the Making of Meaning, University of Michigan, 2014.

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Categoria: 12/2024 Journal

Designing Transformative Analog Role-playing Games

Posted on 19 Febbraio 2025 by Riccardo Fassone
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Sarah Lynne Bowman (Uppsala University), Josefin Westborg (Uppsala University), Kjell Hedgard Hugaas (Uppsala University), Elektra Diakolambrianou (Institution for Counseling and Psychological Studies, Athens), Josephine Baird (Uppsala University)

Abstract 

While interest in the use of analog role-playing games as a tool for personal and social change has increased in recent years, best practices in design are still in development. This paper will briefly introduce analog role-playing games, describe this movement toward design for transformative purposes, and briefly introduce theoretical concepts such as safety, intentionality, bleed, alibi, ritual, identity, and transformational containers. We will discuss some of the known benefits of transformative play, such as the development of skills in perception checking and empathy, as well as drawbacks described in the research regarding playing marginalized identities the player does not share. Overall, this paper gives general recommendations for design work when aiming to maximize the transformative potential of these games, especially regarding different strategies for reflection, processing, and integration.

 

Introduction

Interest in using analog role-playing games (RPGs) as a medium for transformation is increasing. Such interest arises from a participant who has experienced leisure role-playing games and has either witnessed or experienced some sort of significant positive change. Such players then wonder how such games might be used in applied settings. For example, role-players may run games with important themes to raise awareness on social issues for participants engaging in their leisure time (see e.g., Stenros & Montola, 2010; Groth, Grasmo, & Edland, 2021). Such works may even be commissioned by funding bodies, then shifting them into non-formal education for political or social aims (see e.g., Baltic Warriors, 2015; Halat Hisar, 2016). But designing for transformation is difficult and  best practices are not yet well established. At the Transformative Play Initiative, we have worked to fill this gap by developing theory and in practice. As a research collective, our members have published academic texts, created courses, and designed and ran transformative analog role-playing games for thousands of participants over the years. Here, we have gathered insights for design and practice to maximize the transformative potential of analog role-playing game in the hope that others can build upon and further evolve it.

 

In this article, we will start by introducing analog role-playing games and transformative role-playing games. We will then share our definition of transformation and how we categorize different types of applied RPGs. Thereafter, we will introduce components and theoretical concepts that we have found crucial in designing for transformation. Finally, we will discuss some of the challenges around inclusion when designing for transformation before concluding the paper. More information about our model and theoretical framework can be found in our textbook (Bowman, Diakolambrianou, and Brind, eds., in review).

 

Analog Role-Playing Games

Analog role-playing games are “co-creative experiences in which participants immerse into fictional characters and realities for a bounded period of time through emergent playfulness” (Transformative Play Initiative, 2022c). For our purposes, analog role-playing games include tabletop, live action role-playing (larp), and Nordic and American freeform. Tabletop RPGs are usually played sitting at a table, sometimes including dice, character sheets, and miniatures. They tend to be less physical and more verbal, with players often shifting between the first person and third person when describing their character’s actions. Larp is often more physically embodied role-playing, sometimes including costumes, props, and special locations. Nordic and American freeform developed as a “middle child” between tabletop and larp, featuring aspects of both but also emerging as their own respective mediums (Westerling, 2013).

Of course, depending on the style of game, the genre, and the playgroup, these definitions can shift. Larp tends to be more “physically embodied” in that players are expected to move and act out the actions of the character to greater or lesser degrees, but all play is technically an embodied experience. Larps set in a meeting room can look identical to a tabletop game given the right set of circumstances. Some of these games have no costumes, dice, or even character sheets.

Furthermore, while analog games get their name due to their non-digital nature and generally do not require a computer interface to play, these distinctions are becoming less and less meaningful with the rise of popular livestreaming of RPGs (Jones ed., 2021); play-by-post and forum play (Zalka, 2019); online tabletop (Sidhu & Carter, 2020); and online larp (Reininghaus, 2019). Indeed, such hybrid forms can even be experienced as transformative by viewers through vicarious experience and social bonding (Lasley, 2021). For our purposes, we will include in “analog” any role-playing that allows for fairly free spontaneous improvised co-creation within the framework of the game rules, unlike most digital RPGs that are heavily mediated by the computer interface and limited coded options for engagement.

Due to these differences in these respective mediums, we will center theory and practices surrounding analog RPGs specifically, while acknowledging that these discourses take place within larger cultural conversations and practices. Such clarifications not only help us situate our work within these broader conversations, but allow us to be precise about the exact phenomena we are investigating.

 

Transformative Role-Playing Games

Now that we have provided our definition of analog role-playing games, in this section, we will explore transformative analog RPGs.

Tabletop role-playing games have become an increasingly popular medium for educational interventions in diverse locations such as the US (Garcia, 2016; Cullinan & Genova, 2023), Canada, Cambodia, (Genova 2024) and Indonesia (Winardy & Septiana 2023) to name a few. Tabletop is becoming especially popular in therapeutic interventions (Gutierrez, 2017; Bean et al. eds., 2020; Connell, 2023; Hand 2023; Kilmer et al., 2023; Yuliawati, Wardhani, & Ng 2024). Larps are also increasing in use in both sectors, with experiments occurring in therapeutic practice (Ball, 2022; Bartenstein, 2022, 2024; Diakolambrianou, 2021; Transformative Play Initiative, 2022a) and edu-larp developing as its own pedagogical subfield (Bowman, 2014; Fey, Dagan, Segura, & Isbister, 2022; Johansson et al., 2024). These developments include conferences devoted to educational RPGS held in the Nordic countries from 2014-present (see e.g. Nordic Larp Wiki 2023; Solmukohta, 2024), Italy (Geneuss, Bruun, & Bo Nielsen, 2019), the US (Bowman, Torner, & White, eds., 2016, 2018), and Brazil (Iuama & Falcão, 2021; Role Simposio, 2024), as well as conferences on related role-playing activities such as Reacting to the Past (see e.g., Reacting Consortium, 2024; Hoke & Risk, in press). Research is also increasing with regard to these developments, especially in therapeutic RPGs, to the degree that a handful of review pieces have recently been published summarizing the literature (Henrich & Worthington, 2021; Arenas et al., 2022; Baker, Turner, & Kotera, 2022; Yuliawati, Wardhani, & Ng 2024).

In order to best capture what design practices encompass all of these outgrowths, we define transformative analog role-playing games as: RPGs designed for the purpose of encouraging personal and/or social change arising from leisure play and discourse communities (cf. Daniau, 2016).

While role-playing games are a unique outgrowth of many subcultural groups — e.g. wargaming in the US (Petersen, 2012), Tolkein fandom in Russia (Semenov, 2010) — role-playing as a technique far precedes many of these most recent developments. The term originated from J. L. Moreno, who developed psychodrama and sociodrama (Fantasiforbundet, 2014). Role-playing has also been used in education, especially in the field of simulation, which is a popular training method in health care, military, business, government training, and traditional educational classrooms (Bowman, 2010). Since these uses of role-playing as a practice do not arise from leisure play and RPG discourse communities, but rather from education and therapy, we consider them “cousin forms” (Bowman, 2014).

While the basic act of enacting a character in a co-created fictional world is much the same regardless of community, the practices, norms, discussions, and innovations within each group differ. Analog role-playing games often have passionate and vibrant discourse communities surrounding them, e.g. the Forge and Story Games diaspora in tabletop (White, 2020) and the Nordic Larp discourse originating from the Knutepunkt/Solmukohta conferences and their respective yearly publications (Nordic Larp Wiki, 2022). Within these communities, even the term “leisure” can be called into question, particularly with the amount of labor required of facilitators and players alike (Jones, Koulu, & Torner, 2016) to help create a good experience, not to mention the work involved in contributing to the popular discourse itself, which has often taken place on social media or forums rather than more traditional publication channels. Some of this volunteer work has nevertheless received a degree of legitimacy, e.g., articles the Knutepunkt and Wyrd Con Companion Books or the the web magazine Nordiclarp.org, which are often cited as key texts in role-playing game studies (Harviainen, 2014).

Meanwhile, digital games have their own lexicon, theory, and practice around transformative play (Tanenbaum & Tanenbaum, 2015), see e.g., Serious Games (Chen and Michael, 2006), Games for Change (2022), gamification (Deterding et al., 2011), game-based learning (Plass, Mayer, & Homer eds., 2020), and deep games (Rusch, 2017). While our topic is informed by these game-related discourses, including more traditional educational or therapeutic concepts, for the purposes of this paper, we will limit our discussion to discourses related to applied analog role-playing games specifically. Our work is part of a growing body of literature that situates practices of transformative role-playing game design and implementation alongside these other cousin practices, (Burns, 2014; Linnamäki, 2019; Diakolambrianou & Bowman, 2023), hopefully resulting in the “best of all worlds.”

 

Transformation

Terms related to transformation are used rather liberally to apply to a range of different experiences. They are used in multiple fields, such as business (Blumenthal & Haspeslagh, 1994), tech (Gong & Ribiere, 2021), and education (Boyd & Myers, 1988). Even within the field of games, transformation is used for everything from players’ ways of interacting with the game (Magnussen & Misfeldt, 2004), learning (Barab et al., 2010), and how games can help the production industry become more human-centric (Brauner & Ziefle, 2022). With these vastly different usages of the concept, building on different fields, transformation takes on different meanings. Our definition is drawn from John Paul Lederach’s (2003) conceptualization of conflict transformation, “engaging [oneself] in constructive change initiatives that include and go beyond the resolution of particular problems.” Inherent to this concept is the word “initiative,” which insinuates that the participants have an active involvement, rather than a passive, unconscious, accidental or incidental change. We extend this definition beyond conflict to refer to initiatives that move beyond specific moments in a game to effect longer-term change.

 

We define transformation as both (Transformative Play Initiative, 2022d):

 

  • A prolonged and sustained state of change; a shift in one’s state of consciousness that is not temporary but has lasting after-effects.
  • A process, or series of processes, that lead to growth: the growth can be personal, interpersonal, social, or even societal and cultural.

 

The first definition refers to an incident catalyzed by a game that leads to a major change that is prolonged and sustained after the game. An example might be a player self-advocating for the first time in a larp (New World Magischola, 2016), then feeling more confident standing up for themselves in daily life.

The second definition refers to transformation as a process or series of processes. This definition is inspired by conflict transformation, which does not see change as occurring in a linear path, but rather as a spiral of change processes unfolding over time (Lederach, 2014). These processes are circular in nature and may not always look like “progress”: e.g., they may move forward, hit a wall, move backwards, things collapse (p. 38-41). A common example is a person discovering their authentic gender identity by playing it in a game or experiencing a supportive RPG community and deciding to transition as a result, whether immediately or in the future (Moriarity, 2019; Baird, 2021; Edland & Grasmo, 2021; MacDonald, 2022; Sottile, 2024). The role-playing experience likely catalyzed change processes that were already underway, but had yet to be able to find expression. Furthermore, change after the game is still a series of processes, e.g., the process of deciding when and to whom to come out; the process of changing one’s names and pronouns, etc. The framing of change processes also acknowledges change as occurring within a complex social landscape, progress as complicated, and transformation as happening in fits and starts due to various forms of internal and external resistance.

Therefore, when inspired by role-playing experiences, transformation can be:

 

  1. A state that alters a person’s view of themselves, others, or the world in significant ways,
  2. A state that shifts the way a person relates to others interpersonally, and/or
  3. A state that has the potential to shift social and cultural dynamics in ways that can build toward greater awareness, peace, and justice.

 

This final point emphasizing peace and justice situates our definition of transformation as progressive in nature. We are not interested in facilitating experiences that incentivize or more deeply intrench participants in reactionary, exclusionary, or otherwise antisocial practices, nor are we interested in experiences that encourage growth for privileged members of society while further stratifying and providing unjust conditions for others. We will discuss issues that can arise when designing with these intentions in mind at the end of this paper.

 

Types of Applied Role-Playing Games

We consider all games designed for a transformative purpose as “applied” in the sense that the medium of role-playing is being applied with a specific outcome in mind. In terms of applications, we define three categories of transformative analog role-playing games. The distinctions mainly apply to the type of facilitation offered, where, and by whom, as well as the framing designed around the game.

Transformative leisure role-playing games are designed and played for a variety of reasons, mostly personal and individualized ones, even if the game has a specific goal in mind, e.g., an art game sharing the designer’s personal experience with a challenging life event. As mentioned above, the term “leisure” can be a bit misleading, as leisure RPGs and the activities surrounding them can often involve intense amounts of work (Jones, Koulu, & Torner, 2016); in some cases, players even enact the same set of skills or roles in leisure games used in their professional life (Homann, 2020). However, we can consider a game transformative leisure if participants engage in it voluntarily in their free time.

Therapeutic role-playing games are designed and played with explicit therapeutic goals in mind, i.e., goals pre-established between clients and facilitators to foster psychological growth. Critically, we define games as therapeutic only then they are facilitated with emotional support from a mental health paraprofessional or professional, i.e., a coach, therapist, social worker, mental health first aid worker, community healer, etc. Furthermore, this support occurs in the context of a therapeutic agreement in which the client and the professional agree to engage in psychological processing before, during, and after the game. Such long-term agreements have special expectations with regard to psychological care that would not be appropriate or possible in other settings. While therapeutic RPGs may be voluntary, they are sometimes mandatory, e.g., a neurodiverse adolescent required to go to therapy by their parents or a person ordered by the court system to work on anger management with a professional.

Educational role-playing games are designed and played with explicit and/or implicit educational goals in mind. These goals are usually framed as explicit learning objectives or outcomes, which may be based on the existing curriculum (Geneuss, 2021; Cullinan & Genova, 2023; Westborg, 2023) or other learning goals (Transformative Play Initiative, 2024). The game is either run by one or more educators or in collaboration with them, e.g., visiting a classroom to run the larp under the regular teacher’s supervision. Educational role-playing games may be voluntary, e.g., visitors at a museum choosing to engage in an educational larp about history, but they are often mandatory, e.g., larps run for young students in classrooms during school time (Lundqvist, 2015).

These three categories are related but somewhat distinct. We use the phrase “somewhat distinct” here because the experience of transformative play does not fit neatly into specific settings or even expectations. Players often describe leisure role-playing experiences as “therapeutic,” sometimes even joking about it as “free therapy” (Bowman, 2010). Furthermore, recent studies have featured results about leisure RPGs having positive benefits on mental health in non-therapeutic (Causo & Quinlan 2021; Walsh & Linehan 2024) or quasi-therapeutic contexts (Lehto 2024), i.e., designed or facilitated under therapeutic consultation, but without the expectation of ongoing support from a paraprofessional.

Technically, any activity can be therapeutic if it has a positive impact on one’s mental health, even leisure games designed for entertainment and educational games. For example, leisure RPGs can be helpful for queer players to explore and express their identities in a safer space (Baird, 2021; Tanenbaum, 2022; Femia, 2023; Sottile, 2024), although some communities fail to support queer players consistently (Koski, 2016; Stenros & Sihvonen, 2019). For our purposes, transformative is a more accurate term for such impacts if the activity is not undertaken within the context of a care agreement between a client and a mental health professional.

The term “education” is similarly confusing, as role-playing games can occur in informal, non-formal, and formal educational environments (Baird, 2022; Westborg 2023). Furthermore, many of the same skills are trained in these respective contexts, e.g., social skills training occuring in therapeutic (Kilmer et al., 2024), educational (Bowman, 2014), and leisure (Katō, 2019) settings, as well as in-between spaces such as after-school programs (Transformative Play Initiative, 2024) and summer camp activities (Hoge, 2013; Living Games Conference 2018), blurring the lines further.

Finay, while this paper focuses on designing games from the ground up with transformative goals in mind, a more common practice is to hack an existing game to maximize its transformational potential and shape the narrative within it or the framing around it, i.e., the workshop and the debrief (Transformative Play Initiative, 2022b). For example, due to its ubiquity and popular appeal, Dungeons & Dragons (1974) is often used in a simplified form in therapeutic practice with specific scenarios adapted or designed based on agreed-upon goals (Connell 2023; Kilmer et al. 2023). Such games often include framing that supports therapeutic goals, e.g., processing questions asked either within the group or one-on-one before, during, and after the game.

 

Designing to Maximize Transformational potential

While transformation cannot be confined to any one setting — or even guaranteed by any set of practices — we can aim to refine the processes by which we design, implement, and play role-playing games to maximize their beneficial impacts. In our work, we have found that there are certain components and theoretical concepts that can help maximize the potential for transformative impacts and understand the processes that enable them.

 

Contextual components supporting transformative processes

Regardless of the type of transformative role-playing game, we believe the most important components for maximizing the potential for transformative impacts for designers, facilitators, and players alike are the following:

 

  • Community: Following Wilfred Bion (1959; 2013) and D. W. Winnicott (1960), our model emphasizes cultivating communities around games that help establish and maintain a transformational container (Bowman & Hugaas, 2021; Baird & Bowman, 2022). Some players may have transformative experiences within games but not feel fully supported by the community playing them, e.g., having a gender affirming experience within a tabletop game but not feeling supported in coming out by one’s co-players (Baird, 2021). Therefore, the container must feel secure enough to hold the alchemical process of change.
  • Intentionality and goal setting: Creators should have clear intentions and goals throughout the process, with all design and implementation choices focused on these goals. Examples of types of transformative goals include (Bowman & Hugaas, 2019):

 

    1. Educational Goals: Critical thinking, systems thinking, problem solving, perceived competence, motivation;
    2. Emotional Processing: Identity exploration, identifying/expressing emotions, processing grief/trauma, practicing boundaries;
    3. Social Cohesion: Leadership, teamwork, collaboration, practicing communication skills, community building; and
    4. Political Aims: Awareness raising, perspective taking, empathy, conflict transformation, paradigm shifting;

 

These goals should be clearly communicated to the participants so that they can enter the experience with these intentions in mind. This practice onboards all participants onto the notion that transformative impacts are normative in this space rather than something to be feared or avoided. Ideally, these goals align with meaningful actions characters can take within the game (Balzac, 2011). Deception should be kept to a minimum or removed completely (Bowman & Hugaas, 2019). Clarifying intentionality before, during, and after a game can help align everyone within the play community toward a shared social contract, e.g., having a pronoun correction workshop (Brown, 2017) or expressly stating that a game is intended for exploring or expressing non-normative genders (Baird, Bowman, & Thejls Toft, 2023).

  • Embracing the unexpected: Role-playing games are a spontaneous, improvised medium, which means players will likely take the game in directions unforeseen by the designers. Play can feel chaotic and uncontrollable, especially to facilitators accustomed to more traditional forms of learning, e.g., school teachers (Harder 2007; Hyltoft 2010). Unforeseen transformative impacts may occur through emergent play, while initial goals may not be reached. Such outcomes should be embraced as part of the beauty of the medium.
  • Reflection and processing: These games should encourage, prioritize, and scaffold off-game reflection, connecting significant moments within the game to takeaways meaningful to daily life, e.g., important social issues, political events, personal challenges, interpersonal dynamics. Games run without built-in moments of processing are less likely to impact the players in a consistent fashion; in fact, failure to debrief can lead to the goals of the scenario backfiring (Aarebrot & Nielsen, 2012). Facilitators can also help cultivate a longer-term transformational container (Baird & Bowman, 2022) within which players can help one another process and achieve goals long after the game experience has ended, e.g., maintaining shared online communities for discussion and holding reunion events.
  • Safety: While no experience can ever be considered fully safe, the perception of safety is important to establish and maintain in role-playing communities. Safety enables participants to lower their vigilance and surrender more deeply to playfulness as a central part of the transformative process. Surrender here is distinct from submission; the player still retains agency, but is able to take risks through play they might otherwise find unwise (Baird & Bowman, 2022). Safety necessitates enthusiastic consent, establishing boundaries, calibration, and other forms of negotiation and self-advocacy (Koljonen, 2020). Situations in which play is forced on players without negotiation or agreement may backfire in terms of transformative goals, e.g., lack of transparency of what character actions mean in a game (Torner, 2013). Consent has particular challenges in mandatory play situations, such as in a school setting (Lundqvist, 2015), so care should be taken to ensure participants do not feel coerced to push past their boundaries due to uneven power dynamics or expectations of assessment. In such situations, players can be offered varying degrees of engagement within the game to reduce pressure, the ability to opt-out, the agency to request non-essential content to be removed, or an alternative assignment with equivalent learning goals. Leisure role-playing games already have established methods for many of these practices, including Session 0s, safety mechanics (Reynolds & Germain, 2019); consent and calibration discussions (Koljonen, 2020); and post-game debriefing (Brown, 2018) among others.

 

These important factors help shape the transformational container that enables play. The next section will develop this theoretical framework to describe the mechanisms that make the act of role-playing itself rife for processes of transformation, as well as framing and integration practices that aid in the transfer of knowledge and distillation of takeaways that can lead to long-term change. Understanding these concepts can help designers optimize their choices with respect to intended goals.

 

Mechanisms of transformation in design, implementation, and play

Alibi and Identity 

Once the transformative container of play is established, players leave their default identities from their external lives and adopt new characters within the fictional world through the alibi of play (Deterding, 2018). Alibi allows participants to act within the game with lessened social consequences, which can encourage greater risk taking and willingness to fail. Alibi is established as part of the game’s social contract (Montola 2010), along with other agreements and rules about appropriate ways to engage within the magic circle of the game (Huizinga, 1958; Salen & Zimmerman, 2003). [1] However, in our mode, alibi should not be so strong that players are encouraged to completely disassociate their daily identities with their characters’ or compartmentalize the play experience as separate from their lives, as such tendencies can interrupt processes of change (Bowman & Hugaas, 2021).

Role-playing games allow us to experiment with identity, accessing parts that can sometimes paradoxically feel more authentic than our daily identities (Winnicott, 1971). Ideally, players are encouraged to thoughtfully reflect upon the parts of their characters they would like to take with them and leave behind after play, not just as a standard de-roling technique (Brown, 2018), but as an extensive process of wyrding the self (Kemper, 2020): actively shaping their sense of self into what they would like it to be moving forward. Similarly, a person can use play to restory their life (Tanenbaum, 2022), actively structuring a life narrative that is more empowering for them, which can thus affect their narrative identity (Bowman & Hugaas, 2021; Diakolambrianou & Bowman 2023).

Change often involves transformative learning in some way. Transformative learning is a complicated and sometimes exhausting process; we must confront new material and figure out whether or not to integrate it into our worldview, whether consciously or unconsciously (Illeris, 2006, 2009, 2013). Complications with such learning can occur, such as cognitive dissonance, i.e., when new information contradicts our existing model of reality or worldview (Festinger, 1957), leading to confusion and disorientation. Cognitive dissonance can trigger the identity defense (Illeris, 2006, 2009, 2013; building upon Jean Piaget): when a person is compelled to reject new information because it threatens their paradigm or is perceived to be incompatible with their identity.

However, due to the role and fiction, the transformational container of role-playing games can provide a space in which people might bypass the identity defense and explore aspects of self previously underexplored or expressed (Baird, 2021; Hugaas 2024). They can also explore ideas that might otherwise contradict their worldviews, helping them learn perspective taking and empathy building for people different than themselves (Bjørkelo & Jørgensen, 2018; Leonard, Janjetovic, & Usman, 2021). In this regard, alibi provides a protective frame (Montola 2010) in which transformative learning can occur more readily. On the other hand, lowering alibi at key moments such as character design and debriefing can assist in the process of transfer.

Ritual

The complicated nexus point of fiction and self in role-playing games holds tremendous potential for transformation, especially when combined with ritual activities within and around play that frame and deepen the role-playing experience. Ritual involves three stages (van Gennep, 1960; Turner, 1974):

 

  • A departure from the mundane world with thorough separation and preparation,
  • An entrance into an in-between “threshold” state called liminality, an in-between space that involves a temporary shift in social roles,
  • A return to the mundane world with an incorporation of these liminal experiences.

 

For Victor Turner (1974), the ritual process creates communitas, or a sense of community through the shared mutual experience. From this perspective, the magic circle of play is literally a ritual space rather than just a concept. The before phase, or preparation, can include workshops, lectures, costuming, and other ways to prepare for the ritual. The liminal stage is the game itself (Harviainen, 2012), as players temporarily shift roles and agree to interact within a shared alternative social context. Role-playing games are especially powerful as the players often co-create this ritual space and the activities within it, unlike more traditional rituals that have been handed down over time, e.g., marriages, graduation ceremonies, and funerals. The after phase, or return, can involve deroling, debriefing, processing, and other integration practices. By understanding the mechanism of ritual, designers can more consciously and deliberately create play experiences that aid in transformation.

Bleed

What can help the transformative process is the phenomenon of bleed, when contents spill over from the player to the character and vice versa. While some players claim not to experience bleed, we consider bleed a phenomenon that is always happening, whether it has reached the player’s bleed perception threshold or not (Hugaas, 2024). Others may not noticeably experience bleed, but can still experience transformation, e.g., through post-game intellectual analysis (Bowman & Hugaas, 2019). In transformative play, we should not assume players will noticeably experience bleed, but we can still design for it in various ways, e.g., designing close to home characters that the players may find relatable (Vi åker jeep, 2007), creating intensely emotional experiences that can help bypass the identity defence.

Bleed can take many forms, including but not limited to (Baird, Bowman, & Hugaas, 2021; Hugaas 2024):

 

  • Emotional Bleed: Where emotional states and feelings bleed between player and character (Montola, 2010, Bowman, 2013), e.g., negative experiences in play leading to animosity between players (Leonard & Thurman 2018);
  • Procedural Bleed: Where physical abilities, traits, habits, and other bodily states bleed between player and character (Hugaas, 2019), e.g., how we carry ourselves, ticks, movements, reflexes; learning how to move in a way that physically exudes more sensuality or confidence;
  • Memetic Bleed: Where ideas, thoughts, opinions, convictions, ideologies and similar bleed between player and character (Hugaas, 2019), e.g., values of equity embedded in structure in the game leading to players adopting these views outside of the game;
  • Ego Bleed: Where aspects of personality and identity bleed between player and character (Beltrán, 2012, 2013), including archetypal contents, e.g., playing a resilient and strong queen character leading to greater confidence for the player;
  • Identity Bleed: Where aspects of one’s sense of self, self-schemas, and similar identity constructs bleed between player and character (Hugaas, 2024), a process that is more comprehensive than ego bleed;
  • Emancipatory Bleed: Where players from marginalized backgrounds experience liberation from that marginalization through their characters. Players can choose to steer toward such liberatory experiences as a means to challenge structural oppression (Kemper, 2017, 2020), e.g., overthrowing an oppressive structure in play leading to players processing aspects of real life oppression in their own lives;
  • Romantic Bleed: When players feel attraction or even fall in love with fictional characters (Waern, 2010) and/or players (Harder, 2018) after an intense role-playing experience.

 

Bleed as a mechanism helps us understand pathways to transformation. We can become more aware that the frames (Goffman, 1986) of in-game and off-game experience are more porous than we may realize. From that awareness, we can then acknowledge this porousness as a space of great potential for steering (Stenros, Montola, & Saitta, 2015) toward transformative experiences. We can then use bleed as a way to unlock aspects of our life that we would like to design differently, such as our identities, our self-concepts, our communities, our paradigms, and our relationships (Bowman & Hugaas, 2021). From that point, we can integrate our role-playing experiences, including bleed, into our lives in intentional ways, and express ourselves in ways that feel more authentic as discovered through play (Winnicott, 1971). All of these processes can be considered in the design and implementation of such games.

Debriefing

Central to transfer of knowledge and integration of learning into our lives is that any insights gleaned from the game experience should be distilled as takeaways in some meaningful way. As a minimum, we emphasize the importance of structured debriefing after the game. Structured debriefing involves carving space for participants to process their experiences in a serious way. They are best run by the facilitators if possible and function as a space for three main types of reflection (Westborg, 2023):

 

  • Emotional debriefing: Processing the emotional experience, sometimes according to goals. Emotional debriefing is common in leisure and therapeutic settings, but can also occur in educational ones;
  • Intellectual debriefing: Processing according to general intellectual concepts or themes related to play, common in leisure and educational settings, but can also occur in therapeutic ones; and
  • Educational debriefing: Processing according to specific learning objectives, common in non-formal and formal educational settings.

 

Just like all aspects of the game, the structured debrief questions are a designable surface (Koljonen 2019) that can focus the discussion on the types of growth that most align with your purpose and help the players transfer their insights out of the game. We recommend starting with one emotional debrief question for transformative games if time allows, e.g., “What was the most intense or powerful experience in the game for you?” Allowing for emotional processing first can help guide players to make space for  intellectual engagement. Building in critical reflection is crucial when designing games with a transformative purpose (Crookall & Whitton, 2014). Key to the debrief, therefore, is to have plenty of time for processing presented as part of the game experience, rather than optionally tacked on at the end or left to the players to figure out themselves.

For educational games, we suggest designing debriefing questions that have additional aims in mind (Westborg & Bowman 2024):

  1. a) Connection: Building links between play experiences and established learning objectives or outcomes, which are often stated in advance, e.g., specific skills trained or topics explored;
  2. b) Abstraction: Building links between the specifics of the game to more general concepts in the outide world, e.g., democracy, feminism, evolution, or power in other contexts; and
  3. c) Contextualization: Educating participants further with additional materials or granular facts about topics explored in the game by adding additional context, e.g., through lectures, first-hand testimonies, or reading assignments.

As mentioned before, failure to connect the play experience to learning goals may interrupt transfer, e.g., players feeling the game was “fun” but remaining unable to place it within the larger contexts of their lives and the world around them.

Figure 1 – The process of transformation in role-playing games and the core elements needed for cultivating transformational containers that support them (Bowman & Hugaas, 2021).

 

Integration

While structured debriefing is always recommended, not everyone is able to process so quickly after a game. Therefore, just like other activities within the transformational container, while debriefs should be considered part of the game structure, we recommend giving players the opportunity to opt-out of the debrief or simply pass and listen if needed.

Furthermore, debriefing is only the beginning. When considering transformation as a series of change processes, in order to sustain change over time, goal setting and post-game actions should be taken after the game to help crystallize intention into action. For example, a person may discover a leadership skill within a game they were not aware they had, inspiring them to want to explore this further. By setting a clear goal, such as signing up to run a game at their local convention for the first time, they can keep working on this newfound skill. Over time, they might even end up feeling bold enough to apply for a leadership position at work in a role that previously felt inaccessible to them.

Integration practices can include (Bowman & Hugaas, 2021):

 

  1. Creative Expression: Journaling, studio art, performance art, game design, fiction writing, storytelling, co-creation;
  2. Intellectual Analysis: Contextualization, researching, reframing experiences, documentation, theorizing, applying existing theoretical lenses, reflection;
  3. Emotional Processing: Debriefing, reducing shame, processing bleed, ego development/evolution, individual or group therapy, validating one’s own experiences, identifying and acknowledging one’s needs/desires/fears, distancing one’s identity from undesirable traits/behaviors explored in-character;
  4. Interpersonal Processing: Connecting with co-players, re-establishing previous social connections, negotiating relationship dynamics, sharing role-playing experiences with others, engaging in reunion activities;
  5. Community Building: Networking, planning events, collaborating on projects, creating new social systems, sharing resources and knowledge, establishing safer spaces, creating implicit and explicit social contracts, engaging in related subcultural activities, evolving/innovating existing social structures; and
  6. Returning to Daily Life: De-roling, managing bleed, narrativizing role-play experiences, distilling core lessons/takeaways, applying experiences/skills, engaging in self-care/grounding practices, incorporating personality traits/behaviors.

 

Participants differ in terms of which integration practices work best for them. Sometimes, a variety of approaches can be helpful. Regardless of the approach, designers and facilitators should consider offering opportunities for such practices or recommend players engage in further integration on their own as a normative part of transformative play.

 

Challenges with Transformative Play and Inclusion

Some tensions within the discourse surrounding games and their potential for change are difficult to reconcile entirely. Some argue that play should not have to be transformative to have value, and that demanding that play needs to be “useful” does it a disservice. Others argue that not all play is benign, and point to the ways in which it can be transgressive in antisocial ways (Stenros, 2015). Although many participants find gaming communities more inclusive than other social groups, in Western societies, RPGs are often coded as predominantly white (Trammell, 2023), cis-male (Dashiell, 2020), middle class activities, which creates a mythical norm that can feel exclusionary for people from marginalized backgrounds (Kemper 2020).

Some of the most common benefits ascribed to role-playing games are their potential for awareness raising, perspective taking, and empathy development (Bjørkelo & Jørgensen, 2018; Leonard, Janjetovic, & Usman 2021). Role-playing scenarios with heavy themes that focus on playing to lose (Nordic Larp Wiki, 2019), with value placed upon positive negative experiences (Montola, 2010), can produce meaningful discomfort (Bjørkelo & Jørgensen, 2018) in which transformative learning can occur. However, even in relatively progressive role-playing communities that actively use RPGs in these ways, some participants from marginalized groups can still feel excluded, for example through practices of cultural appropriation (Kessock, 2014); stereotyping (Cazeneuve, 2018); or feeling that their life struggles are being used as content for dark tourism: leisure experiences centered upon immersing into marginalized identities that players do not share (Nakamura 1995), or playing backgrounds of oppression, grief, or misery that the players have not personally experienced (Leonard, Janjetovic, & Usman, 2021). Even discussing such experiences as a “game” can feel exclusionary for members of the community who question whether such topics should be played or who cannot “opt-out” of such topics in their own lives (Torner, 2018).

Such tensions are not fully resolvable, but are important to consider when designing transformative games. Key questions include:

 

  • For what populations am I designing this game?
  • Who will it benefit?
  • Who might it harm?
  • How can I mitigate such harm?
  • Who can I include throughout the process to make the game more inclusive?

 

As an example, a common topic of transformative role-playing games is playing the role of asylum seekers or refugees (Bjørkelo & Jørgensen, 2018). If the experience is only designed to help promote empathy in people born in the country in question, it may benefit them, and indirectly benefit refugees with whom they interact in the future. However, if no people from these backgrounds were included in the design and implementation process, there is also a chance that harm might occur if people say harmful things or portray stereotypes under the guise of “play” (Trammell, 2023) e.g., running a larp in a classroom with a mixture of students born in the country and immigrants without proper framing. In some cases, harmful beliefs might actually be reinforced, for example if a debrief highlighting the need for greater empathy is not run (Aarebrot & Nielsen, 2012). Furthermore, players from marginalized backgrounds may feel less welcome in the container under such conditions and find it necessary to develop special techniques to be able to navigate such spaces (Kemper, Saitta, & Koljonen, 2020).

Some ways to mitigate harm include establishing and maintaining safety throughout the game, e.g. having a safety team member available, safety mechanics to signal issues that arise, and structured debriefs that allow space for sharing powerful emotions that arise. By being clear about the goals and creating a transformative container, the fallacy of play (Mortensen & Jørgensen, 2020) — the idea that actions taken in play are harmless — can be addressed early on and help set intentionality to focus on transformation. Furthermore, designers and facilitators might hire experts on the topic, cultural consultants, and sensitivity readers, ideally from the backgrounds in question, to evaluate the materials. An even better approach is to co-design the game materials with them and involve them in the facilitation process (Kemper, 2017; Leonard, Janjetovic, & Usman, 2021; Mendez Hodes, 2019).

 

Conclusion

This short summary of our recent research is meant to provide a condensed roadmap for the study of transformative analog role-playing game design. We have discussed the definitions of our terms, including the distinctions between transformative leisure, therapeutic, and educational. We have discussed the construction of the transformational container, including the components within it that are important to foster for desired impacts to occur: ritual, bleed, alibi, processing, safety, integration, etc. We have discussed some of the critiques of the transformative play approach and offered some recommended methods to address them. Ultimately, we consider this a jumping off point rather than a destination, as we are truly only scratching the surface of analog role-playing games’ transformational potential.

 

End Notes

 [1] While the boundedness of the magic circle as a discrete entity has been heavily debated in video game studies (cf. Consalvo, 2009; Zimmerman, 2012; Stenros, 2012), the debate is not as present in analog role-playing game studies. We suspect this is because the porousness between game and life has been acknowledged for some time, e.g., through the subcultural emphasis on research (Fine, 1983), social conflict and bleed affecting RPG communities (Bowman, 2013), the physical embodiment component feeling more life-like (Hugaas, 2019; Westborg, 2024), and the ritual aspects of role-play being reminiscent of psychomagical rituals themselves (Harviainen 2011; Bowman & Hugaas, 2021; Cazaneuve, 2021).

 

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Stenros, J., & Montola, M., (Eds.). (2010). Nordic larp. Stockholm, Sweden: Fëa Livia.

Tanenbaum, T. J., & Tanenbaum, K. (2015). Empathy and identity in digital games: Towards a new theory of transformative play. In Proceedings of the 10th International Conference on the Foundations of Digital Games (FDG 2015), June 22-25.

Tanenbaum, T. J. (2022). Restorying trans game studies: Playing with memory, fiction, and magic as sites for transformative identity work. Keynote at Meaningful Play, East Lansing, MI, Oct. 12-14, 2022.

Torner, E. (2013). Transparency and safety in role-playing games. In S. L. Bowman & A. Vanek (Eds.), The Wyrd Con Companion Book 2013, pp. 14-17. Los Angeles, CA: Wyrd Con, 2013.

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Trammell, A. (2023). Repairing play: A Black phenomenology. MIT Press.

Transformative Play Initiative. (2022a, March 9). Beyond the couch: Psychotherapy and live action role-playing – Elektra Diakolambrianou [Video]. YouTube. https://www.youtube.com/watch?v=m03Q5K6dx3A

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Zalka, C. V. (2019). Forum-based role playing games as digital storytelling. McFarland Press.

Zimmerman, E. (2012, February 7). Jerked around by the magic circle – Clearing the air ten years later. Game Developer. Retrieved August 29, 2024, from https://www.gamedeveloper.com/design/jerked-around-by-the-magic-circle—clearing-the-air-ten-years-later

Categoria: 12/2024 Journal

Introduction: Transformative Games Across Platforms

Posted on 19 Febbraio 2025 by Riccardo Fassone
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Kristine Jørgensen (University of Bergen), Doris C. Rusch (Uppsala University), Astrid Ensslin (University of Regensburg), Riccardo Fassone (University of Torino)

Like all expressive media throughout the centuries, games have always been a reflection of the human experience and the experiential structures that permeate it. Unlike other expressive media, though, games have come to be more strongly associated with “fun” and “entertainment” purposes rather than communicative depth, due to their interactive capacities that shift the focus away from semantic content to the enactment of engaging structures. When we think about games and transformation, we thus mostly think about their instrumentalization as tools for learning, demonstrated by the long tradition of so-called serious games used for other purposes than entertainment, spanning educational games, games for therapy and training as well as games that raise awareness for social issues, such as news games and critical games.

The serious games movement thus did a big service to our understanding and broader acceptance of the potential of games to be conceptual, expressive, communicative vehicles. This potential, though, is not reserved for serious games alone, which often have an explicit interest in and the declared goal of “changing” players in particular, often measurable, ways. The medium specific properties of games can be used to model salient aspects of the human experience and thus contribute to players’ personal transformations in much more subtle and elusive ways. They also do so in ways that are fundamentally different from traditional storytelling: by engaging players in play through their activity-centered approach that better replicates complex, internal processes and social dynamics.

In the last decade there has also been an emergence of video games outside of the serious games movement that invite ethical reflection and self-critical involvement. Another emerging, but lesser explored approach within a similar tradition is transformative games: games that aim to foster personal capacity building, mindfulness, and spiritual development. Sometimes called existential games (Leino 2010), deep games (Rusch 2017), or described as games for therapeutic purposes (Perram & Ensslin 2022; Wilks et al 2022) or for psychological resonance (Rusch 2020), transformative games challenge the instrumental approaches found in educational games, training simulators, and gamification in their aim to enable players to transgress their own limitations and transform psychologically or existentially. Transformative games explore the rich and evocative space between top down, agenda driven games that seek to “measure” or quantify transformation, and games that aim to ignite transformation through a sense of psychological resonance and kinship.

This special issue explores the transformative potential of games, spanning analogue and digital forms. We acknowledge that games are a powerful medium of communication, with the ability to present human experience in ways that other media cannot grasp. The aim of this special issue is to push the boundaries of serious games and games for change, and illustrate new perspectives on how games and play can be used for personal and existential development through transformative experiences. The current issue includes four articles which all in their own way discuss how games can be transformative. All offer different frameworks and practical solutions of the design or assessment of the transformative potential of games.

Two of the articles deal with analogue role-playing games, a genre that has long been used for serious as well as transformative purposes. Role-play as a pedagogical and therapeutic tool is well established because of their dynamic qualities, including their qualities for the development of social skills, as well as their relative ease of setting up and integrating compared to digital games. In their article “Designing Transformative Analog Role-playing Games”, Sarah Lynne Bowman, Josefin Westborg, Kjell Hedgard Hugaas, Elektra Diakolambrianou and Josephine Baird present a thorough overview of previous research and applicability of role-playing games for transformative purposes, and present a framework for the design of role-playing games with a maximum potential for its transformative impact.

A challenge Bowman and her colleagues identify in the design of transformative role-playing games is inclusivity. Making people from marginalized backgrounds experience that their perspective is relevantly treated and that they are included in the design and implementation process is often challenging and may be framed in an unfavorable way under the guise of “play”. Tackling a related issue, Guiseppe Femia addresses the needs of a specific, marginalized group in his article “Tabletop Roleplaying Game Studies: A Rhetorical Site for Disability Media Analysis”. Rather than providing a framework for how to design such games, he offers an analysis of two tabletop role-playing games that were designed with disability themes in mind: Inspirisles is a game that aims to promote deaf awareness by focusing rhetorical storytelling opportunities for deaf communities through using sign language as a central game mechanic. Responding to Bowman and her colleagues’ challenge, Inspirisles has included members of the deaf community as consultants on the game design in creating a utopian experience for disabled people outside of the deaf community. In contrast, Survival of the Able aims to depict the realities and hardships of disabled life through emulating the life of disabled characters during a Bubonic plague and zombie apocalypse. Femia argues that although they use very different rhetorical means to do so, both games challenge the use of traditional narratives in their ability to represent disabled life, and calls for a rise of ethnographic work within disability game studies.

Moving away from role-playing games, Leonard Jerrett investigates the design process of the semi-autobiographical pervasive game What We Take With Us (WWTWU) in the article “Discovering What We Take With Us from Ideation to Reportage in the Research-through-Design of a Transformative Personal Game”. The game utilizes a combination of physical and digital space in its aim to enhance wellbeing by engaging players in a series of reflective activities. In the article, Jerrett discusses challenges relating to the design process, and argues for robust support systems for developers alongside a focus on player-centric design principles to ensure community engagement and relevance when designing transformative games.

The last contribution in this issue offers a different approach on transformative games. Rather than discussing the potential for games to be transformative on a personal level, Holger Pötzsch problematizes the role of videogames in the ecological crisis in “Playing in and with Ecological Crises: Ecocritical videogames between attitudes and performance effects”. Through an ecocritical perspective, Pötzsch sees games as potentially transformative when they invite collective conscientization and politicization rather than only constituting spaces for seclusion and individual healing. Building upon Aarseth and Calleja’s cybermedia model (2015) in combination with Gach and Paglen’s approach to political art (2003), Pötzsch doffers a template for the critical assessment of the potentially transformative effects of games on society and the environment. Through short analyses of the two digital games Horizon Zero Dawn and Survive the Century, he demonstrates the applicability of his framework.

Editing this special issue has brought it home to us that the field of transformative game design and play is alive and kicking and promises to evolve at a considerable pace although it still lacks a systematic scholarly approach. The articles published here can only provide a snapshot of the field’s potential for diversification, emotional depth and therapeutic benefit, and we hereby issue a call for action for the systematic study of transformation in and through game design across platforms, cultures and areas of social and psychological application. Our hope is that this issue will become a starting point and inspiration for many game scholars and designers to help advance human and more-than-human transformation as well as its scholarly understanding going forward.

 

Acknowledgements 

The work involved in this special issue was partially supported by the Center for Digital Narrative at University of Bergen, a Centre of Excellence funded by the Research Council of Norway funded (project number 332643).

 

References

Aarseth, E. & G. Calleja (2015). The Word Game: The Ontology of an Indefinable Object. Proceedings of the FDG 2014.

Gach, A. & T. Paglen (2003). Tactics Without Tears. The Journal of Aesthetics & Protest 1(2).

Leino, O. (2010). Emotions in play: On the constitution of emotion in solitary computer game play. PhD thesis, IT University of Copenhagen.

Perram, M. and A. Ensslin (2022). “The possibilities of illness narratives in virtual reality for bodies at the margins”. Digital Creativity 33 (2). https://doi.org/10.1080/14626268.2022.2074047

Rusch, D.C. (2017). Making deep games: Designing games with meaning and purpose. Taylor & Francis

Rusch, D.C. (2020). “Existential, Transformative Game Design”. Journal of Games, Self, & Society 2 (1). https://kilthub.cmu.edu/articles/journal_contribution/Journal_of_Games_Self_Society_Vol_2_No_1/12215417

Wilks, C., A. Ensslin, C. Rise, S. Riley, M. Perram, K.A. Bailey, L. Munro and H. Fowlie (2022). “Developing a Choice-Based Digital Fiction for Body Image Bibliotherapy”. Frontiers in Communication 6.  https://doi.org/10.3389/fcomm.2021.786465

Categoria: 12/2024 Journal

G|A|M|E Issue 12, 2024 – Transformative Games

Posted on 19 Febbraio 2025 by Riccardo Fassone
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Edited by Kristine Jørgensen (University of Bergen), Doris C. Rusch (Uppsala University), Astrid Ensslin (University of Regensburg), Riccardo Fassone (University of Torino)

Summary

Vol. 1 – Journal (peer-reviewed)

  • K. Jørgensen, D.C. Rusch, A. Ensslin, R. Fassone – Transformative Games Across Platforms
  • S.L. Bowman, J. Westborg, K. H. Hugaas, E. Diakolambrianou, J. Baird – Designing Transformative Analog Role-playing Games
  • G. Femia – Tabletop Roleplaying Game Studies: An Abundant Site for Disability Media Analysis
  • A. Jerrett – Discovering What We Take With Us from Ideation to Reportage in the Research-through-Design of a Transformative Personal Game
  • H. Pötzsch – Playing in and with Ecological Crises: Ecocritical videogames between attitudes and performance effects
Categoria: 12/2024 Journal

n.12/2024 – Transformative Games Revisited

Posted on 30 Gennaio 2024 by Riccardo Fassone
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GAME – Games as Art, Media, Entertainment

“Transformative Games Revisited”

Edited by Kristine Jørgensen, Doris C. Rusch, Astrid Ensslin, Riccardo Fassone 

 

Games designed for a purpose beyond entertainment and recreation have a long history, spanning educational games, newsgames, and critical games. With the maturation of the medium, there has also been an emergence of games that invite ethical reflection and self- critical involvement, such as Spec Ops: The Line (Yager Entertainment 2012) and Shadow of the Colossus (Team Ico 2006), and games that aim for social change such as Alba: A Wildlife Adventure (Ustwo 2020) and Depression Quest (Quinn, Lindsey and Schankler 2013). Another emerging, but lesser explored approach is transformative games; games that aim to foster personal capacity building, mindfulness, and spiritual development. Sometimes called existential games (Leino 2010), deep games (Rusch 2017), or described as games for therapeutic purposes (Perram & Ensslin 2022; Wilks et al 2022) or for psychologica resonance (Rusch 2020), transformative games challenge the instrumental approaches found in educational games, training simulators, and gamification in their aim to enable players to transgress their own limitations and transform psychologically or existentially.

Transformative games inquire the rich and evocative space between top down, agenda driven games that seek to “measure” or quantify transformation, and games that aim to ignite transformation through a sense of psychological resonance and kinship. Examples of such games are The Path (Tale of Tales 2009), Journey (Thatgamecompany 2012), The Void (Ice Pick Lodge 2016), Walden (Fullerton and USC Interactive Media & Game Division 2017), Fragile Equilibrium (Magic Spell Studios 2019), and The Witch’s Way (Phelps and Rusch 2021).

This special issue in G|A|M|E – Games as Art, Media, Entertainment invites scholarly submissions that explores the transformative potential of games. The aim of this special issue is to push the boundaries of serious games and games for change. Going beyond a discussion of how games can create awareness and new perspectives, this special issue will look at how games and play can be used for personal and existential development, and how games can contribute to a meaningful life through fostering transformative experiences.

We invite submissions on topics relating to:
– transformative game design
– analyses of transformative games
– studies of player experiences with transformative games
– theoretical and philosophical discussions of the transformative and existential potential of games
– the relationship between transformative reading and transformative play
– medium-specific approaches to creating transformative game experiences
– critical approaches to transformative games
– critical discussions of the concept of transformation in games
– the methodological challenges of studying, assessing, and designing transformative games

We are particularly interested in cross- and transdisciplinary perspectives, and aim for a special issue that represents a diversity of platforms, practices, design methods and approaches, as well as backgrounds and personal experiences.

Papers should be 4,000-5,000 words and submitted in English using the .docx or .odt template. Papers will be subject to a double-blind peer review process. Full papers should be
submitted to editors@gamejournal.it.
For questions about the call and discussion of possible paper ideas, please contact the guest editors on Kristine.Jorgensen@uib.no, doris.rusch@speldesign.uu.se, or Astrid.Ensslin@ur.de.

Timeline:
Full paper submission deadline: May 1, 2024
Notification of acceptance: July 1, 2024
Submission of revised article: October 1, 2024
Publication date: By the end of 2024

References:
Fullerton, T. and USC Interactive Media & Games Division (2017). Walden, a game. PC. Available: https://www.waldengame.com/
Ice Pick Lodge (2016). The Void. PC. Valve. Available: https://store.steampowered.com/app/37000/The_Void/
Leino, O. (2010). Emotions in play: On the constitution of emotion in solitary computer game play. PhD thesis, IT University of Copenhagen.
Magic Spell Studio (2019). Fragile Equilibrium. PC. Valve. Available: https://store.steampowered.com/app/999560/Fragile_Equilibrium/
Perram, M. and A. Ensslin (2022). “The possibilities of illness narratives in virtual reality for bodies at the margins”. Digital Creativity 33 (2). https://doi.org/10.1080/14626268.2022.2074047
Phelps, A. and D. Rusch (2021). The Witch’s Way. PC. Available: https://andrewphelps.itch.io/the-witchs-way
Quinn, Z., P. Lindsey and I. Schankler (2009). Depression Quest. PC. Available: http://www.depressionquest.com/
Rusch, D.C. (2017). Making deep games: Designing games with meaning and purpose. Taylor & Francis
Rusch, D.C. (2020). “Existential, Transformative Game Design”. Journal of Games, Self, & Society 2 (1). https://kilthub.cmu.edu/articles/journal_contribution/Journal_of_Games_Self_Society_Vol_2_No_1/12215417
Team Ico (2006). Shadow of the Colossus. PS2. Sony Interactive Entertainment
Thatgamecompany (2012). Journey. PS3. Sony Interactive Entertainment
Ustwo (2020). Alba: A Wildlife Adventure. Switch. Nintendo.
Wilks, C., A. Ensslin, C. Rise, S. Riley, M. Perram, K.A. Bailey, L. Munro and H. Fowlie (2022). “Developing a Choice-Based Digital Fiction for Body Image Bibliotherapy”. Frontiers in
Communication 6. https://doi.org/10.3389/fcomm.2021.786465
Yager Entertainment (2012). Spec Ops: The Line. PC. 2K.

Categoria: CFP, cfp-ENG, Senza categoria

G|A|M|E Issue 8, 2019 – Interdisciplinary Perspectives on Video Game Agency

Posted on 16 Febbraio 2021 by Riccardo Fassone
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Edited by Ivan Girina & Berenike Jung

 

 

Cover Art: Down and Out in Los Santos (Alan Butler, 2015-2020) https://downandout.in-los-santos.com

 

Summary

Vol. 1 – Journal (peer-reviewed) – download the pdf 

Ivan Girina & Berenike Jung – Introduction: “Would You Kindly?” The Interdisciplinary Trajectories of Video Game Agency

Frans Mäyrä: The Player as a Hybrid – Agency in Digital Game Cultures

Vicki Williams – Unhuman Agency: Reading Subjectivities in Playdead’s Inside

Conor McKeown – “You bastards may take exactly what I give you”: Exploring Agential Realism as the Basis of a Novel Theory of Agency through Return of the Obra Dinn

Stephanie Jennings – A Meta-Synthesis of Agency in Game Studies. Trends, Troubles, Trajectories

 

Cover Art: Down and Out in Los Santos (Alan Butler, 2015-2020) https://downandout.in-los-santos.com

 

Vol. 2 – Critical notes (non-peer reviewed) – download the pdf 

Jack Warren – Epistemology of the Werewolf: Epistemology of the Closet and the Queer Agency of One Night Ultimate Werewolf

Luca Papale & Russelline François – “I am Big Boss, and you are, too…”: Player identity and agency in Metal Gear Solid V: The Phantom Pain

Miguel Cesar – Playing with the Player: Agency Manipulation in Shadow of the Colossus and Japanese Computer Games

Josiah Meints & Alison Green – Player Agency and Representations of Disability in Borderlands 2

Categoria: 08/2019 Journal, Homepage issues 8.9

G|A|M|E Issue 9, 2020 – The Taboos of Game Studies

Posted on 19 Gennaio 2021 by Riccardo Fassone
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G|A|M|E Issue 9, 2020 – The Taboos of Game Studies 

Edited by K. Jørgensen, R. Fassone

Download the pdf


Summary

Vol. 1 – Journal (peer-reviewed)

  • K. Jørgensen, R. Fassone – Introduction: Locating the Taboos of Game Studies
  • F. Mäyrä – Game Culture Studies and the Politics of Scholarship: The Opposites and the Dialectic
  • A. Trammell – Torture, Play, and the Black Experience
  • E. Pfister, M. Tschiggerl – “The Führer’s facial hair and name can also be reinstated in the virtual world.” Taboos, Authenticity and the Second World War in digital games
  • T.Z. Majkowski, K. Suszkiewicz – Cardboard Genocide. Board Game Design as a Tool in Holocaust Education
  • H. Wirman, R. Jones – Invading Space? On Perceived Risk and Doing Research in Game Arcades
Categoria: 09/2020 Journal, Homepage issues 8.9

Game Culture Studies and the Politics of Scholarship: The Opposites and the Dialectic

Posted on 19 Gennaio 2021 by Riccardo Fassone
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Frans Mäyrä (Tampere University) 

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Abstract

This article explores the early history (and even some prehistory) of game studies from a perspective that is informed by an analysis of claimed opposition between “objective” and “politically committed” research. There is a well-documented and long intellectual history of fundamental disagreements that have set apart the various idealist, rationalist, positivist, empiricist, and constructivist orientations in academia, for example. However, the contemporary climate of “culture wars” has surrounded such disputes with a novel, often toxic framing that aggravates confrontations and erodes possibilities for reaching agreement. This article tracks the charged prehistory of contemporary game studies on one hand into the rise of poststructuralism and the “theory wars” of 1970s and 1980s, and then moves to discuss the heritage of literary studies for game studies. The special emphasis is put on formalism as a strategy of manufacturing authority and objectivity for arts and humanities-based disciplines. The key argument in the article is that this history of intellectual warfare hides from us an alternative history – a dialectical one, which has quietly grown to become arguably the mainstream of (cultural) game studies today. Rather than isolating the formal and cultural, or aesthetic and political dimensions of game cultural agency and meaning making, the examples discussed at the end of article point towards the strategic value produced by such a dialectic approach for game studies.

 

 

Introduction: The Early Debate

One of the hotly contested areas in the contemporary climate of culture wars is located where different conceptions of “objectivity” and “politically committed research” clash. In game studies, the ongoing conflicts have been perhaps more openly available and more escalated than in some other fields of art and culture studies – for multiple historical reasons. This article is part of an ongoing effort to unravel some of the underlying roots and genealogy of current conflicts, and also to make a case for a certain kind of dialectic that could open productive directions for this field. As such, the argumentation may not appear immediately relevant to the contemporary study of games, but I feel that we need to capture this bigger picture, before dealing with more specific contemporary issues. It should be noted that this exploration is indeed a work in progress; at this point the emphasis is on historical contextualisation of some key developments in intellectual landscape that have had major impact on the emergence of ‘game culture studies’ as a certain kind of orientation in the wider field of game studies. The dialectic described in this article is provides also a rationale for the establishment of The Centre of Excellence in Game Culture Studies in Finland, and the particular conception of game studies that it embodies; this will be discussed in the final part of the article.

The overarching argument underlying this inquiry is based on view that while there has been multiple veins of intellectual history that have contributed into the apparently fundamental separation and opposition between elements such as ‘gameplay’ and ‘narrative’ or ‘representation’, the construction of such opposition is based on limited perspectives and has been detrimental for the development of game studies. The “alternative history” put forward this article is aimed at overcoming this kind of historical splintering – and as such can be seen as complementary to some recent efforts, such as the feminist and affect theory approach (see e.g. Anable, 2018) aiming to bring more coherence and unity in game studies. Hopefully, this account can also suggest why it should no longer be a “taboo” to speak about fundamental differences underlying the contemporary game studies; rather, such excavations should be seen as necessary, and therapeutic.

Starting from a wider look at this landscape, it is obvious that while attacks against politically committed or ‘progressive’ or ‘leftist’ intellectuals are particularly known from the North American and English-speaking context, there are also European countries – such as Poland – where gender studies or feminism in particular have been put under particularly large-scale conservative attacks (Graff, 2014). For feminist scholars studying games, the everyday reality has for a long time been one that includes denigration, attacks, and rape threats. Like Mia Consalvo writes, each such incident is troubling enough when taken in isolation, but when linked together into a timeline “demonstrates how the individual links are not actually isolated incidents at all but illustrate a pattern of a misogynistic gamer culture and patriarchal privilege attempting to (re)assert its position” (Consalvo, 2012).

It is a regular element in the rhetoric of right-wing activists and political conservatives in particular to attack the reliability and value of scientific research on grounds of academics being blinded or biased due to their political affiliations or sympathies. There is even evidence that among certain circles “there is a palpable hostility toward the basic concept of higher education, as if college attendance made one part of a liberal conspiracy, and professors have come to be viewed as the embodiment of what many resent in American culture: political correctness, diversity, willingness to look to science for answers, secularism, feminism, intellectualism, socialism, and a host of other ‘isms’” (Cuevas, 2018).

There are probably at least dual notable main roots in this debate, but they often become confused in the academic context. One is academic, the other one political and populist. The academic side of the discussion has focused on themes that are often categorised under the scientific realism (and “positivism”) versus social constructionism themes. The aggressive, politically loaded tone this old debate has taken, however, is somewhat novel. The epistemological roots of the disagreement go deep in the history of thought. It is useful to remember how the classic positions were formulated in this context. Already Plato saw human capacity for real knowledge as limited, as his famous cave metaphor also underlines (The Republic, Book 7). As an “Idealist”, Plato thought that everything that we base on our empirical observations – the world of senses – is not producing real knowledge, just opinions. Only the timeless forms or the world of Ideas is the domain of universal and true knowledge. In contrast, Aristotle can be positioned as an early “Empiricist” thinker, who did not believe in the innate world of pure forms or ideas, but rather emphasised that people arrive a bit like empty slates when born, and can construct knowledge and concepts about the surrounding reality only through experience, observation and interaction with the world (Aristotle, On the Soul).

The philosophical divide or opposition between idealism and empiricism has taken many forms since, including the tradition of philosophical “rationalism”, which holds that one should not trust senses but rather rely on logic to find truth. And on the other hand, following Aristotle to the birth of modern empirical sciences, there is the tradition of empiricism, which holds that all we know is gained through experience, and that careful testing and observing can improve our knowledge. In the field of game studies, one could position formalist and empirical approaches to the study of games and play as inheritors of this classical dualism.

The reference to the classical opposition about the epistemological fundamentals is not in itself enough to explain the politically charged undertones that face the academics working today. The intellectual and political developments that took place during the twentieth century are also something that should be taken into account, including also several traumatic historical episodes, including the legacies of multiple world wars, holocaust, colonialism, slavery, and struggles of conflicting political systems taking place within the worsening ecological catastrophe in a global scale. Some of the crucial steps in the development of the intellectual conflict underlying the contemporary game studies emerged during the 1980s and 1990s. It was during this time when the so-called “theory wars” took their current direction. There is an acknowledged, special relationship between literary studies and game studies’ emergence (see e.g. Aarseth, 1997; Murray, 1997; Egenfeldt-Nielsen, Smith & Tosca, 2008; Mäyrä, 2008), and it was literary theory which was perceived to be at the cutting edge in development of new theoretical discourses and approaches in the 1980s. Drawing from earlier, 1960s and 1970s poststructuralist thought particularly in France, the American translations, discussions and adaptations developed the thought of Jacques Lacan into “Lacanianism”, and writings of Jacques Derrida into “deconstructionism”, for example. While bearing witness to the impact of such “continental thought” on wider international audiences, the growing popularity of such, theoretically and conceptually complex approaches also faced increasing resistance and provided some of the foundation for later conservative attacks on what they would call “postmodernism”. The role of this moment of history for the present discussion of game studies is crucial, as it represents an important moment of awakening into more nuanced self-awareness in human sciences – and one that would later underlie the epistemological-political tensions that would charge the landscape of early game studies.

 

Fundamental Differences: Derrida and Searle

The conflict that emerged in the early 1970s between Derrida and John R. Searle, an American analytical philosopher, is indicative of the future of such “theory wars”. To summarise the complex debate to what I consider to be its core issue, Derrida was both praising the Anglo-American “speech act theory” (initiated by John L. Austin in the 1950s) in expanding our understanding of the effects of language on our thought and relationships with the reality, but also criticizing the approach for a limited and “normative” view on how language operates. As is typical for Derrida’s strategy, he emphasises the impossibility of using language precisely, as there are always surprising and unintended effects to all expressions – which is particularly central in artistic and fictional contexts of language use, which Austin had described as “parasitic” and non-serious and thereby something to be excluded from any consideration in his language and communication theory (Derrida, 1988, p. 19 [orig. 1971]). John R. Searle published a response to Derrida in 1977, basically arguing that any, even written reproductions of oral speech acts still retain their link with the intention, and thereby their authority and force – as is evidenced by a priest pronouncing two people as “husband and wife” – is real; or, as Searle writes “there is no getting away from intentionality, because a meaningful sentence is just a standing possibility of the corresponding (intentional) speech act” (ibid, p. 26). While both philosophers come out of the debate as genuinely interested in “How to Do Things with Words” (the title of Austin’s famous posthumous 1962 book on speech act theory), they were fighting for different priorities and different strategic and political consequences for philosophy. As it is likely that there is always both an element for misunderstanding and play, as well as an element of real-world power in any use of language, it appears that both philosophers are committing a bit of violence towards this complexity, in order to make their points. And this intellectual violence is exactly what Derrida directly addresses in the “Afterword” to Limited Inc (the 1988 edition collecting most of this debate in a book form):

The violence, political or otherwise, at work in academic discussions or in intellectual discussions generally, must be acknowledged. In saying this I am not advocating that such violence be unleashed or simply accepted. I am above all asking that we try to recognize and analyze it as best we can in its various forms: obvious or disguised, institutional or individual, literal or metaphoric, candid or hypocritical, in good or guilty conscience. And if, as I believe, violence remains in fact (almost) ineradicable, its analysis and the most refined, ingenious account of its conditions will be the least violent gestures, perhaps even nonviolent, and in any case those which contribute most to transforming the legal-ethical-political rules: in the university and outside the university. (Derrida, 1988, p. 112.)

It is in such ethical grey areas, strategies, and in the political consequences of science, scholarship and “theory” where the important differences and significance of this conflict for the current discussion can be identified. While both Derrida and Searle can be positioned as late modern thinkers in how they both appear as highly aware of how language, words and the structures of culture we remain embedded into, will always affect the manner in which we exist and act in the world, they perceive the responsibility and accountability of academics differently. In carrying out his work in “weak social constructionism”, Searle (1997) focuses on the structure of social and institutional facts, and how such social facts make certain statements true, or not. As such, if taken as an “apolitical”, disinterested or liberal science and scholarship project, such approaches may also be turned into effective use by various authorities of institutional power – a fundamental characteristic of any form of “disinterested” science and scholarship.

The tactic of Derrida and other “poststructuralist” thinkers is different, as their strongest contributions can most often found in the manner how they question any claims of objectivity and neutrality and highlight how various socio-historical or textual contexts have an effect on how such “power discourses” operate. As such, they might be less useful in unravelling the “reality” of things, but more helpful in strategic efforts to question and change such realities – in educating us to improve our critical mindset. It could be claimed that perhaps the most significant weakness of the poststructuralist, high theory discourse in its utmost form relates to the love for convoluted language and apparently over-complex argumentation, which is often evident in some of these fields. While this way of writing might be tactically useful in providing emerging young fields the shield of intellectual rigor and a “place of its own” in academic discursive landscape, it also makes such forms of scholarship vulnerable targets for malicious attacks, such as the infamous “Sokal experiment”. This was a publication hoax carried out by Alan Sokal, a physics professor by submitting a nonsensical, jargon-filled paper into Social Text journal, and getting it published in 1996. Similar attacks (or, if more playfully taken, “trolling projects”) have been carried out afterwards against cultural, queer and gender studies, for example (see “The Grievance Studies affair”, a hoax paper project created by Helen Pluckrose, James A. Lindsay and Peter Boghossian; Schuessler, 2018). It is worth noting an interesting deconstructive reading of the “Sokal Affair” in this context: in her analysis, Clare Birchall (2004) suggests that there actually exists a largely unexplored productive interpretation of these kinds of wilful offensives; that it is possible to produce sense as well as nonsense from this kind of text actually demonstrates in practice the power of many poststructuralist arguments about the undecidability around legitimacy and knowledge. Rather than restoring everyone’s faith in the final authority of science and fundamental truths, this kind of hoax studies can be used to spread awareness and highlight how the production of knowledge rests on a particular kind of system involving trust and authority – and how such systems of knowledge production can rather easily be broken. In a late modern (or, postmodern) condition, the “discursive authority” can always be questioned, thus also motivating the postmodernist strategies of writing in a manner that is always sous rature – under erasure (which is, in Birchall’s sense, a necessarily paranoid, political strategy).

While it can be argued that Derrida and deconstruction as a project, or strategy, has had certain political consequences or stances (see McQuillan, 2007), this field of scholarship has favoured complex and critical argumentation that appears most suitable for application in exposing contradictions and “aporias” in all systems of thought, rather than being positively committed for any single cause. On the other hand, the legacy of another Frenchman, Michel Foucault, has been particularly central for analyses of power, discourse, agency and body – all central concerns also for game studies, when the research perspective is opened to take into account questions of gender, ethnicity and inequality in societal and global scale. If the traditional continuation of the Enlightenment project in (“progressive”) academia for a long time relied on Marx and Marxist thought (putting emphasis on class, economic power and, on those grounds, to solidarity towards oppressed and suppressed voices), Foucault both complicated matters and also opened up new directions for critical inquiry. While being suspicious towards traditional political movements (young Foucault had his negative experiences in a Stalinist-style communist party), Foucault carried out historically and philosophically informed analyses that complicated the traditional picture of power as merely repressive, authoritarian element in culture and society. Rather, Foucault emphasises that development of modern societies has also meant internalisation of various techniques of social regulation and control, to the degree that the awareness of perpetual “surveillance” is internalised by individuals to produce self-awareness in manner that is essential for the modern subject (Foucault, 1995). In addition, he continued to analyse the construction of social reality and agency through various forms of “disciplinary power” and “bio-power” (Foucault, 1990) – arguing that the “exercise of power perpetually creates knowledge and, conversely, knowledge constantly induces effects of power” (Foucault, 1980, p. 52). Foucault particularly warned that “modern humanism” is mistaken in “drawing this line between knowledge and power” (ibid.). This can be seen as a comment directed towards more Idealist (or: Rationalist) style projects that see themselves as apolitical pursuits for neutral and objectively verifiable kind of knowledge. The legacy of this tensioned phase on late modern scholarship can be further analysed next with a look into the early stages of emerging game studies.

 

The Birth Pains of Game Studies

There are multiple roots underlying the rise of contemporary game studies (as witnessed, e.g. by the opening issues of journals Game Studies in 2001, and Games and Culture in 2006), and looking back at the above discussion, it can be said that the new research field or emergent discipline (depending on perspective) was born into a charged academic landscape. On one hand, it was faced with the considerable existential struggle of both proving that (digital, computer, video, mobile, etc.) games were a valuable topic, or a “serious” area for scholarship, worthy of investment of time and resources. One argument that was often used at this point was to make reference to the considerable economic significance of games as a field of digital content industry; also, the demographic and behavioural shift was highlighted as a reason to invest into the new, game studies discipline: hundreds of millions of people had started playing these new kinds of games (e.g. Aarseth, 2001). At the same time, academics were entering this new field from some older, established disciplines, and the study of games remained surrounded – and possibly in the end was destined to be assimilated – by other fields (Aarseth, 2001; Deterding, 2017). The infamous “ludology vs. narratology debate” (Frasca, 2003) was then an early instance when the views about the direction and “content” of this field being contested. Thus, the struggle at the “external boundaries” in the field definition are to a certain degree mirrored in struggles on “boundaries / division lines within” the field. In a rather Foucauldian turn of events, it was this “biopolitics of definitional debate” that has served as a sort of educational tool, focusing on what kind of ontological and epistemological claims the game studies as a field or discipline is based on, what are its proper subjects of study, correct methodologies, and who is able to define such fundamentals. For example, in her response to Frasca’s account of the “Debate”, Celia Pearce (2005) objects to the act of naming such “two camps”: “The very act of bestowing the suffix ‘-ist’ is a kind of spell-casting exercise that only serves to reinforce the so-called false polarity that Frasca attempts to critique”. It would be relatively easy to pass on the entire debate on one hand, and the requests to return into a boundary-free state of game studies on the other, if this conflict would not be potentially unearthing some deeper conflicts within the “game studies project”.

Patrick Crogan was one among few scholars who were writing early critiques of ‘ludology’, suggesting that while there is certain analytical value in the ludological approach, in its “purist” form it is also deeply problematic in narrowing down the subject of study in what could even be considered a nonsensical manner. Crogan (2004) points towards the early work by Markku Eskelinen, Jesper Juul and Espen Aarseth in particular. More recently, Tom Apperley (2019) for example has argued that game studies’ focus and attention on ludology (in the shape of “ludology vs. narratology debate”) is even harmful: there is an “unarticulated anti-theory stance of ludology”, which means that entering the field of game studies through this angle will also expose young scholars to ways of thinking that are hostile to feminist theory specifically. It is worth pausing to reflect, why this would be the case – and what would game studies be without central attention and scholarly focus put on ludology, in particular? In the context of this discussion, it is worth considering the early ludological approaches as a certain kind of narrowly formalist exercise – that also comes with the long history of formalist claims for power as well as for scientific or scholarly authority. As many early “ludologists” were trained in literary studies, and in literary theory, we can take our lead from the longer history of how that field (or discipline) evolved, while featuring certain similar tensions and tendencies in relation to formalism.

 

Formalism: The Heritage of Literary Studies

While there are elements in contemporary critical thought in literary and textual theories that go all the way back to Aristotle’s Poetics, or the classical rhetoric teachings on “effective and persuasive communication” (studies of tropes, or figures of speech, for example), much of the stage for modern criticism was set in the early decades of the twentieth century. While the traditional style of scholarship that focused on analyses of different kinds of texts was scattered in multiple directions of the evolving, early modern academia, a large part of these traditional approaches was rooted in philological studies of words and comparisons of different text versions, and in the history of “great men” style biographies. The early formalist approaches – the “New Criticism” movement in particular – rebelled against this, arguing for more sophisticated and scientific methodology to study literature as works of arts, rather than as extensions of a person in the biographical style. New Criticism is commonly known for putting emphasis on “close reading” as a careful unravelling of complex poetic devices, while aiming to understand works of art as autonomous wholes.

Another aspect of this movement was the rejection of authorial intention, which American scholars William K. Wimsatt and Monroe Beardsley popularised in their article “The Intentional Fallacy” (1946; note that this has an interesting parallel in the “death of the author” discussion, initiated in France in the 1960s, see Barthes, 1978). It is the text and form itself which should be the source of meaning, not the thoughts, lives or ambitions of the original author. The complementary version of this idea was titled “Affective Fallacy” (also discussed in an article by the same authors; Wimsatt & Beardsley, 1949). To quote: “The Affective Fallacy is a confusion between the poem and its results (what it is and what it does), a special case of epistemological skepticism […which…] begins by trying to derive the standard of criticism from the psychological effects of the poem and ends in impressionism and relativism [with the result that] the poem itself, as an object of specifically critical judgment, tends to disappear” (ibid., p. 31). Thus, for formalist approaches, neither the author or the reader/user of the text matters – only the “pure” text or work of art itself. This separation of text from contextual conditions for meaning making, and from experiential, historical and bodily realities of real human beings is something that several non-formalist approaches rose to question in the latter parts of twentieth century.

Formalism became the de facto reigning philosophy that underlined many strands of humanities-based scholarship during most of twentieth century – arguably from hermeneutics to structuralism and to deconstruction(ism; e.g. Culler, 2008). One could perhaps suggest certain kind of trauma or unresolved ambiguity that derives from the accusations of impressionism or of being guilty of overtly-emotional, subjective criticism in literary and art studies, as being part of the reason why these fields in academia have been driven toward direction that is arguably the closest counterpart of “hard science” we can find in the domain filled by human meanings and relational negotiations of signification. Though, one should note that as a general trend the move towards formalism can also be rooted in the increased professionalism and specialisation of science and scholarship: there are institutional and structural reasons why academia is generally tilted towards formal and seemingly neutral “systemic” approaches (e.g. O’Neill, 1992).

If we interpret early ludology as the formalist version of game studies, we can set within a certain kind of interpretative framework also such extreme claims as this often quoted one by Markku Eskelinen:

The old and new game components, their dynamic combination and distribution, the registers, the necessary manipulation of temporal, causal, spatial and functional relations and properties not to mention the rules and the goals and the lack of audience should suffice to set games and the gaming situation apart from narrative and drama, and to annihilate for good the discussion of games as stories, narratives or cinema. In this scenario stories are just uninteresting ornaments or gift-wrappings to games, and laying any emphasis on studying these kinds of marketing tools is just a waste of time and energy. It’s no wonder gaming mechanisms are suffering from slow or even lethargic states of development, as they are constantly and intentionally confused with narrative or dramatic or cinematic mechanisms. (Eskelinen, 2001.)

As an author and a literary theory educated scholar in particular, Markku Eskelinen is here effectively arguing for formalist criticism that is focused on studying the “essential form” of games in the “mechanisms of gaming”, while simultaneously promoting rejection of those elements of game form that are already studied by established disciplines – as for example in the case of games’ storytelling dimensions, which is a topic area that can to a certain degree addressed from perspectives opened up by literary, media, drama and film studies. However, in the above quote there is also an interesting implied extension of the “ornaments” or “gift-wrappings” into everything that is not a part of (formal) “game components”, that would in the future discussions take the purist position of ludology even further.

This move is related to another notable moment in the early days of modern game studies, where the abandoning of storytelling dimension of games was extended to the visual or representational aspects of games. Furthermore, the shape this “rejection of representation” argument took is politically highly symptomatic, particularly when analysed through the “(female) body does not matter in games” argument as made by Aarseth:

The ‘royal’ theme of the traditional pieces is all but irrelevant to our understanding of chess. Likewise, the dimensions of Lara Croft’s body, already analyzed to death by film theorists, are irrelevant to me as a player, because a different-looking body would not make me play differently […]. When I play, I don’t even see her body, but see thorough it and past it. […] It follows that games are not intertextual either; games are self-contained. (Aarseth, 2004, p.  48.)

It should be noted that Aarseth was by no means alone in arguing for a “non-representational focus” for early game studies. A similar argument was made for example earlier by James Newman (2002), who argued that while playing video games, “appearances do not matter” as “the pleasures of videogame play are not principally visual, but rather are kinaesthetic.”

A decade later, Esther MacCallum-Stewart (2014) commented on Aarseth’s claims in an article published in the Game Studies journal, paying attention to the political and gendered manner of representation’s exclusion:

Here, it is the seeing in order to unsee that is important, as Aarseth chooses Lara to make this point, rather than a masculine or gender-neutral target. Aarseth’s argument would not have the same impact were it to contain the name of Max Payne, Bioshock Infinite’s Booker (Irrational Games 2013), or Trevor Philips from GTAV (Rockstar, 2013) (who spends a vast percentage of the game without a shirt on, often resetting to this default despite previous scenes where the player has chosen to clothe him) inserted instead. Drawing attention to Lara as immaterial simultaneously points to her irrefutable position as a woman already considered out of place. This is supported by the continuing attention given to female protagonists, who are still usually introduced in a fanfare of novelty, and often highly scrutinised for their suitability within the games industry. (MacCallum-Stewart, 2014.)

Already in the context of the original (interactive) First Person book project, Stuart Moulthrop had reacted to Aarseth’s claims and warned against cutting off the study of game from the study of their cultural contexts, saying that one would only end up with a sterile, dogmatic discipline. In a way, Aarseth during online dialogue actually agreed with this warning, but also stated (in his online response) that while one would be a “fool” – or a “fundamentalist” – to disagree with Moulthrop, he also claimed: “But fundamentalism has its uses. In academic discourse, a clear, uncompromising, radically different position can be invaluable simply by forcing the rest of the field to do more critical thinking” (Aarseth, 2004 1). While congratulating ludologists on creating debate, Patrick Crogan (2004) titled this strategy in his discussion under an ambiguous heading of “theory game” – a concept which he did not take further in his discussion, but which can even imply that a purist position involves a potentially ethically questionable element of “playing games” with the academic community or its academic standards.

This is a crucial point when we are discussing the commitments and underlying aims of game studies. Taken in a positive spirit, one could envision a ludological version of game studies as a playful, sometimes a bit trolling, or “unserious discipline” (as in Simon, 2017). However, like Audrey Anable (2018) and others have claimed, when initial game studies was built on the formalist opposition between rules and representation, with dominance of the former dimension, it was also left “ill equipped to address issues like racism, homophobia and misogyny in video games and gaming culture” (ibid., p. xvi). Importantly, formalism was also not able to provide game scholars any solid foundation for responding to the #GamerGate attacks, as they moved to target feminist and cultural studies game scholars, in addition to female game designers, players, and game journalists (cf. Chess & Shaw, 2015; Mortensen, 2018).

 

The Politics of Teaching Game Studies

It is also worth having a moment of soul-searching at this point. I am myself an author of one of the textbooks in the field of game studies (Mäyrä, 2008), and the director of The Centre of Excellence of Game Culture Studies (2018-), and from this perspective it is important for me to ask firstly, how has game studies as applied in the education of students and in the creation of ambitious research structures been positioned towards the “purist” ludology position, as discussed above?

Looking back today at my early textbook, An Introduction to Game Studies: Games in Culture, I can see many points where I could have clarified particularly the practical consequences of certain theoretical choices. Also, the entire contemporary “culture wars” situation had not yet emerged (most of the book was originally written in 2006) in the shape and condition that later made so visible the consequences and political affiliations of certain cultural and analytical positions. For example, the ambiguous status of detailed digital representation as something that was both celebrated (as an evidence of digital games advancement) and strategically dismissed at the same time (when feminist critique highlighted the blatant sexism and stereotype-filled character of mainstream games and gaming) is something that, in hindsight, I could had dedicated much more thought in the book. Saying that, it is important to note that the basic position that I opened this book with, is one emphasising the situated and contextual character of meaning-making: we cannot erase the player, as the focus of game studies should be in the interaction between the game and the player (ibid., p. 2). I do discuss the question of analytically separating “gameplay” from “representation” in games, and for purposes of simplification (this is a textbook, after all) present the schematic illustration (see Figure 1, below).

 

Figure 1: “The dialectic of core and shell, or gameplay and representation in the basic structure of games” (Mäyrä, 2008, p. 18).

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

It could perhaps be interpreted as a politically questionable choice to set the gameplay as the “core” of games, as there are certainly game genres, styles of play, and players with preferences that clearly and strongly prioritize representational or storytelling dimensions of games over the dynamics of gameplay (which, in contrast, can also be minimal, non-challenging, or highly repetitive and uninteresting part of some games). The main intended message in the framework of this book was, however, to discuss how this “dialectic” or interplay between the representational aspects and gameplay dimensions is something that is essential to consider while addressing the “basic structure” of games. This interplay is also embedded in cultural, societal, economic and political frameworks to the degree that all studies of games should also be informed by studies of players, their (real-life) contexts, as well as by studies into the contexts of production and consumption of games – for studying games as culture (ibid., p. 2). This basic critical, dialectical and inclusive position is something that I am still happy to stand behind, also today. As the possibilities (and limitations) for identification and identity construction in gaming and regards to game characters was also discussed (ibid., pp. 69, 86, 107), one could say that if this one textbook would be a representative example (which I am not sure it is), then the “purist” ludological position would not be the one that has been dominantly adopted in game studies education. While the real state and evolution of game studies curricula in academia has not yet been comprehensively analysed, to my knowledge, it should be noted that such other early books as Rules of Play (Salen & Zimmerman, 2004), Understanding Video Games: The Essential Introduction (Egenfeldt-Nielsen, Smith & Tosca, 2008) and Perceiving Play (Mortensen, 2009), all of them also used in game studies education, do all in their different ways address the cultures surrounding games and play, thus by no means limiting game studies into the formalist analysis of “ludic forms”.

In spirit of dialogue and dialectic, one can then put forward the question whether all formal analysis is then suspect – of hiding some questionable (conservative) political agenda behind its objective-looking surface? It is indeed perfectly possible for politically active researchers to criticize their less-societally-active colleagues for not doing enough, and not being committed enough to make any real change in areas where inequality and social wrongs rule – thereby actually becoming “accomplices for the oppressors”. Positively taken, this kind of discipline-internal critiques can serve as valuable wakeup calls, and as invitation for further self-critical soul-searching: are we aware of our blind spots and biases?  In the areas where the study of games and games in cultures intersect, this is a particularly important issue, since the tensions related to aesthetic forms and meaning production processes interact in these areas in a particularly powerful manner.

One classical objection to “mixing politics with science” is that a politically committed foundation for research will lead to bad science: the results are a pre-given starting point, rather than the neutral and objective final outcome, goes this argument. On the other hand, it is a part of the everyday reality of everyone who applies for research grants that the “impact” of research is presented as a key criterion for successful science and scholarship. The high-quality academic work is expected to directly engage with the surrounding society and help in some ways to solve the problems we are facing. In their article discussing the “academic/activist divide” Catherine Eschle and Bice Maiguashca (2006) quote Sara Bracke, an activist with European network NextGenderation, claiming that “the division between doing and thinking is very racialised and gendered […] and that has worked against women and ethnic minorities who are entreated to act in the name of revolutions which are thought through by white male others”. Bracke insists that “critical theoretical work is a crucial part of political work”, although “it can never replace the other kinds of political activities we need to be doing to transform social reality”. Some of the examples Eschle and Maiguashca feature from their own research with feminist anti-globalisation activists, working in locations such as India, point to the use of games as an effective means for bridging the divide from abstract thought into lived experience.

 

The Politics of Organising Games Research

When practical decisions about the direction of research are made today, the traditions of thought and debates discussed above will form some of the background for strategic decision-making: how can, or should, we study games, play, players and their applications in different cultures and societies? As suggested by the line of argument running through this article, there are multiple scholarly-political alternatives that have been open for conducting game studies, since early on, and largely derived from the intellectual roots of related academic approaches. When we make strategic decisions about doing game studies today, one could start by picking sides in a clear-cut manner in the polarised academic landscape, and thus avoid any potential internal conflicts or disharmony. The example of the establishment of The Centre of Excellence in Game Culture Studies (CoE-GameCult, 2018-), which I will discuss in the final part of this article, is based on a different, alternative strategy, and one that I believe is more productive for the field one in the long run.

In practical terms, one of the key research-political questions for establishing more sustained and large-scale research efforts in the academic field of games and play studies (or indeed any field) is funding. The question of funding is then related to the institutional structures and mechanisms that facilitate scientific and scholarly work. Under the broader international trend of funding cuts hurting the university sector (cf. Oliff et al., 2013), there are limited opportunities for establishing a new academic discipline, such as game studies, without simultaneously cutting down resources of some other, established fields. It is also important to acknowledge that fundamental or basic research, and applied research are also differently situated in this kind of tensioned environment. While fundamental research is based on the rationale of expanding the field knowledge, without any immediate promises of commercial exploitation, the applied research can claim to have much more direct links to the short-term economic needs of society or industry.

There were specific opportunities and threats facing the study of games in the late 1990s and early 2000s academic environment, and I have described some of the operations and strategies we applied at this time in Finland in earlier works (Mäyrä, 2009; 2017). One key strategy involved using applied research funding opportunities to simultaneously further some key theoretical and methodological, basic research interests, while also staying agile enough to regularly reorient the research to address interesting emerging phenomena, such as location-based gaming, the free-to-play business model, social (media) gaming and the various societal impacts of gaming. The aim to understand better the changing target – what games, play and game culture are, and mean, for different people – was the one constant, underlying imperative in this process.

One notable feature of such “agile” academic work is that it easily becomes highly multi- and interdisciplinary. Rather than being committed into any single theoretical tradition or even methodology, research of games, play and related societal and cultural phenomena can easily appear almost omnivorous. For example, in several of our Tampere University Game Research Lab early research projects and publications, the key concepts and research methods often featured a highly hybrid approached, derived from an intermixture of humanities based art studies, psychology of virtual environments, human-computer interaction (HCI), and several other academic fields, all set into a dialogue with some select ludology-inspired, games’ art-form related questions (Mäyrä, 2009, p. 322). This approach on the one hand allowed the language of game research to resonate with multiple academic, expert audiences, while the interdisciplinary approaches also contributed to wider applicability of research findings; we were addressing such topics as digital play in social contexts, gameplay immersion, violence and games, learning in games and money gaming, or gambling. There were thus multiple benefits derived by strategically interpreting academic game studies in a very wide and loose manner. At the same time, all genuine interdisciplinary work is based on dialogue, and this means also understanding and transparently acknowledging what one’s own, fundamental position is, in these kinds of dialogues. Game studies could not only continue as an “interdiscipline”, but it needed at least some unifying elements and continuities, in order to have a basis for accumulation of knowledge, and for implementing informed critique of its own project.

These earlier histories informed the design and fundamental goals of the Centre of Excellence in Game Culture Studies (CoE-GameCult), as it was established as a particular kind of site and environment of game studies. Together with my core team of colleagues – Raine Koskimaa, Olli Sotamaa, Jaakko Suominen – we created the Centre as a flexible and interdisciplinary site that should allow creativity, innovation and learning to take place. But we also wanted our Centre to have a clear enough focus, and an underlying philosophy and a mandate that would allow organic growth in certain, articulated and sustained directions. As such, the centre would be supportive of interdisciplinary dialogue and encourage diversity in game studies, yet also be founded on a particular vision of cultural game studies. This would be one that is informed by work done in formalist as well as non-formalist research traditions, and that would not play down the value of either empirical, real-world situated people engaged (or otherwise affected) by games and ludic elements in cultures and societies, nor those structural dimensions of games and play that can be uncovered by formal analytical approaches.

It should be highlighted that while based on principles of openness, respect and inclusivity for conducting research in multiple, fundamentally differing and maybe even incompatible ways, the strategic principle chosen for the Centre is dialectical, which goes beyond simple interdisciplinary dialogue or co-existence. A true dialectic process includes recognition of differences and engagement in a process where the initial conflicting positions are both elaborated and developed further, with an overall synthetic aim that does not aim to suppress conflicts but rather use them as dynamic drivers for change (McKeon, 1954).

In the case of CoE-GameCult research agenda, two overarching research questions were chosen, to facilitate creation of such dialectic: (1) What are the key processes and characteristics of meaning making that are significant for understanding changing game cultures? And (2) How is cultural agency being reshaped, redistributed and renegotiated in games and play, and in their associated societal contexts? These two broad questions (or, more appropriately, research agendas) were then further framed with the help of a particular version of the “circuits of culture” model (Johnson, 1986), which we adapted so it would support a comprehensive and analytically multidimensional game cultural research strategy. This would strategically connect with both the forms of games, practices of play and cultural contexts surrounding both of them, while also addressing societal structures of power, production and consumption – all aiming to create an environment with maximal amounts of potential contacts for researchers working with some specific aspect of this complex whole.

Consequently, we also did not want the Centre to be limited into any single type or aspect of games, but rather aimed at an environment that facilitates multiple interconnected studies that are informed by several interdependent moments in the “life cycle of a game”. When combined with the critical perspectives opened by inquiry into meaning making and agency, the four key thematic areas for study – creation of games, meaning and form of games, players of games, and the societal frames of games – are both specific and overlapping enough so that they direct the multiple research teams both to focus, specialize, as well as to better explicate the multidimensionality, complexity and various problems associated with contemporary games and their developing cultures (see Figure 2, below).

Figure 2: The organisational model of four key thematic research areas into the study of game cultures, in the Centre of Excellence in Game Culture Studies.

 

 

During the early years of Centre’s operations, the surrounding “culture wars” and “science wars” have probably rather aggravated than eased off. In Finland too, there have been Twitter wars and political campaigning that have put into question the “political bias” of academic research, and there has been demands for scholars to restrict themselves into conducting only neutral and “pure” science. It is a sign of the underlying confusion that the same conservative voices have also asked for academic research to be held accountable for the actual value and impact of public research money universities have been given. These populists do not appear to understand that such demands can be most efficiently answered by socially and politically informed and committed research, which is not “disinterested”, but rather strongly committed and engaged in improving the society. It should be noted that all major research funding organisations are today interested in such societal impact, and also our Centre of Excellence is expected to produce “Impact Narratives”, where we are required to outline the societally committed nature of our research work. Derived from analyses of emerging game cultural phenomena and their underlying tensions and power conflicts, the first period of work from the Centre has produced and reported efforts in following areas: inclusive game creation, exploring play in public spaces, examining (e)sports in relation to physical, mental, and social well-being, and promoting “demoscene” as intangible cultural heritage of humanity. Research in all these topics has involved multiple methodologies and contextual framings, rooted in understanding how both the expressive forms and real-world agency of variously empowered and disempowered people interact and contribute to situations and meanings in game cultures. This work has profited from perspectives opened by many pioneering works into “situated knowledges” and related critiques of simplified objectivity claims (e.g. Latour & Woolgar, 1986; Haraway, 1988).

 

Final Note: From Conflicts to Dialectics

The short historical overview presented in this article hopefully serves at least a dual purpose. Firstly, it is educational to notice that there has always been fundamental disagreements in how research should be conducted, what is valuable (or not) as a subject for research; it is just sad to note that the related disagreements are today perhaps even more aggravated and visible than before. Game studies has emerged into a charged intellectual and political landscape and is by no means immune to such fundamental disagreements and conflicts. Secondly, and on a more optimistic note, it should be said that there have all the time also been multiple ongoing efforts to build bridges between various opposing factions, and to learn from the interplay of diverse modes of inquiry. The above discussion about the Centre of Excellence in Game Culture Studies highlights a certain strategy for producing a multi-voiced, dynamic and dialectic environment for conducting cultural game studies, but this Centre is by no means alone in the pursuit of such goals. The dramatic oppositions, conflicts and war-derived metaphors are just too often getting disproportional amounts of attention in the historical analyses and synthetic overviews of the scholarly landscape. It is worth remembering that the dialectic between opposing views and coordination when faced by contradictions is a fundamental part of science and also a key philosophical method that has a long and sustained history, reaching to Hegel, Plato, and elsewhere (Maybee, 2019).

Finally, it is evident that the tension between more abstracted forms of intellectual formalism and the subjectively experienced and bodily situated meanings of games and play was addressed already at the very earliest stages of game studies and is thus informing its philosophical roots. It can be claimed that this conflict is even exactly the reason why already Friedrich Schiller, a German philosopher and poet, having experienced the consequences of such divide in the eighteenth century, developed his (“proto game studies”) theory of “play drive” to identify the area where our idealist and rationalist processes (“form drive”) and sensuous, emotional and bodily dimensions (“sense drive”) could be set into productive equilibrium. Schiller argues that being able to both be receptive of the world and also to liberate ones reason, a playing human will be able to have a twofold experience simultaneously, “when he was at once conscious of his freedom and sensible of his existence, when he at once felt himself as matter and came to know himself as spirit” (Schiller, 1796/2004, p. 73 [Letter XIV]).  The final conclusion of Schiller was articulated in the famous dictum: “For, to declare it once and for all, Man plays only when he is in the full sense of the word a man, and he is only wholly Man when he is playing.” (Ibid., p. 80 [Letter XV]). It is both ironic and fitting that Schiller’s dated and gendered language carries an ethical and epistemological message that has perhaps its strongest contemporary heirs in the areas of feminist and queer game studies with their ambitious explorations on the affective, bodily and historical foundations of games and play in culture (e.g. in Anable, 2018; Ruberg & Shaw, 2017, and elsewhere).

Indeed, such ambition, bridge-building and synthetic vision is something that is also needed in the field of game studies today. When approached from the dialectic perspective promoted by this article, formalism and cultural or critical approaches into game studies are not actually “opposites” at all. Various forms of scholarship, like all human thought and practices come with implied or explicit political consequences or tendencies that can indeed be oppositional, but like the lessons in poststructuralist though have taught us, none such discourse remains completely under its authorial intentions as it operates in culture and society. Formalist tools of game analysis can very well be used (and have been used) to carry out feminist, queer or politically subversive readings of games. It is only when various approaches are kept in isolation, unaware of alternative perspectives, with their associated alternative experiences and values, when the limitations of such approaches start to aggravate.

The precept of dialectical game studies could be to remind us how no form of scholarship is an island – none of them are sufficient in themselves, but all of them can play their role in helping us to analyse, understand, and generate impactful ways to act on basis of that understanding. In the end, it should not be a taboo to say that we need theoretical and methodological work that not only acknowledges the multiple “knowledge interests” (Habermas, 1972) that are all relevant for game studies today, but also undertakes to carefully produce deeper, dialectic understanding from the conflicting and intersecting perspectives they open.

 

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Author’s Info:

Frans Mäyrä 

Tampere University

frans.mayra@tuni.fi

Categoria: 09/2020 Journal, Homepage issues 8.9

Torture, Play, and the Black Experience

Posted on 19 Gennaio 2021 by Riccardo Fassone
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Aaron Trammell (UC Irvine)

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Abstract

This essay considers how the experience of Black folk descended from slaves in North America helps us to rethink a definition of play that has been largely informed by scholars and philosophers working within a White European tradition.2 This tradition of play, theorized most famously by Dutch Art Historian Johan Huizinga, French Sociologist Roger Caillois, Swiss Psychologist Jean Piaget, and New Zealander Brian Sutton-Smith reads play in a mostly positive sense and asserts that certain practices, namely torture, are taboo and thus cannot be play. I argue that this approach to play is short-sighted and linked to a troubling global discourse that renders the experiences of Black, Indigenous, and People of Color (BIPOC) invisible. In other words, by defining play only through its pleasurable connotations, the term holds an epistemic bias towards people with access to the conditions of leisure. Indeed, torture helps to paint a more complete picture where the most heinous potentials of play are addressed alongside the most pleasant, yet in so doing the trauma of slavery is remembered. In rethinking this phenomenology, I aim to detail the more insidious ways that play functions as a tool of subjugation. One that hurts as much as it heals and one that has been complicit in the systemic erasure of BIPOC people from the domain of leisure.

 

Introduction

This essay considers how the experience of Black folk descended from slaves in North America helps us to rethink a definition of play that has been largely informed by scholars and philosophers working within a White European tradition. This tradition of play, theorized most famously by Dutch Art Historian Johan Huizinga, French Sociologist Roger Caillois, Swiss Psychologist Jean Piaget, and New Zealander Brian Sutton-Smith reads play in a mostly positive sense and asserts that certain practices, namely torture, are taboo and thus cannot be play. I argue that this approach to play is short-sighted and linked to a troubling global discourse that renders the experiences of Black, Indigenous, and People of Color (BIPOC) invisible. In other words, by defining play only through its pleasurable connotations, the term holds an epistemic bias towards people with access to the conditions of leisure. Indeed, torture helps to paint a more complete picture where the most heinous potentials of play are addressed alongside the most pleasant, yet in so doing the trauma of slavery is remembered. In rethinking this phenomenology, I aim to detail the more insidious ways that play functions as a tool of subjugation. One that hurts as much as it heals and one that has been complicit in the systemic erasure of BIPOC people from the domain of leisure.

 There is presently an urgent social imperative for this work. The Black Lives Matter protests that were staged globally in the summer of 2020 speak explicitly toward how the erasure of BIPOC people from White social spaces in North America continues to subjugate entire communities through the threat of torture, violence, and worse. Practices that divide and exclude only exacerbate the issue. For this reason, I argue that it is crucial to rethink the politics of play in our present moment. Approaches to play that misconstrue it as an innately good or positive activity play into this problematic as they ultimately intone that those with access to leisure time engage in activities that are generally positive, constructive, and wholesome. We must urgently rethink the very definition of play so as to make space for those it has oppressed as well as those it has elevated. By doing this we recognize how the politics of play have also set the conditions for toxic communities to thrive within the space of the alibi it provides. After all, gamergate, the alt-right, steroid use in sports, and hazing rituals of all sorts all owe something to play as well. The tradition of Black people descended from slaves specifically shows how we might use these tragic moments of play to consider a more inclusive and also reparative definition of the term.

The road toward a more inclusive study of play has been a bumpy one. To this end, I find it useful to disambiguate studies of games from the study of play. Game studies, a younger area which draws on many canonical studies of play, has been more proactive in addressing inclusivity. I concur with Kishonna Gray’s assessment of the problem, “a focus should be placed on how technology is mobilized to fulfill the project of white masculine supremacy” (Gray, 2020, Introduction). Technology here is implicitly theorized as games. Games allow players to flirt with the pleasurable aspects of White Supremacy by granting them the agency to engage in what Lisa Nakamura terms identity tourism (Nakamura, 1995, paragraph), and what David Leonard considers digital minstrelsy (Leonard, 2006, p.87). For these scholars, and others like Jennifer Malkowski and Treaandrea M. Russworm who see an immediate and direct correlation between the textual content of games and the everyday politics of gamers, representation matters (Malkowski and Russworm, 2017, p.3). But what if these theorizations that address inclusivity as a problem of gamers, games, and gaming are too specific? This essay aims to consider how these insights from the intersectional analysis of games and gamers might be considered if they are applied first and foremost to the practice of play.

The problem of inclusivity in games that the above scholarship engages with is symptomatic of a larger problem in play studies that the above scholarship draws upon. In order to address the problem of inclusivity in play studies, this essay will engage in yet another taboo—it will attempt to challenge and decolonize White European thought through the theory and language used by White European critical theory. Although I admire the work of theorists like Samantha Blackmon and Treaandrea M. Russworm who show how the language of the “mix tape” can be used to recenter Black women in the narrative around games that seeks to decenter their importance (Blackmon and Russworm, 2020, paragraph 11), I choose to challenge White European scholarship from within by addressing how a theory of torture may prompt us to rethink a popular, yet tautological, definition of play. The unfortunate consequence of this decision is I spend less time in this essay discussing contemporary games and contemporary work on inclusivity in game studies as would be typical, because I will be focusing specifically on amending the work taken up by a lineage of White European theory that has historically excluded BIPOC on its own terms. Consider it a personal conceit of my own, that I, a Black North American philosopher and historian, might find engaging in this particular avenue of argumentation important.

At the heart of my argument lies the premise that theories of play that see it as a constructive and positive form of leisure must work to reconcile this point with the fact that play is often hurtful, toxic, and haphazard. Historically this theorizing has taken place in several domains. Johan Huizinga neglects gambling in the entirety of Homo Ludens because of its associations with the amoral connotations that were associated with the activity at the time (Huizinga, 2016). Roger Caillois uses the term “corruption” to discuss forms of play that he finds troubling or unpalatable (Caillois, 2001).3 Jean Piaget (1962) and Lev Vygotsky’s (1966) entire theory of play—and the educational theory of constructivism that follow—are predicated on the idea that play is precisely the mechanism that structures learning. These ideas have been tremendously important in game studies as well. Katie Salen and Eric Zimmerman’s influential reading of Huizinga’s magic circle (2004) has been so often uncritically cited as a way to explain games as a positive activity that it prompted Zimmerman to clarify his position in an op-ed for Gamasutra entitled, “Jerked Around by the Magic Circle.” (Zimmerman, 2012). A host of scholarship on games and learning, serious games, and games and literacy builds on Piaget and Vygotsky’s theory of play and cognition. But play is not always constructive, it can also be oppressive and traumatic.

Some theorists have worked to reconcile these radically different aspects of play. Brian Sutton-Smith argues (1997) that play is a term which holds a variety of valences, and is thus used to achieve a variety of rhetorical ends. He argues that play is often used to advance a perspective that assumes playfulness relates to progress (learning through play), fate (play of chance), power (the play of sport and contest), identity (rituals of group identity), imaginary (play and creativity), the self (playful hobbies that result in individuation), or frivolous (play as an idle, leisurely activity) (pp. 8-11). In approaching play through a rhetorical lens, however, Smith treats all of the above rhetorics as equal in impact. I differ from Smith, however, as in this essay I argue that play itself is a power relationship. The moment one engages in what Judith Butler (1990, p.xxxiii) terms a performative act and plays, or terms an activity play, they are conjuring the power of play. As this essay will explain in detail later, this act is an uneasy and violent grammar that casts the player as a subject and the game and all other players in it as objects. A radical phenomenology of play centers on how it can be productive of pain (as opposed to pleasure) in order to recenter the BIPOC narratives that center around the traumatic and violent aspects of games and play.

The trauma of slavery in North America is not only remembered through story, it is also memorialized in some forms of play. Amongst the most mythic and controversial games that young Black children played in the antebellum—or post Civil War—United States was “Hide the Switch.” In this game players would root around for a hidden switch and once found the finder was granted free reign to flog the other players while they parried. Historians considering the game’s persistence within slave culture have been somewhat challenged by it as play of the game seemingly reinforces the martial conditions of bondage. Many explanations have been offered. Some say that the game allowed children to practice avoiding punishment, and others suggest that the game allowed enslaved Black children a brief moment of liberation—allowing them to role-play being the “master” (King, 2011, pp.117-8). Both explanations are ultimately uncomfortable as they work to reconcile the violence of the experience of Black folk descended from slaves with the inevitable lighthearted connotations of play. Violence, specifically torture, is either reduced to a carnivalesque inversion of power dynamics where the victim becomes the oppressor or violence is reduced to discipline—a tactic for living within its inevitability.

I define torture within the Foucauldian tradition. As a practice, it is a long-term form of discipline that uses coercive techniques to subjugate people. This definition is a key part of this essay’s argumentation. I argue within this essay that it is a mistake to view other more “innocent” connotations of torture—tickle torture, BDSM—as anything other than the above. For even in the most innocent and pleasurable acts of play, we subtly discipline those around us to engage in unspoken rules. Relatedly, I define pleasure in an affective sense. Thus, pleasure is that which drives desire. Pleasure is often juxtaposed against pain, another affect, or that which is torturous. Torture and play are both practices. They produce pleasure and/or pain, which are affects.

In this essay, I gesture toward brutal, disciplinary, and militaristic torture, because I feel they are undertheorized and taboo in the study of games and play. The relationship between torture and pleasure, on the other hand, has been better theorized in work that analyzes social practice within BDSM communities worldwide. J. Tuomas Harviainen’s work shows how BDSM might be considered play (Harviainen, 2011), yet it—and other similar analyses—stop short of including military and disciplinary torture within their definitions (Weiss, 2011, p.211). This because BDSM is theorized here as a form of consensual play. I feel this definition is putting the cart before the horse, an approach to torture that understands it as that which is always disciplining would read consent itself as a technique of mitigation against the barbaric tendencies of torture.

This essay argues that we must theorize how military and disciplinary torture with its connotations of pain and not pleasure (and not pleasurable pain) should by understood as play in an argumentative grammar that allows torture in the BDSM scene to be understood as play. What’s more, I advocate for an approach to defining play that overcomes what I see as a fundamental taboo: play is allowed to be pleasurable, but not torturous. Yet so much of play is torturous, from BDSM, to memorizing long lists of rules, to exhausting one’s physical limits, to simply playing Monopoly. This seeming paradox—that torture both is and is not play—can be resolved. Torture is play, and it reveals a good deal about how play works to subjugate and discipline people.

An approach to play that recognizes how it is often experienced as torture might help us to better understand how the application of the term has been historically used to exclude BIPOC, women, trans, and non-binary folk from historically White and masculine spaces of play as well.4 When play is only theorized as pleasure, minoritized people are made to act as killjoys when they describe how their experience was torturous instead.5 An inclusive phenomenology of play must contend both with how play includes (through pleasure) as well as how play excludes (through torture).

Although the above example can be interpreted through any of Smith’s rhetorics of play, the discomfort I noted within the example relate to the relationship between play here and cultural identity. “Hide the Switch” predominantly exists within an oral history of slavery passed down through generations of Black folk, and is kept separate from the play space of today’s playground. It is best pondered as an artifact of a bygone era better left in the past. The social repression “Hide the Switch” is both a process through which the dynamics of play are culturally controlled and regulated. Similar to the hyper vigilant policing of Black people in early 21st century America, Black children’s games are also repressed and policed. Small and invisible, this policing of play of contributes to the cultural erasure of BIPOC today. Thus in play, because the brutality of slavery cannot be shared, we are left with a concept that relates to torture only in so far as it is pleasurable.

The provocations above can only hold if we concede that torture is a form of play. This problem is philosophical, not categorical. Because there are many reasons that disciplinary torture might or might not be categorized as a form of play, the first half of this essay is dedicated to addressing these reasons and developing a logical framework for its inclusion as a form of play. The second half of this essay considers the relationship between torture and the experience of Black people descended from slavery, and what this might add to our understanding of play and games today.

 

Torture is Play

Ten children walk in a playground casually speaking to one another. One of the kids, reaches out to another and cries “You’re it!” The tagged child lunges at another in a desperate bid to rid themself of the stigma. Soon the group scatters as a melee ensues. The game is tag, and its very grammar suggests that even innocent play may well be a violent activity. The game divides players into subjects and objects. Once a player is tagged they are moved to reconcile this by tagging another. The very basis of this engagement is that one player has been reduced to the status of an other, an object even, in the game’s vernacular—like it or not, they are “it.” “It” implies less than human. “It” has been fundamental to the lexicon of bigotry and White supremacy in America since before the American Revolutionary War in 1776. The very basis of “it” equivocates human-ness with object-ness as it strips “it” from the fundamental rights granted to other subjects—namely consent. One does not consent to play tag, nor does one offer their consent to become “it” in tag. In this, the simplest of play, it is revealed that play is not a relationship between subjects. Instead, it is a relationship between subject and object.

The critical hinge upon which the relationship between torture and play swings is the question of consent. Play, as many contemporary game design theorists have argued, is a fundamentally consensual relationship (Salen and Zimmerman, 2004, p.474; Stenros and Bowman, 2018, p.417). Because consent is central to many definitions of play, we are left with the paradox explained in the introduction where consensual torture satisfies a definition of play while non-consensual torture does not. The examples given to justify this distinction are almost always formal. They speak more to a desire of what play should be rather than from an observation of what play is. Is consent negotiated when we play with a computer or when we play with ourselves? Play mediates in ways that are not as straightforward as they may at first seem. In fact, it forces us to reconcile the violence that lies at the heart of innumerable social relationships.

The consensual relationship structured by play often works by way of another term—that play is negotiated. As Miguel Sicart (2014) explains, “We play by negotiating the purposes of play, how far we want to extend the influences of the play activity, and how much we play for the purpose of playing or for the purpose of personal expression” (p.16). Here, Sicart nests the idea of negotiation within the concept of play, building on the prior work of Jesper Juul who sought to locate the idea of negotiation within the concept of the game instead. For Juul, all games have negotiable consequences, negotiation being a key differentiation between what is a game and what is war. In either case, whether negotiation is considered fundamental to play or games, it reflects a broader understanding of either phenomenon that is consensual. To negotiate assumes that the player respects the other player’s ideas, positions, and sovereignty. When players negotiate, they treat one another as fellow humans, and not as objects. Yet, so often play is not negotiated. David Leonard argues that in sports video games where the presumed White player is invited to take on the role of Black athletes, without being forced to live through the trauma of Black experience, play is not negotiated (Leonard, 2004, paragraph 5). The Black community has not consented to this form of identity tourism, yet this sort of minstrelsy is an unfortunately common form of play. And to the larger point of this section, negotiation is more of an ideal than an observed reality of games and play today.

Others concur that not all play is consensual. I want to signal an appreciation here of work that acknowledges how the assumed norms of consent that are hailed by the “magic circle of play” are often transgressed by White men. In her autoethnographic writing on the topic, Emma Vossen explains, “Unfortunately, because of contemporary practices surrounding game play, most video game play that I have participated in has contained practices that were not consensual or enjoyable, such as harassment, gender-based insults, or trash talk” (Vossen, 2018, p.206). To better appreciate how play is wielded as an instrument of power, we must begin by recognizing those accounts of play, which would otherwise be lost to a definition that foregrounds its voluntary nature.

My argument relies on three premises. First, drawing on the work of Johan Huizinga (2016), I argue that play is voluntary if you are the player (p.7). Second, building on the work done by Miguel Sicart recently, and Cifford Geertz historically, I concur that play is a way of being (Sicart, 2014; Geertz, 1972). And third, I am moving from the proposition laid forth in Roger Caillois’ (2001) work, that play is not necessarily voluntary for the played (p.52). And therefore based on these premises, if play is voluntary for the player, but not necessarily voluntary for the played, then play is a subject-object relationship and not a subject-subject relationship. Following this, if play is a subject-object relationship, then torture is a form of play even in its most brutal and disgusting forms.

 

Play is voluntary (for the player)

The first point that must be addressed is the voluntary nature of play. The idea that play is voluntary has been part of play theory since Johan Huizinga penned Homo Ludens. Huizinga (2016) writes:

“First and foremost, then, all play is a voluntary activity. Play to order is no longer play: it could be at best a forcible imitation of it. By this quality of freedom alone, play marks itself off from the course of the natural process. It is something added thereto and spread out over it like a flowering, an ornament, a garment. Obviously, freedom must be understood here in the wider sense that leaves untouched the philosophical problem of determinism. It may be objected that this freedom does not exist for the animal and the child; they must play because their instinct drives them to it and because it serves to develop their bodily faculties and their powers of selection…Child and animal play because they enjoy playing, and therein precisely lies their freedom.” (pp.7-8)

Here when Huizinga argues that play is always and essentially a voluntary activity, he finds himself considering animal and child play. He considers these categories specifically because, as he articulates them, children are yet to develop the rational faculties we attribute to adult humans. He is wary that the subjectivities of children and animals may be different than that of adults, and thus they may be driven to play by instinct. It’s worth noting here that comparisons to animals have long been a White supremacist tactic used to dehumanize BIPOC. I make this comparison, because as I will argue in more depth later, the experience of Blackness holds remarkable similarities to the experience of play. We can find these similarities here—albeit in a different shape—in Huizinga’s comparison of children and animals.

Despite these comparisons, it’s important to note here that Huizinga is situating voluntarism within the assumption that every participant of a game is a player. But what if someone decides they don’t want to play? Say in the example of tag posed earlier. In this example, if one acts as a spoilsport and chooses not to play after they are tagged, they still become “it.” The suggestion that play is voluntary neglects all the instances where for individuals play is not voluntary. It presents a radically subjective vision of play instead of one that is always already constrained by a shifting set of social relationships and experiences. The spoilsport still engages in play even if they don’t engage with the game.6 By recognizing that play is only voluntary for the individual initiating play, we demystify the spoilsport by showing how their violence toward the game may a result of another player’s violence toward them and their feelings.

Play is not voluntary for those who are subject to it. Yet, in all cases here—that of the child, other, and animal—pleasure is offered as the primary explanation for what drives individuals to play. In pleasure we find a common link between the actions of subjects and the actions of objects. If we are to understand how objects play, we must consider, as Miguel Sicart does, the relationship between play and pleasure.

 

Play is a way of being

Moving away from an instrumental understanding of play, which defines play as an activity, Miguel Sicart (2014) posits instead that play is a way of being which exists (to some degree) within all activity (p.6). Sicart’s work is a sharp turn away from Huizinga’s approach to play which, pioneered by Katie Salen and Eric Zimmerman (2004, p.95), suggests that play thrives in ritual spaces marked distinct from everyday life. Although the opacity of the magic circle has been questioned by many, these questions provide what is perhaps the best proof of Sicart’s philosophy. Play exists within all things, but is often focused during events, within play-objects (like games), and in particular spaces.

Sicart’s radical philosophy of play prompts a rethinking of questions that have long excited curiosity about the field. It makes no sense to oppose labor and leisure if we can locate play within both concepts. Similarly, it helps us to rethink definitions of game like those proposed by Jesper Juul (2005) which though comprehensive also show how many exceptions and grey areas exist in the word’s common usage. Sicart suggests that games are “play objects” and are thus objects that relate to others in so far as they are played with.

Then, in defining play, Sicart suggests several characteristic that this mode of being takes on. Play is contextual he argues, varying in degree by circumstance. It is also carnivalesque, a way of challenging traditional understandings of status and power. Sicart also argues that play is appropriative, suggesting that it can latch on to almost any circumstance and transform it. Finally, and most salient to the arguments in this essay around torture, Sicart (2014) argues that play is pleasurable:

It is pleasurable but the pleasures it creates are not always submissive to enjoyment, happiness, or positive traits. Play can be pleasurable when it hurts, offends, challenges us and teases us, and even when we are not playing. Let’s not talk about play as fun but as pleasurable, opening us to the immense variations of pleasure in this world.” (p.3)

The substitution here, of pleasure and fun, is a helpful way to understand how play exists in the world. If we look to pleasure as opposed to fun, we turn away from the rhetoric of play as progress that tends to see play as a positive activity. This thinking helps to explain how some forms of play, like BDSM, which is not always fun, is also a form of play. Following this line of reasoning, should brutal, disciplinary torture also be considered play? Some might draw the line here. Yet, I feel these approaches to play are naïve. Although there is a strong sentiment amongst many that the phenomenology of play is wholly positive, we know from the feminist accounts such as Vossen’s above that this is far from the truth. Thus, I argue that brutal, disciplinary torture is always, unfortunately, a form of play—I maintain that this is wholly consistent with Sicart’s definition of the term. In order to argue this, I draw a distinction between player and played. This distinction is significant in so far as it begs us to rethink how we classify others in multiplayer games.

 

Play is not necessarily voluntary for the played

The distinction between player and played has been an invisible and substantively policed distinction in play scholarship. It is best brought to focus by Roger Caillois in the introduction to Man, Play, and Games, as he considers the historical circumstance of Huizinga’s work. Caillois attributes the curious omission of games in Huizinga’s work on play to the somewhat sordid connotations they had in early 20th century society. As Huizinga sought to construct a theory of play that would show how all civilized society related to the concept, he was forced to omit games because of their close connotations to street life and gambling. Caillois (2001) argues that if Huizinga was to include morally dubious games in his theory of play, he would undermine his assertion that all civilization springs from play (p.5). Hence, the morally grey act of gambling itself undermines the idea of civility that Huizinga’s play is premised upon. In other words, games—or as this essay considers them: the played—are taken to be an invisible and thus inconsequential part of the play phenomenon.

Caillois’ work continues this mode of policing. In making a case for how war functions as a game, Caillois acknowledges war’s most brutal and amoral characteristics with a caveat. War is a game, Caillois (2001) argues, but when brutal, it is play that has been corrupted:

Various restrictions on violence fall into disuse. Operations are no longer limited to frontier provinces, strongholds, and military objectives. They are no longer conducted according to a strategy that once made war itself resemble a game. War is far removed from the tournament or duel, i.e. from regulated combat in an enclosure, and now finds its fulfillment in massive destruction and the massacre of entire populations. (p.55)

Play is not necessarily voluntary for the played. Caillois was aware of this, in these remarks he argues that brutal moments of war is a “corrupted” form of competition. Where Huizinga reserved that moments of grotesque and extreme warfare ceased to be play (Huizinga, 2016, p.9), Caillois’ recovers a conversation about play and games free of what he considered somewhat arbitrary delineations about what could not be play in Huizinga’s work. For instance, gambling.

The object of massive destruction in the game of war does not volunteer. Nor does the object of abuse in “Hide the Switch.” In both examples, play has turned grizzly and corrupt. Although there have been attempts to make invisible the violence of play, I argue that it is important to recognize that play is not always a voluntary activity. When we neglect what Caillois refers to as the corrupt aspects of play, we participate in an act of policing that aims to remove BIPOC from discourse around play and games.

 

Play as a subject-object relationship

The above has been an attempt to justify three premises which lead to the conclusion that play is a subject-object relationship. I argue that play is voluntary for the player (but not the played), that play is way of being in the world (and not an activity), and that play is not necessarily voluntary for the played. For these reasons, I feel there is a strong case to be made for how play constitutes a subject-object relationship.

One concern that one might have at this proof is that the played does not necessarily occupy and object position and so therefore play is not necessarily a subject-object relationship. For example, if both participants in tag willingly engage one another in the game, play is then a subject-subject relationship, and therefore a consensual relationship.

This counterexample is important as it highlights a simple way that this argument can be misunderstood. I am not arguing that either player in this example loses a sense of subjectivity when played with, or an ability to consent, I am instead arguing that neither characteristic is necessary to a definition of play. On the other hand, it is necessary to a definition of play that locates play as a fundamental part of being to recognize that play is not necessarily a relationship that invokes consent. When we play, we transform others and the world around us into play-objects. The destructive and violent aspects of play must be contended with if we are to understand the term.

The definition of play as a subject-object relationship leaves us with a new paradox to contend with. If play is a subject-object relationship, then how should one reconcile their own subjective experience with the fact that through play they will be treated as an object? In order to answer this question, we must turn to philosophy that concerns itself the phenomenon of double-consciousness and the Black experience.

 

Torture and the Black American Experience

W.E.B. Du Bois (1994) wrote The Souls of Black Folk in an attempt to explain the unique experience of Black Americans. He explains Blackness by offering the metaphor of the veil as a way to understand the Black experience, where an individual must reconcile their identity through two lenses—a projection of how they appear within society (how the veil appears to others) alongside a historic and communal understanding of the self (life behind the veil). He refers to this as double-consciousness, “It is a peculiar sensation, this double-consciousness, this sense of always looking at one’s self through the eyes of others, of measuring one’s soul by the tape of a world that looks on in amused contempt and pity.” (p.5) The depth of experience to which Du Bois refers is a result of the dehumanization wrought by slavery and its consequences. In America, even today, Black folk are constantly negotiating stereotypes that conspire to reduce them to objects. The Black American experience, that of double-consciousness, is thus one where one must occupy and negotiate positions of both subject and object.

In order to show how the experience of torture relates to the Black American experience, we must consider torture on both a societal level and an individual level. By exploring torture within these two modalities, this essay prompts a discussion of play that recenters Black people within our conversations around play and games and nods toward a radical reconstitution of torture within all of our understandings of play and games.

 

State Sponsored Torture

Torture, as part of the institution of slavery, is a disciplinary mechanism in this project of dehumanization. Just as Huizinga and Caillois’ thought on war categorized certain forms of destructive and barbaric play as corrupt (or not “civilized”) the philosophy of torture contends with these same boundaries. William Schultz (2007) notes them when defining torture in his collection The Phenomenon of Torture: Readings and Commentary:

Somehow inflicting pain on a creature is less acceptable, less “civilized” than doing away with them altogether. That is why we go to great lengths to make sure that the process of capital execution is as sterile and painless as possible. If we actually appeared to be enjoying another’s suffering, if we indulged too openly that part of us that revels in revenge on those who do us wrong, we would see something about ourselves mighty important to keep hidden. The State is meant to be a projection of our values, a mirror of our best selves, and hence, though the State may do away with criminals, it may not gloat in their demise. (p 8)

Of course this critique relates mainly to state-sponsored torture, such as that performed by U.S. military personnel on Iraqis in the detention camp at Abu Ghraib. Although these boundaries are often transgressed, in warfare, even torture is policed. Just as Huizinga and Caillois sought to exclude games that would turn violent or exploitative against vulnerable populations, Schultz and Méndez illustrate how torture is similarly policed in definitions of warfare. All pretenses of civility in matters of both play and war must be abandoned when torture is invoked. Despite this unfortunate conclusion, the practice of torture lies at the heart of both.

Michael Foucault’s (1977) Discipline and Punish begins with a discussion of torture. The book, often remembered for its discussion of panopticism, opens with a vignette of a man being drawn and quartered in mid 18th century France. The act is described in detail, “Then the executioner, his sleeves rolled up, took the steel pincers, which had been especially made for the occasion, and which were about a foot and a half long, and pulled first at the calf of the right leg, then at the thigh, and from there at the two fleshy parts of the right arm; then at the breasts” (pp.3-4), precisely to invoke a contrast between the seen and the unseen. Torture, which used to be an act of public spectacle, used to exert a social and behavioral pressure upon social bodies, had by the time of his writing in the late 20th century been rendered invisible in most Western societies.

The critical takeaway from Discipline and Punish is that although it’s been made invisible, the threat of torture lingers within a variety of social institutions as a mode of social control. Just as the spotlight of Bentham’s watchtower shines upon prisoners in order to occlude shape of the guards monitoring their behavior (Foucault, 1977, p.201)—and by extension the ever-present threat of torture—we must consider whether games also act as a similar disciplinary apparatus, concealing the possibility of torture within their play. Is it possible that when we challenge or begin a game that a faint hint of danger lies beneath the supposed connotations of fun? After all, if the object of the challenge were to decline, they might be labeled stubborn, or a bad sport. Some games, games related to the experience of Black people descended from slaves in North America like “Hide the Switch.”

 

Intimate Torture

Of course, Foucault’s writing on torture is not limited only to thought on the state. He returns to the idea in the History of Sexuality, where he notes that torture is used in tandem with and alongside confession as a way of understanding another body’s sexuality. Torture and confession are mechanisms for extracting truth from people, “Since the Middle Ages, torture has accompanied [confession] like a shadow, and supported [confession] when it could go no further: the dark twins.” (Foucault, 1978, p.59). For Foucault truth in this sense relates specifically to the truth of one’s sexuality. Du Bois also contends with torture in this more personal, intimate sense. He explains how torture was used as a method for extracting the truth from slaves. Intimate torture relates specifically to the ways in which truth is gathered from people seen as objects—as less than human.

The slave’s body is seen as an extension of the master’s body, explains Du Bois, when relating the phenomenon of torture to the Black American experience. In his essay, “Torture and Truth,” he draws on an Aristotelian construction of torture in order to show how Black slaves were reduced to an object status through the apparatus of torture:

The slave is a part of the master—he is, as it were, a part of the body, alive but yet separated from it. (Politics 1255b)

Thus, according to Aristotle’s logic, representative or not, the slave’s truth is the master’s truth; it is in the body of the slave that the master’s truth lies, and it is in torture that his truth is revealed. The torturer reaches through the master to the slave’s body, and extracts the truth from it. (Du Bois, 2007, p.14)

Through Aristotle’s writing Du Bois shrewdly points both to the association of the slave (and therefore Black people generally) with the body—the body which is made an object through a traditional understanding of the Cartesian dualism—and its intimate relationship with the master. The slave is the object (body) in a relationship where the master is the subject (mind). This understanding of torture and truth is mirrored in the player-played relationship where the player takes the role of subject and played takes on the role of object.

As to what truth is extracted through the intimate relation of torture (and play), BDSM becomes an interesting practice to consider in so far as the truth derived from practice is that of one’s sexuality. BDSM play, as theorized by many within the game studies community,7 is far removed from the experience of Black people descended from slaves. Within the tradition of Du Bois, it is difficult to locate an example of torture that has been similarly recuperated. Torture, according to Du Bois, is always a violent expression. Practices around safe words within the BDSM community allow players the space to practice torture—albeit a softer and more socially appropriate form of torture than that which is practiced by the military—without accidentally harming one another. This essay reads interventions such as safe words as an intervention intended to blunt the dangerous, toxic, and harmful potentials of play. Importantly, in the spaces of toxic game play highlighted by theorists like Vossen (2018) and Gray (2011), no safe word exists to extract minoritized people from abusive conversations with White men. Yet, sadly, I feel that this only furthers the points above that play is not a voluntary activity, and that by getting in touch with its traumatic aspects, we engage in the work of repair that must acknowledge shared histories of pain.

 

Recentering Blackness in Games and Play

One of seminal voices of Black feminism, bell hooks, begins the essay “Understanding Patriarchy,” with an anecdote about a game of marbles. In the story a four-year-old hooks asks repeatedly to join her brother and father in the game. Her father repeatedly scolds her and tells her “no,” until the pressure mounts to a point where her father breaks a board from the door and beats her repeating “girls can’t do what boys do” (hooks, 2010, p.2). Of course, the story here is an illustration of the intersectional nature of oppression and how what hooks terms “imperialist white-supremacist capitalist patriarchy” is internalized even by Black folk. For the purposes of this essay, hooks’ story reminds us of exactly the kinds of stories that are lost to the White European definition of play that sees it as productive of pleasure and not pain. hooks’ experience is an earnest retelling of how play can produce affects of trauma, pain, and abuse. In a sense, it is a reminder of how the continued and shared trauma of slavery continues to haunt the Black community today.

Let me offer another example of how a definition of play that embraces its fraught and painful tendencies helps to recenter the experience of minoritized people. Jeremy O. Harris’ play “Slave Play” is a story about a trio of interracial couples who are engaging in sex therapy because the Black partners are no longer attracted to their mates. The play brings race to the forefront of the conversation by foregrounding the discomfort of the White characters in referring to their partners’ race, and, perhaps even-edgier, having the White characters take the role of the masters or mistresses in literal BDSM slave play (Harris, 2019). In one performance, the “Black Out” performance, Harris requested only Black identifying people attend the play in order to subvert the affluent White norms of Broadway. He explains to American Theater, “For me it was about Black work begetting Black work and Black audiences” (Tran, 2019, paragraph 15). This decision immediately attracted controversy from the conservative theatergoing community—the presumably White identifying National Review critic-at-large Kyle Smith quipped “It would be illegal to refuse to sell tickets based on this or that race,” evidencing the very discomfort with discrimination that all BIPOC are well acquainted with (Smith, 2019, paragraph 2). The themes of role-reversal and trauma sharing that are imposed here upon White theater audiences help drive home the point that recentering how play intersects with the experience of BIPOC people will rarely produce the same pleasurable affects that games like Mario Kart, and Dungeons & Dragons build into their core gameplay loops.

When Clifford Geertz (1972) wrote “Deep Play: Notes on the Balinese Cockfight” he argued that cockfights, no matter how violent and brutal they appeared to outsiders, were a way for the Balinese to understand themselves as a culture. He gestures to the Dutch occupation of 1908 to show how the violence of colonialism brought with it European customs which forced the cockfight—which had previously been situated in the center of all village life—to the margins of society. Similarly, slave games, have been forced to the edges of our society. They exist now in a handful of history books and through the oral histories shared by the descendants of slavery.

White Supremacy conspires to make Whiteness invisible, and likewise, make Blackness shameful. Kishonna Gray shares how the experience of black gamers today involves the pain of disclosing their race online. She explains how the question “Are you black?” in a gaming session of Gears of War prompted one gamer to play down their Blackness, shooting back “Why? Are you white?” Things only devolved into race-shaming from this point on, with taunts of “nigger, nigger” accenting the trauma, that the gamer’s blackness was shameful in the eyes of the other players (Gray, 2011, pp.267-8). Approaches to play that read gaming sessions like this as constructive of socialization and learning, while suggesting that the racism occurring in chat alongside the game is somehow separate are complicit in White Supremacy. The approach to play suggested by this essay is anti-racist because it foregrounds how the most painful dynamics of play often exist alongside its most pleasurable aspects.

Play reduces humans to objects because play is violent. Accepting this allows us to recenter and better appreciate games that exist primarily at the margins of Western society. We give in to colonialism and White supremacy when we assume that play must always be productive of affects of pleasure. Despite the violence of play, something important might be recovered by a closer analysis of its more dangerous tendencies.

“Hide the Switch” forces game scholars to reconsider what and who has been left out of spaces that curate games and play. It shows how the traumatic memory of Black people descended from slaves cannot be read as play as it is often theorized, and so therefore cannot be fit into White memory institutions like museums that aim to celebrate play. We expect our games to be safe and consensual, but in this turn we have forgotten that games are not always safe and consensual. In fact, it is a privileged position that assumes that games are safe and consensual. Play is often violent. Play forces us to contend with the truth that we must always negotiate our own experience with that of others. This is what the brutality “Hide the Switch” reveals. It shows how torture is as mundane a phenomenon as play, and that all are capable of its cruel pleasures. To forget this is to aestheticize the experience of play, and to resign to ourselves to the cultural norms of White supremacy.

 

References

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Caillois, R. (2001). Man, play and games. Chicago, IL: Simon and Schuster.

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Foucault, M. (1978). The history of sexuality. New York, NY: Random House.

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Gray, Kishonna. (2020). Intersectional tech: Black users and digital gaming. Baton Rouge, LA: LSU Press.

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Russworm, T. (2019). Video Game History and the Fact of Blackness. ROMchip, Volume 1, Issue 1.

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Stenros, J. (2019). Guided by Transgressions: Defying Norms as an Integral Part of Play. In Transgression in Games and Play. Eds. Kristine Jorgensen and Faltin Karlsen. Cambridge, MA: The MIT Press.

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Tran, D. (2019). How ‘Slave Play’ Got 800 Black People to the Theater. American Theater, September 23, 2019.

Vossen, E. (2018). The Magic Circle and Consent in Gaming Practices. In Feminism in Play. Eds. Kishonna Gray, Gerald Voorhees, and Emma Vossen. Cham, Switzerland: Palgrave Macmillan.

Weiss, M. (2011). Circuits of pleasure: BDSM and the circuits of sexuality. Durham, NC: Duke University Press.

Vygotsky, L. (1966/2015). Igra i ee rol v umstvennom razvitii rebenka, Voprosy psihologii [Problems of psychology], Volume 12, Issue 6: 62–76.

Zimmerman, E. (2012). Jerked around by the magic circle – clearing the air ten years later. Gamasutra. https://www.gamasutra.com/view/feature/135063/jerked_around_by_the_magic_circle_.php

 

Author’s info: 

Aaron Trammell

UC Irvine

trammell@uci.edu

 

 

Categoria: 09/2020 Journal, Homepage issues 8.9

“The Führer’s facial hair and name can also be reinstated in the virtual world.” Taboos, Authenticity and the Second World War in digital games

Posted on 19 Gennaio 2021 by Riccardo Fassone
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Eugen Pfister (Hochschule der Künste Bern – HKB), Martin Tschiggerl (Universität des Saarlandes) 8

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Abstract

History is not only the construction of a past, but is also its interpretation. In this paper we study examples of taboos in historical representations of World War II in digital games as sources for contemporary collective identities. To this end we analyze two
distinct phenomena: legal and cultural taboos determining what can be shown and what can be said in these games.  We will show how a cultural and political paradigm shift has occurred in Austria and Germany in recent years. Thus, the portrayal of the Holocaust is no longer only understood as a taboo but also as a necessary part of our culture of remembrance. In a second part, we will look at how taboos are not only discussed but also co-constructed within the gaming community on the occasion of authenticity debates.

 

Introduction

In popular culture, history functions as a reliable selling point: historical novels, historical films, historical Netflix-series abound (cf. Samida, 2014; Cauvin, 2016). Many digital games are likewise advertised by promoting their historical authenticity and there seems to be an ongoing demand for historical content among users (Pfister, 2020). History here is not only the construction of a past, but is also its interpretation. Through this interpretation, history functions as a building block for our collective identities; it communicates values and norms (ibid). In order to illustrate this, we will use examples of taboos in historical representations of World War II in digital games as sources for contemporary collective identities. We will first explain which taboo concepts we are dealing with, in order to later analyse how they are imposed upon and received in digital games. We will investigate two distinct phenomena: First, taboos surrounding the production of the games as well as the product – the games themselves. Here, we are interested in the representation and successive way in which the use of Nazi symbols in this media and the Holocaust in digital games has been taboo over the years. To this end, we have selected games that in their representation of the Nazi era, have caused controversy: Wolfenstein: The New Order, Call of Duty: WW II and Through the Darkest of Times. In a second step, we will investigate taboos surrounding the reception of digital games that have World War II as their main theme. For this purpose, we have selected two games that have also triggered discussions in recent years due to their depiction of the Nazi era: Battlefield V and the grand strategy game Hearts of Iron IV. This reception is examined in the form of a critical discourse analysis. (Wodak et al, 2009, Jäger, 2011). Consequently, we have evaluated particularly popular threads on the social medium Reddit and in the forums of the gaming platform Steam with regard to the handling of taboos.

In our everyday use, we mostly understand “history” as the unchanging sum of all the past. In scientific understanding, however, the term takes on a different meaning. We understand history as a narrative construction of the past in the present (Tschiggerl/Walach/Zahlmann, 2019, p. 138). The depicted events (similar to a story) are shown as motivated (there is a comprehensible causal connection), and become a meaning, a world explanation (White, 1973).  As such, history is always bound to the dispositives of its respective time of origin. In our modern societies, history plays a crucial role in communicating meaning and identity, not only in academia but also – and especially – in popular culture. The representation of history in games communicates worldviews and common values and is thus a good source with which to better understand our contemporary societies. We recognise taboos as social limitations of what is sayable in the broadest sense. They socially and culturally regulate what may not be said, done or shown, whether in principle it could be said, done or shown. Here, we are influenced by Michel Foucault’s concept of “discourse” as “practices that systematically form the objects of which they speak” (Foucault, 2013, p. 54). Discourse governs what is considered as truth and what as lie, what is considered right and what is considered wrong. In this way, discourse not only creates meaning, but in fact constructs our reality. Discourse must thus be thought of as a social practice that is socially constructed, on the one hand, but is also socially determining, on the other (Wodak et al., 2009, p. 8). Taboos are areas of discourse that are the most affected by disciplinary measures and bans on speaking and acting. Put very simply, taboos are an effective means of defining what a collective defines as ‘good’ and what it defines as ‘bad’, and taboos, by their very nature, are intended to prevent unacceptable behaviour. The Second World War as a quasi-global lieu de mémoire is of central importance in the collective memory of our western post-war societies. This is why narratives of the Second World War are also full of cultural and political taboos. There are different ways to ensure that these taboos are observed. The most obvious being practices that are effectively regulated by law, as for example, denial of the Holocaust and other Nazi crimes, which is a criminal offence in Austria and Germany. The same applies to various forms of re-engagement in National Socialist activities and the use and reproduction of anti-constitutional signs (e.g. the swastika and SS-runes) in Germany. Apart from legal forms of regulation i.e. the criminalization of taboos – which are the exception rather than the rule, especially in the case of historical representations – taboos tend to be enforced within society itself through peer pressure and exclusion and without jurisdiction. When politicians – as has been the case recently with actors from the Austrian and German Far-Right – violate these taboos, they are usually rebuked by their parliamentary colleagues, in the media but also by the public in general. They lose social status and are excluded from certain events.

Just like discourse itself, taboos, however, change over time and things that were previously unspeakable, untouchable, and even unthinkable can gradually become part of social communication. Especially in historical research and representation we can find numerous examples of such shifts in discourse.

In the following paragraphs, we will therefore take a closer look at three distinct forms of taboos concerning the depiction of World War II in games. For one, there is the political taboo, which extends to making it illegal to reproduce Nazi symbols. Deeply interlinked with this is the cultural taboo, which makes it unthinkable to use images of the Shoah in an entertainment media. In the sense of a critical history of ideas and conceptual history, we will diachronically examine the discursive taboo strategies at work within public debate. To this end, we will look at examples of individual reactions of journalists and cultural critics to perceived breaking of taboos. A comparison of reactions to the TV-series Holocaust, the feature film Schindler’s List and to digital games such as Wolfenstein: The New Order and Through the Darkest of Times should enable us to recognise historical continuities or breaks in how these taboos have been dealt with. We are not interested in a comprehensive survey of all public reaction, but rather in identifying historical patterns. To complete this first impression we will finally reverse our initially adopted top-down approach and analyse taboos from the bottom up from the perspective of the individual players themselves through an analysis of how they receive them.

 

“You don’t play with the Swastika!” – A failed Political Taboo?

It is impossible to cleanly separate cultural taboos from legal taboos. Austria and Germany are – for obvious historical reasons – the two countries with the most restrictive legislation regarding the memory of National Socialism. In Austria, the provisional post-war government passed the so-called “Verbotsgesetz” as early as 1945, a constitutional law which banned the Nazi-Party. In its present form it became applicable in 1947 and prohibits Holocaust denial as well as the denial of other of crimes against humanity committed by the Nazi regime. The “Abzeichengesetz”, enacted in 1960, also prohibits the use of uniforms and insignia of forbidden organisations. The German equivalent are the sections 86 and 86a of the German Criminal Code (Strafgesetzbuch StGB). These cover the prohibition of the “use of symbols of unconstitutional organizations” outside the contexts of “art or science, research or teaching” (Trips-Hebert, 2014). The intention of these laws was not only to make any form of political continuity of Nazi ideology impossible but also to prohibit the use of all insignia of the Nazi regime for the future. These were to be effectively erased from everyday life. The impulse for the ban is understandable, as it was intended to make any habituation impossible (Dankert & Sümmermann, 2018, p. 6). Any use of swastikas is a taboo that was thus enshrined in law.

However, it is important to note, that there were exemptions to the ban: the so-called “Sozialadäquanzklausel” (social adequacy clause) in German law states that the use of Nazi symbols is permitted if it serves the arts, science or political education (Trips-Hebert, 2014, p. 17). The use of Nazi symbols in historical movies became so widespread that practically all films were permitted to use them (the only exception being posters advertising the films). This was not the case with digital games. In 1998, the Higher Regional Court of Frankfurt am Main ruled “that no signs of unconstitutional organisations may be shown in computer games” (Dankert & Sümmermann, 2018, p. 6). The judges understood that computer games were neither art nor history books and disallowed the social adequacy clause in their case. Up to now, the highest state youth authorities have been guided by this ruling; developers and publishers have not been permitted to submit games to the Unterhaltungssoftware Seltbstkontrolle USK (the German Entertainment Software Self-Regulation) that contain the swastika symbol. But, what is more, before the court ruling almost all game distributors had already decided to remove all Nazi symbols in the German releases of their games (Pfister, 2019, p. 275). In the German localisation of the Lucasfilm game adventure Indiana Jones and the Last Crusade (1989) all swastika symbols had already been covered by black bars. It is difficult to communicate a taboo more clearly.

There are three well-known cases of World War II games that were put on the German ‘Index’ in the 1990s, a list of media banned by the German government. This ban, however, was not because of the prohibition on the use of unconstitutional symbols in Germany. The inhuman game KZ-Manager – which gained notoriety in the early 1990s, not least because of a report in the New York Times – was put on the German “index” under the Youth Protection Act (Bundesanzeiger, 2014). Next was Wolfenstein 3D, the first first-person shooter to be set in World War II. The reason for the decision of the Bundesprüfstelle für jugendgefährdende Schriften – BPjS (Federal Department for Writings Harmful to Young Persons) later renamed Bundesprüfstelle für jugendgefährdende Medien – BPjM (i.e. Federal Review Board for Media Harmful to Minors) was — contrary to popular belief — not the historical setting but the glorification of ‘Selbstjustiz’ (vigilantism) and the excessive violence of the game. Panzer General was also placed on the “index” in June 1996, but this too had nothing to do with paragraphs 86 and 86a because the game developers had renounced the use of the swastika and had instead chosen the Balkenkreuz (the military cross used by the German army) to identify the German troops. The game was placed on the index because its content was deemed to ‘kriegsverharmlosend und kriegsverherrlichend’ (downplay and glorify war), since it failed to show the consequences that the war had on the population and because it trivialised Nazi ideology (Celeda, 2015, p. 67).

The pre-emptive and superficial removal of Nazi symbols, however, did not automatically lead to a more critical depiction of the Nazi regime in digital games. On the contrary, the replacement of the swastika symbol by the “Balkenkreuz” or other symbols was understood by most publishers as sufficient distancing and thus led de facto to a continued and uncritical representation of the Nazi regime because the subject had been depoliticized (Chapman & Lindenroth, 2015, p. 146-147). In Hearts of Iron IV for example, players can micromanage the German Reich to German marching music for hours without having to deal for even a moment with the inhuman ideology of the simulated state apparatus (Pfister, 2019, p. 275-276). Indeed, the example of Hearts of Iron shows an unintended counter-effect of the ban. The problem is that the Prohibition Act was not understood in its intention, especially outside Germany. The following commentary on Steam shows that German legislation has been misunderstood on more than one occasion internationally as being a general ban on talking about the crimes of the Nazi regime: “a lot of it probably also have [sic] to do with German law. there’s a reason why his [i.e. Hitler’s] picture is blurred in the German version. if they censor that they will for sure censor a game that actually “shows” the holocaust”9 Such misunderstandings or misinterpretations were and still are quite common, as can be read, for example, in the recently published memoirs of Sid Meier. He believes, for example, despite his own experiences with German legislation, that the mere mention of the name Hitler would be punishable (Meier, 2020, p. 122). Another example for the ineffectiveness of superficial erasures can be found in the multiplayer mode of Call of Duty: World at War: players winning a match on the German side will see no swastika, SS runes or skull insignia, but a speech by Adolf Hitler to the German party youth can be heard offstage (Pfister, 2019, p. 275-276). The political taboo behind the banning of the symbols thus did not stop the insensitive handling of the historical event effectively nor prevent a possible habituation among players, but merely caused cosmetic changes.

There is one last, in our opinion, especially problematic example of misunderstood self-censure from the recent Austrian and German past: Wolfenstein: The New Colossus. While the international version propagates a conscious anti-fascist narrative (Roberston, 2017) and shows swastika symbols as insignia of an evil ideology, these have been removed on behalf of the publisher for the German version along with Adolf Hitler’s moustache. The historical narrative of the game has also been rewritten to reflect the completely fictional background of the German version. Hitler was renamed “Heiler” and the word “Jew” was replaced by the word “Verräter” (traitor). The industrialized, racially motivated murder of 6 million people thus became, in translation, the murder of political opponents. This removal of the Holocaust, in the German version, led de facto to a rewriting of history. A subsequent debate in the German media showed a decreasing support for the Verbotsgesetz (Schiffer, 2017). A central danger of the political taboo is that it could not be discussed politically, and thus made a public discussion on the topic impossible (Steuer, 2017, p. 688).

This became particularly clear when the taboo was, in effect, broken in 2018. When the German Classification Board “USK” decided after a process of internal discussions – also in response to the self-censorship in Wolfenstein –to take account of the social adequacy clause in the future when rating games by age and to permit the use of Nazi symbols in individual cases, there was an immediate political outcry. Both the German Trade Union Confederation (DGB) and Franziska Giffey, the Social Democrat (SPD) Minister for Family Affairs promptly attacked the decision. “Mit Hakenkreuzen spielt man nicht” (i.e. You don’t play with swastikas), Giffey declared (“Mit Hakenkreuzen spielt man nicht”, 2018) and was seconded by the DGB. This public expression of indignation came immediately following the USK’s announcement, and as Minister Giffey explained on her Facebook page a little later, too hastily: After playing the game Through the Darkest of Times, which is clearly opposed to the Nazi regime, Giffey admitted that the application of the social adequacy clause would be justified in this special case (Giffey, 2018). This is also where we find an explanation for the vehemence of her initial reaction when Giffey writes: “As Minister for Family Affairs, my concern is to create the framework for children and young people to learn how to use games in an age-appropriate way” (ibid.).  A helpless and supposedly easily influenced population group had to be protected. The interesting thing about taboos, as can be seen here again, is that their defenders usually consider themselves immune to the dangers from which the taboos are supposed to protect. But this also means that those who stand up for and those who oppose a taboo both consider themselves to be unaffected by its effects.

The reaction of the German press and the ensuing decision of the USK showed however, that the taboo had at this point already been broken. This is not least related to a paradigm shift that had already occurred years earlier concerning an interrelated cultural taboo surrounding the Shoah.

 

To write a game after Auschwitz is barbaric – a cultural taboo

Parallel to the symbols of the Nazi regime becoming a political taboo, after the Second World War there was also an ongoing discussion among cultural actors whether and how the crimes of the Nazi regime – especially the Shoah – could be depicted in works of art. In this context, Adorno’s dictum “to write a poem after Auschwitz is barbaric” (Adorno, 1977, p. 30) is regularly quoted, most often interpreted as a dogmatic ban in the tradition of a religious “Bildverbot” (i.e. ban in images. cf. Krieghofer, 2017; Hansen, 1996, p. 300, 306). According to this interpretation, it would forever be impossible to adequately describe the suffering of millions of people in a poem. However, this interpretation of Adorno’s statement, which he himself relativised later on, could also be read as criticism of a culture that is inherently barbaric (cf. Lindner, 1998, p. 286). Nevertheless, from this moment on every medialisation of the Holocaust was met with the fear of trivialisation. For a long time, then, it was considered inconceivable that the Holocaust could be treated in a television series or in a feature film – the entertainment media par excellence (Pfister, 2019, pp. 269-270). Steven Spielberg’s Schindler’s List (Steven Spielberg, US, 1993) – despite or perhaps because of its success (Classen, 2009, p. 78) – was criticised massively at the time of its release in a similar way to the TV-Series Holocaust (Chomsky, US, 1978). Fifteen years earlier, Chomsky’s TV-Series led to a heated public debate, particularly in West Germany. The journalist Sabina Lietzmann, for example, criticised how history had become a story. (Lietzmann,1979, 39). The writer and Holocaust survivor Elie Wiesel was also appalled: “I am horrified by the thought that the Holocaust could one day be measured and judged by NBC television production.” (Wiesel, 1979, 29). We will encounter similar if not the same arguments in relation to digital games.

A decade later, Spielberg’s film met with similar criticism. Claude Lanzmann, director of the Shoah documentary rejected Spielberg’s film, in particular because of its “fetishism of style and glamour” (Hansen, 1996, p. 296). The American film critic James Hoberman asked: “Is it possible to make a feel-good entertainment about the ultimate feel-bad experience of the 20th century?” (Hansen, 1996, p. 297), and Lanzman declared: “[In Spielberg’s] film there is no reflection, no thought, about what is the Holocaust and no thought about what is cinema. Because if he would have thought, he would not have made it – or he would have made Shoah” (Hansen, p. 1996, p. 301). Of course, both the TV series and Spielberg’s film also met with a positive to very positive response from the general public. Both were extremely successful with the audience, so successful, in fact, that they led de facto to a discursive paradigm shift. They changed the boundaries of what could be shown and what could be said.

Of interest to us is that similar arguments are found in critiques of digital games: “Where the line of decency is drawn is somewhat dependent on whether you consider video games art, storytelling or a braindead way to kill time, blasting pixels in increasingly gross ways while memorizing movement patterns” (Hoffman, 2014).

The first games that tried to address the Holocaust were problematic for a variety of reasons. First of all, there was a game that brutally and criminally transgressed all norms: The aforementioned KZ-Manager (unknown developer, unknown date), an inhuman shareware game that was circulated in right-wing extremist circles in Germany and Austria in the late 1980s (Benz, 1996; Nolden, 2020, p. 188). The game was quickly banned in Germany and sadly gained international notoriety through an article in the New York Times, where Rabbi Avraham Cooper, then associate dean of the Simon Wiesenthal Center, said “he believed that the games were neo-Nazi propaganda aimed at influencing youths through a technology that their parents are largely unfamiliar with” (Video Game discovered uses Nazi Death Camps as Theme, 1991).

This troublesome first contact with video games explains the subsequent scepticism of the Simon Wiesenthal Center towards video games depicting the Shoah. The taboo remained in place, which perhaps also led to the failure of the game project Imagination is the only escape (Luc Bernard, not published, 2008-2013) due to lack of financial support and the loss of Nintendo as publisher (Sridhar, 2008). The games developer, Luc Bernard, wanted to tell the fictional story of a young French Jew, Samuel, who during the Nazi occupation increasingly fled into a fantasy world in the face of the atrocities he had experienced. While the historical events took place in a monochrome sepia-coloured Paris – with the exception of individual details such as the yellow Star of David and red pools of blood – Samuel’s fantasy world was to shine in all possible colours. Bernard ultimately lost the support of his publisher and was not able to raise enough money for the project. “Labeling it a game instantly conjures up the wrong image,” said Deborah Lauter, civil rights director of the Anti-Defamation League in New York. “It devalues the seriousness of the topic” (Parker, 2016). Another example was the mod Sonderkommando Revolt which was developed for the then nearly two-decade old game engine of Wolfenstein 3D. The leading Israeli developer on the game, Maxim Genis, did not, however, display a particularly ethical approach to the topic. He claimed there was no political intention behind it: “the mod was a plain ‘blast the Nazis’ fun” (McWerthor, 2010). After an introductory black-and-white still, whose aesthetics are reminiscent of the photographs of the gas chambers secretly taken by Greek naval officer Alberto Errera, the rest of the mod is presented in bright colours and primitive graphics, which are mainly characterised by visualisations of heaped corpses, charred skeletons and vast amounts of blood. Rabbi Abraham Cooper of the Simon Wiesenthal Centre, who had taken a stand on the game KZ Manager twenty years earlier, took an understandably critical view of the game: “What happens if this is the only thing a young person gets to know about the Holocaust or a concentration camp?” (ibid), reminding us of Eli Wiesel’s words. In view of the mod, Cooper generally rejected the idea of depicting the Holocaust in video games : “I don’t think even the best combination of game developers would ever be successful [at doing so]. This is not an issue that should be reduced to a game” (ibid). Both the American Anti-Defamation League and the Simon Wiesenthal Centre were appalled and the mod was withdrawn. Again, the argumentation used to uphold the taboo was the same as that used previously for television series and feature films. It is interesting to note that the mod was almost certainly inspired by the success of Tarantino’s Inglorious Basterds (and the resulting public acceptance of the Nazi exploitation genre), which shows that at this time the medium of games was still evaluated by the general public based upon completely different standards than, for example, film.

Considering these negative examples, it is all the more surprising that we have witnessed a paradigm shift in the last two years. The original moment of this shift cannot yet be satisfactorily clarified. What we can establish, however, is that the depiction of a game mission in a camp in Wolfenstein: The New Order that can clearly be decoded as a concentration camp met with little resistance in the press, apart from a critical interview about the game in the Times of Israel (Hoffman, 2014). A possible explanation would be that the scene only takes place in the advanced game and was therefore not noticed by the press on release. Of particular interest is that, unlike the mod Sonderkommando Revolt, there were no angry reactions from the Simon Wiesenthal Centre or the Anti-Defamation League. However, the game did meet with some criticism. In the Frankfurter Allgemeine Zeitung, the editor perceives a change of paradigm: “Man sollte aus dem Schrecklichen aber nun doch keine Komödie machen – und ein schematisches Ballerspiel vielleicht lieber auch nicht” (i.e. “You should not make a comedy out of terror – and not a schematic shoot ‘em up game at that”. Lindemann, 2014). It is difficult to see at this stage why Wolfenstein: The New Order was not attacked as sharply as the Israeli mod was a few years earlier. Maybe it was the science fiction setting, or perhaps it was the direct influence of the now seemingly socially acceptable ‘Naziploitation’ genre, which five years earlier would not have worked  (Pfister, 2019, p. 277). To a certain extent, it was the popular cultural exaggeration of the topic in Wolfenstein – i.e. robot dogs, moon bases and brain-transplantation in the tradition of the last wave of Naziploitation movies such as Iron Sky and Overlord – that made it possible to break the taboo. In a way, the appearance of the pulp-fiction genre allowed the game more freedom. The Nazi crimes depicted were sufficiently distorted by their exaggeration not to be taken “seriously”. Similarily, in the Japanese strategy game Valkyria Chronicles, it is within a fantasy setting that players free “Darkscens” from a concentration camp in a mission. The strategy game, which openly spoke of concentration camps, but in the Japanese tradition of anime relied on scantily-dressed women and exaggerated gestures, was not, to our knowledge, criticised for depicting concentration camps in German-speaking countries or in Israel. But one has to admit that the game, despite its fantastic exaggeration, criticised war crimes more honestly than many games before it. In any case, however, we can discern a change in the sayable and showable around this time. This is particularly evident in the following games: In Call of Duty: WW II the picture of a Jewish concentration camp prisoner was shown for the first time (although much too briefly) in a cutscene at the end of the game and in the international version of Wolfenstein: The New Colossus the murder of Jewish women and dissidents in concentration camps was openly discussed for the first time as such. It is significant that the game was not criticised in the press for mentioning the Holocaust. On the contrary, the German press criticised the fact that it did not mention the Holocaust at all in the German version of the game: “Dieses Spiel leugnet den Holocaust” (i.e. “The game denies the existence of the Holocaust) was the first sentence of a review of the game in the German newspaper Die Welt (Küveler, 2017). When Through the Darkest of Times was published internationally at the beginning of 2020, together with Attentat 1942, the first game that received an age rating from the USK despite the inclusion of Nazi symbols, the response from the international press was extremely positive. Time Magazine recommended the game as “key to keeping World War II Memory Alive”. The American historian Robert Whitaker declared in the interview: “The game exposes players to a history most people don’t know while the game’s mechanics illustrate for the player how difficult resistance to Nazism often was for ordinary people” (Waxman, 2020).

 

Authenticity and User Generated Taboos

After having analysed the production of the games as well as the products – i.e. the games themselves – in the first part of our article, we will now take look at discursive taboos in the reception of games in the second part. For this purpose, we have examined and evaluated a selection of statements from players in relevant forums on social media using a qualitative discourse analysis. The aim is not to offer a complete view here – there is not enough space for this – but to offer a first insight into the process in which a theme or element becomes taboo on the part of the players, and also to highlight the differences in how taboos are received in politics and the press. The goal of a discourse analysis such as this is not only to analyse the sayable or thinkable in its qualitative range and in its accumulation or all the statements that can be made in a particular community at a particular time, but also the strategies with which the field of the sayable is narrowed (Jäger, 2011, p. 94). From the wealth of statements observed, we have selected those we particularly deem representable for the ideas presented within this article. These statements can be interpreted as hegemonic positions due to interactions made with them (likes, upvotes) and/or their frequency. Since all these statements have been made in public forums and users have done so under pseudonyms, the authors have no ethical or legal concerns in quoting them in this article.

We have observed that both taboos analysed above – i.e. a legal-political and a cultural one – have been internalised by the players in the games. Above all, this applies – as we will show in the following – to the depiction of the Holocaust and the different forms of informal image restrictions (Bilderverbot). But a closer analysis of the players conversations reveals also other forms of taboo. These do not arise from the internalisation of taboos already in place in the sense of a dominant discursive statement, but seem to have emerged from the interaction of the players in these game and the game-specific forums: The deviation from what at least a vociferous element of the game-playing community perceive as “authentic history”, is similarly sanctioned by them and is, in effect, made taboo. Especially among those players for whom the act of playing is a central component of self-identification, there is a strong urge to determine the sayable and thinkable in connection with games. These often show a particularly conservative perception of games, in the sense that they believe that games should change as little as possible in terms of content. Our central category of analysis is the discursive construction of notions of authenticity. These become tangible, above all, when players perceive historical representations as “inauthentic” – in other words, it is a negative construction ex post, the concept only emerges when previously implicit rules are broken.

Any deviations from a representation of the Second World War that is considered authentic are perceived accordingly by a small group of players as breaking something that we could call an “authenticity taboo”. In understanding this “authenticity taboo” it is important to realize that authenticity is not something that is inherent in a phenomenon – be it a digital game, an action or any kind of object – but rather a product of attribution and negotiation. Like taboos, authenticity is also a social-discursive construct. Something must be acknowledged as authentic to be authentic (Reckwitz, 2017). The producers of digital games choose different strategies to create authenticity, i.e. to get their recipients to perceive the product as authentic (Pfister, 2020, Tschiggerl, 2020).

In his reference work Digital Games as History, Adam Chapman makes a fundamental distinction between two types of digital games with historical content: “realist simulations” and “conceptual simulations” (Chapman, 2016, p. 112). These two types, as historical representations, differ not only in terms of different game mechanics and principles, but, above all, in the way they represent history and establish historical accuracy and authenticity. While “realist simulations” – Chapman counts among them mainly third or first-person video games such as the Medal of Honor (Dreamworks Interactive et al., US 1999-2012), Call of Duty (Infinity Ward u.a., US, 2003-2019) or the Assassin’s Creed (Ubisoft Montreal et al., Canada & France, 2007-2018) series rely on audio-visual narratives in their mediation and thus show, as it were, “conceptual simulations” according to Chapman, primarily strategy games such as the Sid Meier’s Civilization (Microprose et. al, US, 1991-2016) or the Total War series (Creative Assembly, UK, 2000-2019) use the ludic component of complex game mechanics and rule systems to show why it was as it was. Not without mentioning, of course, that these classifications are extreme examples and that there are also plenty of mixed forms (see Chapman, 2016, pp. 82-120). In the following, we will examine an example each of a “realist simulation” and a “conceptual simulation” to see how players address aberrations from this authenticity paradigm, which they often seem to perceive as breaking a taboo.

Battlefield V, published in November 2018, shows how strongly authenticity is interwoven with taboos around the “right” representation of history in digital games. The first-person shooter game from the popular Battlefield series caused controversy across various social media about the “right” representation of the Second World War in digital games on the occasion of the first release of a trailer. Many users criticised that the trailer showed an apparently female British soldier who was involved in fighting German soldiers, all while using a mechanical arm. The criticism was ignited primarily by the gender of the figure and secondarily by the use of the mechanical arm. Both were – among other things – decidedly perceived as inauthentic. Especially interesting are several threads on the social media website Reddit from the day of the trailer release 10. We used CrowdTangle to find the threads with the most interactions. The big debates around Battlefield V took place mainly in the subreddits r/games and r/battlefield. Due to the ‘up and down vote’ principle of the website, it is possible to make statements about the popularity of certain posts and certain comments, although it should be noted that these can also be manipulated – for example through the use of multiple accounts and bots. For this analysis, we have examined particularly popular comments and responses i.e. the opinion leaders voicing the hegemonic positions

The most popular commentaries around the appearance online of the first trailer of the game all revolve around the representation of the Second World War which is perceived as inauthentic. While one user states, that the game “didn’t look like WW2 at all” 11 another asks: “Seriously, what the hell was that?” 12 and a third chimes in his distaste for the game: “A complete and utter bastardization of World War 2. What a disgrace” 13. These users’ criticism on Reddit mainly take aim at the following: Women as part of the fighting troops, inauthentic uniforms and weapons, a basic mood perceived as being too “colorful” and an “unrealistic” gameplay that does not do justice to the Second World War. Several users complain about a lack of respect for the veterans of the Second World War: “Remember when they revealed BF1 and were all about giving credit to those poor soldiers in WW1. Seems like the soldiers from WW2 don’t deserve that.” and: “Watching it made me feel like all the respect for anyone that served in that war was completely gone, How disrespectful can a company be?” 14.

The analysis of these individual points of criticism shows that the main complaints are focused on the fact that a British soldier, who plays a central role in the trailer, is female and, in addition, disabled: “Most immersive, authentic WWII game shows British female soldier on the frontlines with prosthetics I mean there is being PC and then there is being inaccurate. Women didn’t fight mate, certainty not frontline. That’s not “anti feminism” it’s facts” 15. “Facts” is a central keyword in this context – the commentators in the different threads repeatedly emphasize that although they have no problem with women in digital games, they wish for a “fact”ually correct portrayal of the Second World War. While some users are sarcastic and mention several times that their grandmothers were World War veterans: “My grandma is a WW2 vet. She was a sniper with a claw arm” 16, others are outraged and see the memory of their ancestors tarnished: “60 million, we lost 60 million brave souls fighting in this war, and we get a childish colorful excuse of a game from it” 17. One can clearly see from the language how the perceived breach of taboo is staged as the desecration of the fallen, i.e. as the desecration of a sacrifice for the community. The statement made by users that they have basically no problems with women in digital games seems insofar implausible because of the frequency of complaints about the female protagonist. No other point of criticism – be it the colour setting or the very fast-acting gameplay itself – is repeated with such vehemence in the comments we read as the criticism of the soldier’s gender. It is, of course, true that women in the British Army were generally not part of the fighting troops – so this depiction is factually incorrect. At the same time, however, one must be aware that digital games about the Second World War are full of “mistakes”: “Real” soldiers couldn’t respawn, couldn’t regenerate magically, couldn’t carry hundreds of kilos of equipment, didn’t have a heads-up display in front of their eyes etc. But all these things occur in Battlefield V and are necessary for the game to work – it has to be different from everyday reality (Huizinga, 1997). These obviously necessary artistic freedoms in the representation of the Second World War are accepted – and probably not even noticed – by the same players who complain so bitterly about the representation of women in their games because they have this fixed idea how the World War II really was.

Any deviation from their hegemonic narrative about the Second World War is perceived as an insult, a breaking of taboos which is therefore sanctioned by ridiculing the game. This indicates a transgenerational identification with the soldiers of the Second World War who are perceived as heroes. A free interpretation regarding the semantic scope of the “Second World War” represents a personal insult to one’s own identity and is accordingly antagonized. Critical voices that point out that Battlefield V is first and foremost a game to entertain are marginal and only become visible in the discourse if one looks for less popular comments. The hegemonic discourse in the threads studied is clearly negative towards the game and its portrayal of the World War II. Factual correctness, however, is mainly demanded with regard to the gender and the disability of the protagonist. The genre-typical factual abbreviations – war crimes, suffering of the civilian population, genocides etc. are neither mentioned in the trailer nor in the later game in any way – are accepted approvingly. Not surprisingly, the aforementioned basic differences between diegesis and extra diegesis, such as the fact that protagonists survive gunshot wounds without any problems or players being able to simplify the difficulty level of the fight by mouse-click, are not addressed at all – one-armed female snipers seem to overshadow everything. It becomes clear how strongly the perception of authenticity is linked to the visual level for these players: the game must look like they imagine the Second World War to be. For this reason, other deviations – such as incorrect weapons or uniforms – are usually also criticized, but not with the same vehemence as the depiction of women as part of the fighting troops. An interesting aspect of the discussion about the “wrong” portrayal of the Second World War in Battlefield V is that many users relate the story directly to themselves and their ancestors. Incidentally, this represents such a hegemonic fragment of discourse in the critique of the game that the game’s publisher integrated these negative comments into its own advertising campaign. Under the hashtag “#EveryonesBattlefield” they collected numerous such insults as, for example: “Did my grandfather storm the beaches of Normandy [for this] s***?” The controversy surrounding Battlefield V is part of a larger debate about representation and identity politics in digital games, which reached its early climax in the infamous “Gamergate controversy” in 2014 and 2015 (Dewey, 2014, Condis, 2018). In this context, the desire for so-called historical authenticity must be seen as a proxy argument of a larger debate around new forms of representation in digital games which have been perceived as threats by a rather small but very vocal group of gamers who use Social Media to express their anger and disdain (ibid.). Using Battlefield V in particular as an example, the players take any deviation from the hegemonic narrative of the correct and authentic depiction of the Second World War as a breach of taboo and react accordingly: with criticism, insults, and ridicule.

While the debate around Battlefield V was mainly ignited by the – from the recipients’ perspective – misrepresentation of the Second World War, which was perceived as “inauthentic”, the pendulum in the debate on authenticity around the game Hearts of Iron 4 (see above) swings in exactly the opposite direction. Having already addressed the question of how National Socialist symbols, the Holocaust and other crimes of war are depicted in the popular World War II game, we now want to look at how the players themselves react to these exclusions in the game’s presentation.  We examined representative statements of players in relevant forums in the form of a qualitative discourse analysis and identified the hegemonic accepted statements. To this end, we systematically searched relevant forums for the thematization of our central analysis category “Holocaust” (also for synonyms such as “Shoah” or related categories such as “war crimes” or “crimes against humanity”) and qualitatively evaluated the debates taking place there using the method of critical discourse analysis (Wodak et al, 2009, Jäger, 2011).

There are numerous threads on both the gaming platform Steam and Reddit in which, for example, the absence of the Holocaust and other war crimes are addressed. In the forum of the game developer Paradox itself, threads dealing with the Holocaust are explicitly forbidden and will be closed by the mods almost immediately. This is justified as follows: “There will not be any gulags or deathcamps (including POW camps) to build in Hearts of Iron 4, nor will there be the ability to simulate the Holocaust or systematic purges, so I ask you not to discuss these topics as they are not related to this game. Thank You. Threads bringing up will be closed without discussion” 18. The forum rules also prohibit threads on swastikas, area bombing and all other topics of political significance. Already at this point we can thus see that a taboo is in place for certain controversial topics and is, in this case, perpetuated by the developer.

The discussions on the platform Reddit on this topic are better-mannered and of higher quality than on Steam. This is probably due to a much stricter moderation, on the one hand, and  because of the rating system of the comments, on the other. On the Steam forums, for example, comments that openly deny the existence of the Holocaust are not deleted 19. On reddit, “troll” comments are either deleted immediately or are not visible due to their negative rating.

A recurring misconception in both forums, however, is the widespread assumption that the depiction of the Holocaust in digital games in of itself would violate German law, which is not the case. On the contrary. The taboo attached to depicting the crimes of the Nazi state is doubled, in that many of the people posting in the different forums perceive a portrayal of the Holocaust in a digital game as a violation of a social taboo that would be punished. The concerns range from a ‘shitstorm’ that would be whipped up against the game to a complete ban: “the SJW’s don’t care how it’s portrayed, they see the word holocaust and go beserk“ 20 And: “if they put the holocaust in and other things like that then it’d get banned in a lot more countries“ 21.

More interesting, however, is the recurring argument that Hearts of Iron IV is a strategic war game and that the crimes that the various warring parties committed against the civilian population, above all, the Holocaust, would not be part of the war: “There’s no need for that. HOI is a military strategy game, no simulator or something” 22. In this argumentation, there is often a conscious, sometimes unconscious blurring of two different levels. On the one hand, the suffering of the civilian population and the crimes against them are separated from the apparent warfare, on the other hand, these crimes are also seen as detached from the fighting troops: “Adds nothing to gameplay and remember, at the end of the day this is a game. Further, it’s a war game, generals like Rommel were tasked with defending beaches and capturing cities, not doing a politician’s job of fixing political dissidents and interning them” 23. The response to the question of whether the Holocaust should be portrayed in Hearts of Iron IV is problematic in several respects. First of all, the user implies that the victims of the Shoah are “political dissidents” – this is of course as wrong as it is dangerous. The European Jews were murdered by the Nazis because they were Jews and not because they held different political positions. (Aly, 1998; Friedländer, 2007, 1997) At the same time, it also perpetuates the myth of the “clean Wehrmacht” (Chapman & Lindenroth, 2015; Pfister, 2020). “Generals, like Rommel” were of course involved in the crimes of the Nazi state, the Wehrmacht was part of the apparatus of annihilation (Wette, 2007). Among those who oppose a depiction of the Holocaust in Hearts of Iron, this is a recurrent narrative, which, as mentioned earlier in this article, is part of a long tradition of debates in the successor societies of the Nazi state itself: The war and the fighting troops are seen as detached from the crimes of the National Socialists. The Holocaust is thus wrongly reduced in these games to the actions of a small circle of psychopaths i.e. the elite of the “Third Reich”.

There are however also commentators on these forums who advocate an integration of civilian casualties in games: “Honestly, I wished it took into consideration civil casualties. About 3% of the world’s civilians died in that war. That’s about 60 million and that’s no [sic] including Japanese expansion into China in 1933-1939. Now, I’m not talking about adding the Holocaust. Honestly, I think they should shy away from that” 24. Most of them agree, however, that this should not happen on a ludic level, but that the players should be informed about war crimes by events, notifications, counters and info-boxes. A recurring fragment of the discourse is that the goal is to communicate how horrific the Second World War was and what a high price the civilian population, in particular, had to pay.

It is evident here how strongly the representation of the Holocaust in digital games is seen as taboo, not least on the part of the players themselves. Even those who wish for a more nuanced depiction of the Second World War, which openly addresses the historically unique destruction of human life, shy away from including the Holocaust, even as pure information on the narrative level of the game. The reasoning behind this, however, is not so much of a moral nature, i.e. that the horror of the Holocaust in of itself would forbid it from ever being portrayed in a game, but the external effect of such a portrayal: “Holocaust I think not… Just imagine the PR shitstorm” 25. The debates about the possibilities of depicting the Holocaust, which have already been discussed in detail in this article, are thus also repeated in the reception of the digital games themselves: What can be shown and what not? The question of how it can be possible to depict the crimes of the Second World War after the fact in digital games is indeed a difficult one. However, as our analysis shows, the complete absence of these atrocities is not an adequate solution either. After all, it perpetuates historical revisionist myths such as that of the “clean Wehrmacht” and disregards central aspects of World War II.  Simultaneously, we can also detect a certain need of the players to keep their games free from the horrors of the systematic crimes against humanity that were committed during this period. The taboo of depicting the Holocaust in digital games thus serves to protect a romanticized notion of the Second World War which reduces it to only the strategic warfare of the battlefield.

 

Conclusion 

In general usage, the term “taboo” is increasingly perceived from a critical standpoint and viewed as something negative. After all, taboos appear conservative, out-dated, and authoritarian: They create a climate in which it is prohibited to speak, to act, or even to think about a certain topic. From this understanding, taboos do not allow for discussion and thus, it can be argued, block change. As we were able to show with our analysis, this is partly true and indeed problematic with regard to digital games. While the origin of the taboos examined here are morally understandable, the extreme restrictive interpretation of German law, for example, did not lead to a critical portrayal of the Nazi regime but rather to its depoliticization. As a result, taboos already consensually broken by society as a whole, such as mentioning the participation of the regular German army in the crimes of the Nazi state, were suddenly reinstated in the games.

The taboo of the Shoah’s irrepresentability is a different matter and one must rightly ask if digital games could ever be the right medium to portray the Holocaust. While an answer to this question goes behind the scope of this article, we must keep in mind that it was the survivors of the Shoah, but above all their descendants, who sought new ways to report on this historical experience. One after the other, taboos surrounding what can be said or shown in regard to the Holocaust have been broken. To a certain extent, it is understandable that digital games, as the most recent medium, are following the examples set by the novel, the film and the graphic novel. Of course, it is hard to imagine how the Holocaust could ever become part of a game that aims to entertain. However, we have shown that exactly the same accusation was levelled at the feature film more than twenty years ago. Games such as Wolfenstein: The New Order, Call of Duty WW II and Through the Darkest of Times have shown what a responsible approach to the memory of Nazi crimes in games could look like in the future.

The breaking of taboos is a particularly important sign for historians of social and political change. That this discursive change does not only come from above, but also from below – it was first discussed in forums before politics reacted – is in a certain sense also a sign of a functioning civil society. For different functional elites are traditionally rather sluggish when it comes to shifts in hegemonic discourses, which often happen through grassroots movements in a constant process of renegotiation from below. The individual examples we have shown do not give us enough information about the extent of this discursive change. They are not sufficient in scope to clarify satisfactorily the exact reasons for the paradigm shift we have identified. But they permit us a first glimpse at different discursive statements. It also gives us insight into the darker side of a so-called gamer community, whose latent misogyny produces new forms of taboos. But here, too, it should be remembered that isolated examples once again offer no conclusion about the diffusion of this thinking.

Finally we must not forget one thing: Taboos are a central component of functioning communities and in themselves are neither morally good nor bad. By clearly marking borders that must not be crossed, they make our coexistence possible. For example, the incest taboo is an almost universal one that can be found in practically all societies for good reasons. (Lévi-Strauss, 1981) We have internalised most taboos in such a way that we no longer even notice them in our everyday lives. The constant change of taboos is also a sign of healthy communities. If, for example, the over-sexualised portrayal of women and/or racist portrayals of certain ethnic groups in games becomes a taboo in the future, this is not a sign of repression but only of a discursive change, just as we can speak openly about sexuality today thanks to the removal of taboos on sexuality in the late 1960s.

 

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Ludography

Assassin’s Creed – series, Ubisoft et al, France, 2007-2018

Attentat 1942, Charles Games, Czech Republic, 2017

Battlefield V, DICE, EA, Sweden, USA, 2018

Call of Duty – series, Infinity Ward et al., USA, 2003-2019

Call of Duty: World at War, Treyarch, EA, USA, 2017

Call of Duty: WWII, Sledgehammer Games, Activision, USA, 2017

Hearts of Iron IV, Paradox, Sweden, 2016

Indiana Jones and the Last Crusade, Lucasfilm Games, USA, 1989

KZ Manager, unknown developer, Austria, unknown date

Medal of Honor – series, Dreamworks Interactive et al., USA, 1999-2012

Panzer General, SSI, USA, 1994

Sid Meier’s Civilization – series, Microprose et al., US, 1991-2016

Sonderkommando Revolt, Maxim Genis, Israel, 2010

Through the Darkest of Times, Paintbucket Games, Germany, 2020

Total War – series, Creative Assembly, UK, 2000-2019

Valkyria Chronicles, Sega, Japan, 2008

Wolfenstein 3D, id Software, USA, 1992

Wolfenstein: The New Order, MachineGames, Bethesda, Sweden, Usa, 2014

 

Filmography

Holocaust – TV series, Marvin J. Chomsky, USA, 1978

Inglorious Basterds, Quentin Tarantino, USA, 2009

Iron Sky, Timo Vuorensola, Germany, Finland, Australia, 2012

Overlord, Julius Avery, USA, 2018

Schindler’s List, Steven Spielberg, USA, 1993

Shoah, Claude Lanzmann, France, 1985

 

Authors’ Info: 

Eugen Pfister

Hochschule der Künste Bern – HKB

eugen.pfister@univie.ac.at

 

Martin Tschiggerl

Universität des Saarlandes

martisch.tschiggerl@uni-saarland.de

Categoria: 09/2020 Journal

Invading Space? On Perceived Risk and Doing Research in Game Arcades

Posted on 19 Gennaio 2021 by Riccardo Fassone
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Hanna Wirman (ITU Copenhagen), Rhys Jones (The Hong Kong Polytechnic University)

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Abstract

This article discusses researchers’ personal safety by examining a case of studying game arcades in Hong Kong. We approach personal safety from three perspectives as we focus on 1) safety risks associated with specific spaces, 2) risks in meeting and being acquainted with specific people, and 3) risks that are brought along by the theme of a research that may be sensitive. While interview data suggests arcade-goers’ worries over ‘triad’ stereotypes exaggerated by popular culture, police reports and news articles helped us to understand the true and worrying linkages between game arcades and organised crime in Hong Kong even though criminality can by no means be generalised to encompass all arcades. 

Introduction

“We can never anticipate the unseen good or evil that may come upon us suddenly out of space.” (H.G. Wells as quoted in Space Invaders)

Games research is typically a low-risk occupation. However, there are topics and areas of study that force a researcher to exercise great care or to encounter situations that are threatening, disturbing, or unsettling. Delving too deep into the Gamergate 26 controversy or putting together a counter-hegemonic games exhibition in a totalitarian state are some examples that may be considered to involve heightened risk. And then there’s organized crime.

This article is an attempt to address the dangers of researching the ‘dark’, illegal aspects of gaming, and their perceived, if not exclusively factual, links to organized crime. It focuses on a taboo of openly discussing researcher safety concerns, specifically in games research. The intimacy and vulnerability uncovered by such concerns form part of the reason why this may be. Researchers may also worry about being ridiculed over seemingly overweening expectations of one’s importance. Organized crime, meanwhile, can seem like a remote phenomenon too unfamiliar to think alongside one’s modest writings on games.

We start by briefly introducing a study about Hong Kong game arcades, known for their links to organized crime syndicates, that prompted us to examine personal safety in relation to our research practice. Our main interest is in how personal safety and research methodological choices are linked in the study of digital games. Here we rely on earlier research that has approached researcher safety in research areas traditionally dealing with ‘risky’ topics, such as criminology or research into so-called difficult populations (e.g. people with substance addiction). The article approaches how association with organized crime turns the ‘field’ of ethnographic research dangerous and unpredictable (Hobbs and Antonopaulos 2014). Alongside introducing challenges that concern research conduct when gathering material, we discuss methodological approaches that help overcome such risks.

 

Addressing Risk

When studying organized crime in relation to gaming, it is valuable to investigate how other fields tackle the topic from a research methodological point of view. According to Lee-Treweek and Linkogle “Social research involves us entering other people’s workplaces, homes and communities and we are often unaware of the threats of the field until we have been there for some time […] Therefore we posit all qualitative research is to some extent potentially dangerous.” (2000, 10). Earlier studies also suggest that, “A number of risks to the researcher have been identified, including physical threat, psychological harm, and accusations of improper behavior (Social Research Association 2005), and understandably these risks may present differently for qualitative researchers” (Parker & O’Reilly, 2013).

To minimize such risks, Pollock (2009) advocates covert, invisible, and non-participatory observation as potential approaches when studying adversary practices. Analyzing official data, such as statistical records and government reports, as well as media accounts, meanwhile, can help to distance the researcher from the subjects. But to avoid the stereotypical, canonical approaches provided by media accounts and common beliefs, an option is to provide multiple perspectives on the issue. In our study, we started from interviews but soon extended the scope into materials that were available without directly researching people or going into arcades.

Research into sensitive or potentially dangerous areas are important but can prove a challenge for institutional ethics approval boards. In looking at research into conflict, violence, and terrorism, Sluka (2018) looks at an ethical approval required by university review boards and how researchers can develop risk assessment and management plans to help negotiate them. While not as directly dangerous as a live conflict zone, the use of risk assessment to minimize exposure to harm by a researcher was essential when the issues of criminality arose in the study.

Ethnographic studies of criminal networks and the consequences for researchers have been addressed by Martha Huggins and Marie-Louise Glebeek (2003), among others. They detail issues such as meeting people after office hours in the evenings and mention precautions such as taking self-defense classes, avoiding working alone, and carrying a mobile phone. In our study, game arcades are not only dimly lit and far away from the public eye, but also considered highly intimate among those who frequent them. In a study by Lin and Sun (2011), conducted in Taiwan, some gamers treat arcades as their home, for instance.

This article demonstrates a need to better understand how a research topic that tackles aspects of organized crime affects both research participants and researchers. We operate utilizing the concept of ‘risk’ and identified three domains of existing research into personal safety in research, all relevant to our study:

  1. place: some research takes place in dangerous environments (e.g. Williams et al., 1992),
  2. people: some research involves people who pose a safety risk (e.g. Cressey, 1967; Fijnaut, 2016), and
  3. theme and findings: some research address politically, religiously, economically, or culturally sensitive topics which third parties would not like to see published (e.g. Lee and Renzetti, 1990).

The following sections discuss how the place (i.e. game arcades), people (i.e. members of the triads), and theme of the research yielded perceptions of risk in both participants and in us researchers. In qualitative research, methods gain a lot from the researcher’s standpoint since subjective approaches and analyses are not only accepted but encouraged. While scrutinizing our and research participants’ subjective perceptions of risk in this article, we encourage the reader to approach with reflexivity as it offers a view into one’s own research conduct alongside ours.

 

Hong Kong Game Arcades and Organised Crime

Hong Kong’s arcade culture was most prevalent in the 1980 and 90s with thousands of arcades estimated to be operating in the region. The number of actively operating centers has, not unlike in other parts of the world, plummeted significantly in recent years. In 2002, there were more than 400 game arcades or ‘amusement game centers’ (遊戲機中心) in Hong Kong while by 2018, the number had dropped to less than two hundred. In their place, esports training centers and arenas attracted both government and private investment. The nearly 50-years long history of local arcade gaming (Ng, 2015), meanwhile, continued to change as centers were primarily populated by older adults instead of youngsters.

To document this shift as well as the past experiences of arcade-goers, we conducted semi-structured interviews in Hong Kong. They took place between 2017 and 2019 and helped us to establish the local ‘collective memory’ (Halbwachs, 1992) of arcade play, spaces, and players (cf. Wirman & Jones, 2018, 2019) with a purpose to record and archive the cultural history of Hong Kong’s arcades. The people interviewed played in arcades in the 1980s and 90s. 15 males and 5 females aged between 22 to late 50s were interviewed about their current ideas, meanings, and values associated with game arcades. About half of the interviews took place online through different means of text chatting tools while the other half was conducted face to face.

One of the most prominent themes in the interviews was the assumed pervasiveness of criminal activities in arcades. These were typically linked to the region’s organized crime syndicates, or ‘triads.’ Historically, starting in Mainland China, criminal organizations set up in Hong Kong in the 19th century where they remain as a hidden yet large part of society to this day (Varese & Wong, 2018). It has long been the opinion of the police force that the general public is aware of triad activity in Hong Kong, with the Commissioner of police for Hong Kong in 1960 stating that “Most people are aware of the existence of such societies, but few appreciate the extent of their activities or their dangerous potential in the event of emergencies, whether such be local or international in origin” (Morgan, Bolton & Hutton, 2000).

The major link between gaming culture and the triad gangs lies in the introduction of game arcades in the late 1970s. In the past, arcades often served as venues for money laundering and as gathering spaces for criminals with most people knowing that “in Hong Kong, many lawful public entertainment establishments, especially cinemas, bars, clubs, karaoke lounges, night clubs, discos, restaurants, billiard saloons, and video game centres, are under triad protection” (Chu, 2000).  Increased focus on triads in Hong Kong popular culture in the late 1980s and early 90s reflected an increase of triad involvement in the entertainment industry itself in both illegitimate (protection rackets, harassing film stars, etc.) and legitimate forms (producing, financing and distributing films, etc.) (Teo, 1997). Movie scenes of triad brawls and violence inside game centers were not uncommon at the time (Jing & Lau, 1992, 0:32:20) and seemed to inform the negative impressions of arcades of our interviewees as well.

Studying such a potentially sensitive topic presented several ethics concerns that had to be taken into consideration for the safety of our interviewees and ourselves as researchers. For instance, all interviewees were offered the opportunity to have their contributions anonymized. While this is quite a standard option given to people who participate in a study, the sensitive topic and potential revealing interview findings made the practice crucial for us. Participant informed consent was originally obtained on paper, but the documentation was later destroyed so that no paper trail was left behind. We acknowledge that verbal consent becomes a valuable option when there is a need to minimize risk. Full participant anonymity may prove useful when the participants themselves take a more active role in criminal activity or in tackling it.

When engaged in researching people, various practical measures can be taken when personal data is recorded, and sensitive materials handled. This has been explored in relation to digital humanities using the concept of ethics of care (Suomela, Chee, Berendt & Rockwell, 2019) when it comes to handling “toxic data” and researcher safety for Gamergate related research. In our study, this applied to recognizing the power of researchers and research publishing as something that may put participants into risk. It was also possible to make participants less vulnerable by avoiding mentions of specific neighborhoods, arcades, or notable events.

To complicate the situation, many of the interviewed participants had also disobeyed rules about arcade customer age limits. In Hong Kong, arcades operate under the rules that no one aged less than 16 or wearing a school uniform should enter. During our research it became clear that this was a rule almost no one followed, with interviewees admitting they entered arcades regularly when they were aged less than 16. Stories were fondly told of arcade owners who facilitated underage clients by turning a blind eye or who even offered jackets to wear to cover school uniforms. What this meant is that many of our participants were admitting to breaking the law, and while the likelihood of any negative consequences arising from admitting this now – ten, twenty, or even thirty years later – it is something that had to be handled with care for the sake of high research ethics.

During the interviews, a range of personal accounts addressed criminal activities in relation to personal safety. Triad presence in game centers was discussed similarly to an open secret, with almost all interviewees acknowledging the link between the two. Research participants’ perspectives label the entire physical arcade spaces risky. Yet this view is also related to considering risk in certain people, in the unidentified members of triads, who render spaces risky by occupying them. Participants mentioned, for example, that arcades were ‘full of triads’ or breeding grounds for triad recruitment. Most of them discussed triads from the perspective of parental care and explained the concerns of those who children frequented arcades. However, as we will discuss in more detail later, such notions are supported by factual accounts about game arcades as spots for a range of criminal activities still today.

“I think in the early days arcade games do have a very negative image in the mind of parents, because they always think that there is a bunch of gangsters and mobs, but in actual fact most of the arcades is either run by members of the triad or they’re protected by the triad members, because you cannot stay there in such terms, so this is one thing.” (Man, early 50s)

In the interview material, the dangers of game arcades draw from popular cultural depictions, such as movies and from the themes of the games themselves.

“Especially these either cop or gangster, triad related movies, you’d always see a scene in an arcade, where the bad guys are playing there, and the cops go in and they want information from this guy.”  27 (Man, early 40s)

One participant assumed that her parents gained such a perspective from local TV drama, but expressed a lot of uncertainty around the reasons:

“They allow[ed] us to go and the thing is okay because I went with my brother, they didn’t say no. But if I was a parent I would say no because…you could sense the danger there. Yes…maybe they asked the kids to deliver drugs or whatever. You’ll never know. But I think when I look back, like, when I was teenager, I looked back as I…oh no, this kind of place is really danger[ous]. But I don’t know [how] my parents know.” (Woman, mid 40s)

While links between arcade centers and illicit activities have also been noted in other countries such as the UK (Meades 2018) it is the involvement of organized crime that makes Hong Kong’s situation unique and potentially dangerous one to research. Participant perspectives, however, mix personal experiences of danger and parental control with popular stereotypes some participants openly acknowledging the difficulty to distinguish the two from each other. To understand the context of suggested links to criminality, analysis of a range of official documents was done to understand the position of triads in contemporary Hong Kong society. These included news articles, documents provided online by Hong Kong Police, such as annual operational priorities, special topics and news items, and Hong Kong Government press releases, statistical reports, and game center license data.

 

On ‘Real’ Risks

The link between arcades and triad activity was acknowledged by most of our interview participants. However, their understanding was that these associations were overblown by the media, in keeping with Chu (2005) who states that “people perceive triads as a menace because they are portrayed as such in sensational media reports and gang movies”. While such media reports may be sensational, they do nevertheless reveal that acts of violence are still carried out by triads in game centers on occasion. Among others, a 15-year-old child was beaten unconscious by suspected triad members with a fire extinguisher in a game arcade and caught on CCTV (Lo, 2020). In 2019, there were 1353 reported cases of triad related crime in Hong Kong (Hong Kong Police Force, 2019). And within a year from starting our research on game arcades in Hong Kong, dozens of them were raided, hundreds of thousands of dollars confiscated, loads of gaming machines seized, and hundreds of criminals arrested in ongoing anti-triad police operations (Lo, 2019). A government press release from June 2020 reports that 527 locations including bars, amusement game centers, a cyber café, and residential units were raided and 380 persons arrested during a tripartite anti-crime joint operation, codenamed “THUNDERBOLT 2020” (GovHK, 2020).

Becoming aware of the actual criminal activities linked to game arcades meant that precautions needed to be taken by us when undergoing fieldwork visits to arcades all over Hong Kong. What our participants had suggested about the shady and suspicious triad activities typically linked with game arcades became a visible reality and a central part of our research. Criminality was foregrounded as one of the key themes of the research.

Without digging into the probabilities or actual occurrences of the risks mentioned, the inseparability of perceived an actual risk leads us to accept the concept of risk as theoretical, “not something capable of precise empirical prediction or confirmation” (Shrader-Frechette, 1990, p. 349). As Shrader-Frechette carefully examines, there exists various reasons for the impossibility of differentiating actual risks from perceptions of risk for perceived and actual risk are inseparable and inform each other. Hence, what is discussed in this article is based on how we as researchers, not unlike our research participants, perceived risk when working on a specific research project that involved visits and research into game arcades in Hong Kong. We have tracked back and analyzed the associated personal knowledge (e.g. prior research, news articles, interviews) that informed our judgement, since “even real risks must be known via categories and perceptions” (Ibid., p. 353). Therefore, our analysis and discussion have come to cover both an autoethnographic viewpoint to the risks we perceived and insights into the broader cultural context that builds the notion of danger around the culture and physical spaces we studied.

Following Shrader-Frechette, the reader should keep in mind that “all risks are defined, filtered, and judged on the basis of some subjective standard, whether it is expected utility theory or benefit-cost analysis, or something else” (1990, p. 353). Importantly, then, the different sources of information and experience that contributed to such perceived risk do not form an exhaustive list of what could lead a person, in general, to perceive risks in relation to Hong Kong game arcades. They are, instead, the sources of information that affected our judgement and our research conduct, things that made us reconsider and revisit our methods and our approaches. The things that contributed to us perceiving risk were further filtered through our inability to communicate in local language (Cantonese), our positions in the city as white European immigrants, and our lack of direct access to interview representatives of the police force, for example. However, as the next section will elaborate, some of the issues with access to information itself added to the mystery and exemplified suppression of speech around the arcades.

 

Secrecy, Intrusion, and Risk

Beyond interviews, working in and around potentially illicit places resulted in challenges in accessing research data. Among others, it was particularly difficult for us to gain access to an official list of game arcades and their addresses in Hong Kong. By law, all game centers in Hong Kong need an “Amusement Game Centre License” from the Home Affairs Department of Licensing. As a government operated department, the list of all premises that currently hold an Amusement Game Centre License should be made freely available to the public. Yet the home affairs department appeared extremely reluctant to provide this list when requested and demanded the request to be made in person at specific offices and during specific times, refused to provide a digital copy, and charged a fee for the printing paper. With such close association between criminal gangs and game centers, it makes sense that the government would not want to release this information so easily, as it would provide a map of triad associated premises within Hong Kong. 28 However, without proof of this being the case, we hereby document such difficulty and can only speculate on the possible reasons.

After help from a local contact to navigate the bureaucracy and red tape of the different departments of the Hong Kong Home Affairs Office and Office of Licensing Authority, the arcade address list of 202 addresses was eventually obtained and digitized, creating a custom map of the locations listed. Rhys Jones then walked a total of 94 kilometers over 14 days in May of 2018 to visit the addresses. The result from the location verification was that 4 had become inactive since the government licenses had been issued at the beginning of the year.

While visiting the arcades, risk was always perceived more prevalent in smaller, gambling-focused arcades. The intimacy of such small arcades made it highly obvious when a person entered the space and people inside would be found staring at Rhys presumably trying to figure out why he was there. This was especially evident in the New Territories where foreigners are less likely to live or visit. Tellingly, it was during this research, while walking between arcades, that Rhys was stopped and searched by the police for the first time, which certainly added to the perceived illegitimacy of the task at hand. Doing research in such spaces that may or may not be operated by triads resulted in experiencing risk that was associated with intruding a semi-private territory with a hidden motive.

Photographic documentation, too, was hard to gather as having one’s phone or camera out to try and take pictures was immediately met by a member of staff coming up to Rhys to forbid photography. Deciding whether to go against the staff’s wishes to take photos secretly was considered risky as it could have led to a confrontation and ejection from the premises if spotted. It is understandable that private premises have the power and legal right to protect their patrons by forbidding photography. However, the strict admonishing added to the secrecy and feeling of intrusion in the space which, again, invited thoughts about how feasible, admissible, or even risky it would be to publish research on the topic.

Even when no physical or psychological risk was perceived, Rhys often felt himself unwelcome. With windows covered from outsider gaze, possibility to smoke at premises, commonly worn-out furniture, and dim lighting, the actual physical surroundings added to the illicit ‘feel’ of the arcades. In short, the unkept and dark interiors were in high contrast to the fancy malls and well-lit ‘cha chaan tengs’ and other restaurants in the city. Considering that Hong Kong is one of the safest cities in the world (The Economist Intelligence Unit 2019), the potential risk, even if minuscule, in arcades that stand out from the rest of the city’s fancy modes of entertainment became emphasized.

Another instance of perceived risk inside arcades was triggered by the security measures in place. While the staff taking and exchanging cash were typically older men or women, there was typically a young tattoo-covered man sitting nearby to make sure people did what they were asked to do. It should be noted that in Hong Kong wearing tattoos is not as common as in most European countries or in the US, but still typically associated with criminal and deviant behaviour instead (cf. Ma, 2002, Ho et al., 2006). Even if the tattooed ‘guards’ commonly seen at arcades were not engaged in any sort of deviant behavior, it is fair to assume that their presence was calculated and aimed at intimidation given the prevailing stigma. The perceived risk therefore increased by the co-presence of these assumed triads even if there was no way to verify if they really belonged to the organized crime group or not.29 The mental association of arcades and criminality seemed to fill in the gaps and assumption of triad membership was given to people who “looked” like triads in places that felt increasingly unfamiliar and faraway. To avoid any risk of confrontation, Rhys only took photos of the outer shop fronts to compare with each other instead while writing notes after exiting an arcade to document the interior.

Moreover, issues arose when it came to co-operation with arcade center owners during the project. It was hard to find owners willing to participate or allow access to the game centers after hours to take photos for archiving purposes. The association with criminality, regardless of being an open secret, remained as something that only certain parties had the liberty to talk about

 

Researcher Standpoint at Risk

Both authors of this study were born and raised in Europe and both are white. Neither of us speaks the local language in Hong Kong, Cantonese. Our positions as white immigrants had implications to research conduct and safety. In terms of language, many slang phrases, or self-references to Hong Kong culture can be obtuse or impenetrable for non-locals to comprehend without additional research into the background and context. Laws concerning the use of certain triad language can constitute a criminal offense in and of itself making translating it a risk for researchers (Bolton & Hutton, 1995). Language barrier can also prove problematic as a non-local researcher, with participants either needing to speak the language of the researcher instead of their native Cantonese or requiring the use of a translator in addition to the non-local researcher. A translator’s presence adds to the vulnerability of the participants and discourages the sharing of sensitive information.

Moreover, non-Chinese researchers stand out from the general customer-base of game arcades. Hong Kong is an ethnically homogenous region with 92% ethically Chinese population as of the 2016 census. Attempting to conduct field work into criminal activity becomes a lot more difficult when the researcher is so obviously present or visible to the participants. It can also lead to unintentional bias of the results, if participants are aware of being observed by a non-local researcher and change their behavior.

While there are drawbacks to being a non-local conducting taboo or sensitive research one cannot ignore certain privileges that are afforded to non-local researchers. On the one hand, our position was close to that described by Huggins and Glebeek as a ‘friendly stranger’ who is “a relatively unthreatening outsider to whom interviewees felt they could disclose their feelings, complaints, and deepest secrets” (2003, p. 374). Accordingly, such outsiders are likely to gather more data and encounter less friction. On the other hand, from a political perspective, non-local researchers enjoy more freedom to research sensitive topics knowing that if any negative consequences ever arose from their research, they may have the option to return to their country of birth while holding that passport. Such opportunities do not exist for local researchers, who if faced with consequences for their research would not be able to go. This is especially relevant regarding studying the criminal aspect of Hong Kong’s arcade scene.

The distinctive political system in Hong Kong Special Administrative Region (S.A.R.) causes its own issues with games research in the region. Special care and attention need to be paid when researching these sensitive political issues, especially relating to mainland China. As an example, during the 2019 demonstrations some of the game arcades operated by mainland Chinese companies were destroyed by demonstrators who suggested they have links to mainland Chinese organized crime (Cheng 2019, Mok & Siu, 2019). When reporting such research results, used language needs to consider the local sensitivities. Unwanted notions of the relationship between Hong Kong and mainland China may be met by objections even in cases where relationships between the two regions are not the focus of the research.

A National Security Law introduced to Hong Kong on the 30th June 2020 has further complicated the execution of research in the region with academics already self-censoring research topics (Normile, 2020) so as not to break the vaguely worded law. Some Hong Kong researchers have voiced concern that applying for international research grants or international collaboration may fall under “foreign collusion” because of the broad scope of this law (Silver, 2020) meaning even non-taboo research topics could become prohibited. It is also questionable how research that uncovers some negative aspects of local culture, conducted by foreigners, could be interpreted.

 

Conclusions

“Even though all risks are perceived, many of them are also real.” (Shrader-Frechette, 1990, 347)

This article discussed the specific perceived risks associated with different research methods and techniques and the possibilities to alleviate some of the risks in a study into Hong Kong game arcades. Previous research on research safety and risks shows that such concerns can be categorized into personal safety risks related to place, people, and research topic and findings.

In our article we drew a picture of game arcades as potentially risky research environments given their factual links to organized crime in Hong Kong. We observed that arcades as places were often considered risky, but this was because of the assumed people, members of triads, in them and in control of them. These people, moreover, were unknown and hardly identified, yet perceived as a risk to personal safety due to participants’ and researchers’ existing knowledge of factual arcade links to triads and stereotypical portrayals of triad members occupying game arcades in popular culture such as movies. More than people, members of triads refer to the presence of organized crime, a domain quite alien and distant for most research participants and researchers alike. Place and people, then, become merged and blurry, and ‘triad’ a shorthand for a sense of secrecy, thrill, danger, and caution at large.

Referring to government and police reports as well as news articles, we were able to establish a solid link between game arcades and triads in Hong Kong even though this by no means covers all such spaces. Therefore, organized crime, in our short analysis, poses a potential risk to both researchers and research participants. Moreover, the topic of our study itself is potentially politically sensitive and there may be parties whose interests are against publishing details about how game arcades operate in Hong Kong. While such a risk to researcher’s personal safety is extremely vague and nearly impossible to prove, its potential existence should be acknowledged.

With all the limitations, one may be left asking: What is the value of such research that does not even attempt to provide a full account of the various aspects of arcade gaming and leaves out those too risky to approach? Does a researcher need to force themselves to approach dangerous people or go into risky places? Is ‘edgework’ (Lyng, 2005), or voluntary risk-taking for its sensual appeal, a prerequisite for good research in such situations?

Our answer is to support and encourage even the smallest attempts at creating new knowledge while also taking care of oneself and research participants. Beyond physical safety concerns, however, the researcher should also pay attention to how a risky study can drain emotionally: “Research work can be emotionally draining for researchers, and if we are to think about the possibilities of researchers being in risk situations, then we need to consider both physical and emotional risk” (Dickson-Swift et al. 2008, 134). There is, therefore, a further need to study the emotional burden of risky games research.

Finally, Shrader-Frechette reminds us that “risk perceptions often affect risk probabilities, and vice versa” (1990, 350). With appropriate precautions and low risk methods and techniques, it is possible to overcome many of the risks mentioned in this article. One of the goals of this paper was to bring forth and start a conversation about personal safety and risks in games research to allow better preparedness for others.

What comes to the taboo nature of the risks discussed, we see that games researchers who have long justified not only the very existence of their work but also the many positive aspects of their objects of research may find it uncomfortable to address some of the bigger negative sides in the study and play of games. Culturally, the bigger picture behind the interconnectedness of games and organized crime stems from other difficult topics such as gambling in general, illegal gambling in particular, addiction, and money laundering. The lack of research in this area partially results from many games researchers’ lack of knowledge and methodological capability in relation to criminality. Moreover, discussing researcher vulnerabilities is not an easy thing to do especially when they are related to risks that are perceived and difficult to ‘prove’ actual no matter how inseparable the two may be.

 

Acknowledgements

We are grateful to Dixon Wu, the Founder of RETRO.HK | Hong Kong Game Association (HKGA), for his support to the project.

 

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Filmography

PTU, Johnnie To, Hong Kong, 2003

 

Authors’ Info: 

Hanna Wirman

ITU Copenhagen

wirman@itu.dk

Rhys Jones

The Hong Kong Polytechnic University

rhys-g.jones@connect.polyu.hk

Categoria: 09/2020 Journal

Cardboard Genocide. Board Game Design as a Tool in Holocaust Education

Posted on 19 Gennaio 2021 by Riccardo Fassone
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Tomasz Z. Majkowski (Jagiellonian University Krakow), Katarzyna Suszkiewicz (Jagiellonian University Krakow)

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Abstract

The following paper is a report from a board game design workshop organized by a team of memory scholars, game scholars and Holocaust educators from Jagiellonian University in Kraków for a group of middle school students (age 15-16) from Radecznica, a small village in eastern Poland. The aim of the workshop was to raise awareness and facilitate reflection on local Holocaust histories through board game design. To that end, a two-day design event was organized and conducted, to help the students develop personal bonds with the local Holocaust history. Due to the workshop’s success, we believe the board game design proved to be an effective tool in the Holocaust education. The workshop results are discussed with regard to the Holocaust absence from game culture and considered in the context of the ongoing struggle to detaboo the involvement of ethnic Poles in the destruction of Jewish communities in Poland during the Second World War.

Keywords: Game design; Game-based education; Memory; Holocaust; Radecznica

 

One day, we invited a group of teenagers to gamify the Holocaust with us.

The above sentence, though factually true, looks rather inappropriate when put on paper, at least at the moment of writing this article. The memory of the greatest tragedy of the 20th century is off-limits for gamification or the game culture in general – and the involvement of middle-school students gives our enterprise an additional scandalous quality. Yet, the same game design workshop for teenagers in a small Polish village proves that games can be a useful tool to explore systemic aspects of Holocaust and to allow participants to create more personal and empathic relationships with the hurtful memories of local Holocaust histories. This paper discusses interactions between the workshop findings and the way Shoah is portrayed (or not portrayed) in game culture and game studies. We start with a short review of existing Holocaust-themed games in order to move on to a more theoretical consideration of the Holocaust-themed game possibilities and reasons behind the scarcity of such games. Then, by presenting our workshop, we consider games’ usefulness the preservation of Holocaust memory and address the long-standing Holocaust taboo of game culture.

 

Holocaust as a Taboo of Game Culture

The Holocaust remains one of the major taboos of game culture: it is a topic rarely even mentioned in games – moreover, the few existing game portrayals of the genocide are met with outrage. There has to be a special reason for that, given the fact digital games feature numerous difficult and hurtful historical subjects, such as Transatlantic slave trade in Assassin’s Creed: Freedom Cry (Ubisoft, 2013); systemic racial discrimination in the USA in Mafia III, Grand Theft Auto: San Andreas or Detroit: Become Human (Quantic Dream, 2018); legacy of European colonialism in Shadow of the Tomb Raider; or war crimes and the fate of civilians in This War of Mine or Spec Ops: The Line – with various degree of success.

Most game scholars analyzing the issue agree that the major cause behind the invisibility of the Holocaust is the social perception of games as trivial pastime, unfit to deal with serious and sensitive topics (Chapman and Linderoth, 2015; Frasca, 2000; Kansteiner, 2017; Michalik, 2015; Pfister, 2020a; Seriff, 2018). Therefore, any attempt to directly address the ultimate historical evil through a game is considered sacrilegious by popular media, as if the Holocaust were about to be made a matter for child’s play. Moreover, as Eugen Pfister (2020a, pp. 275–276), and Adam Chapman and Jonas Linderoth (2015, pp. 139–140) point out, as sold globally, local restrictions regarding usage of Nazi-related symbols further limit the possibility to include the Holocaust themes or imagery. As a result, in many World War II-themed games, both Nazi ideology and Shoah are usually whitewashed, especially if the given game allows playing as a German army or assuming a German soldier’s position. The Nazi ideology and the genocide cannot be included in such games, as they tend to present War World II as a conflict between two equivalent sides, and perpetuate the idea of war being historical necessity, if not a glamourous opportunity for heroism (Pfister, 2020b, pp. 56–59). Such reluctance to include Nazi war crimes – especially in strategy games – can be traced back to the long-standing fascination with German army in wargame culture (Alonge, 2019; Pfister, 2020b).

It does not mean, though, that the subject is entirely absent from mainstream digital games, and there are a few titles including imagery associated with the Shoah. As Eugen Pfister observes (2020a, 277-279), contemporary mass-market games trying to depict Holocaust employ two basic strategies: either set the game narrative either in an alternative history, or a fictional world where some evil power mimics the Final Solution, or – if caring about historical accuracy – never mention Shoah by name, but throw in subtle hints, whose recognition relies on players’ prior historical knowledge.

Wulf Kansteiner (2017) ties this inability to introduce the Holocaust as a topic for mass-market digital games with a larger problem of digitalized memory culture. As it is more open to vernacular activities and testimonies, it disrupts sanctioned ways of remembering the past, safeguarded by public institutions and based upon “time-tested rituals for containing and forgetting potentially unsettling pasts” (p. 133). The digital game market is dominated by a few large, international companies, which go the extra mile with self-censorship to effectively eliminate the risk of games becoming tools of memory disruption. This way, game producers remain a part of institutionalized, regimented culture of World War II memory, which delegates Holocaust memory to selected institutions, such as Yad Vashem or Auschwitz Museum. As a result, Holocaust-themed games can emerge only on the margins of global game culture.

For years, such marginal games formed three general groups: quizzes available on websites educating on Holocaust, failed attempts shut down due to public outrage and neo-Nazi provocations, such as notorious KZ Manager, a concentration camp manager first released for Commodore C64 around 1990 in Austria, and then translated, upgraded and developed for different platforms ever since (Kansteiner, 2017; Pfister, 2020a; Selepak, 2010). Only recently, three attempts to make Holocaust-themed games were made, with My Memory of Us, a puzzle platformer using a  childlike aesthetic to tell the fairy-tale about friendship and oppression in a country invaded by evil robots (replacing Nazis), being the only one focusing on the topic directly. The other two, Through the Darkest of Times and Attentat 1942 use persecution of Jews as a background for their main subject: complexity of the resistance in Nazi-controlled countries.

Even though II-World-War-themed board games are numerous and varied, titles mentioning the Final Solution are even more scarce. We’re able to identify just two of them. The first one is infamous Juden Raus!, a Nazi-era German board game about cleansing the city from Jewish influence, published in 1936 – and, ironically, criticized by the official SS newspaper for trivializing national effort to cleanse Germany from Jewish influence (Seriff, 2018, p. 159). The other is Brenda Brathwaite-Romero’s Train. Presented in 2009 it was meant as an exhibition piece and a part of The Mechanic is the Message project. Played with a series of yellow pawns over a broken glass (alluding to the Kristallnacht of 1938), the game was testing whether players would continue upon learning they were preparing transports heading toward concentration camps. With the powerful combination of mechanics and theme, Train is considered to be the only board game successfully addressing the Holocaust to date (Kansteiner, 2017; Seriff, 2018).

The limited number of games even mentioning the Holocaust, especially when compared to the much bigger number of World War II titles conveniently omitting it, can be therefore explained as a result of external pressure from official Holocaust memory custodians, considering ludic frame disrespectful. To avoid the outrage, a game has to either reframe itself from ludic to artistic, documentary or educational (Chapman and Linderoth, 2015, pp. 143–144; see also Pötzsch and Šisler, 2019), or disrupt the link between the subject depicted and history by introducing fictional settings (Chapman, 2019; Pfister, 2020a). Train serves as prime examples of game-based artistic installations (Chapman and Linderoth, 2015; Seriff, 2018), while My Memory of Us or Through the Darkest Time follow conventions of an artistic digital game, the former also using a fictional setting. Attentat 1942 is in turn framed as educational and documentary, as a university-created software using historical footage and archive-based (though fictionalized) statements (Pötzsch and Šisler 2019; Šisler 2016).

But there is an additional factor to be considered: innate qualities of games as a medium for Holocaust memory. This perspective draws less academic attention, with the most prominent attempt to analyze game poetics as a vehicle for Shoah memory being Gonzalo Frasca’s Ephemeral games: Is it barbaric to design videogames after Auschwitz? (2000). According to Frasca, there are two main obstacles to the serious treatment of Holocaust in games: the focus on binary outcomes, especially when playing a game is perceived in terms of winning or losing, and the possibility to repeat unsuccessful actions, which leads to the trivialization of all consequences. As a result, Frasca claims “the player could follow a ‘correct’ path in order to save Anne Frank from death. And if she happened to die, it would not be important, since she would be alive the next time he restarts the game. In other words, the player would be able to jump from life to death back and forth. Therefore, those concepts would lose their ethical, historical and social value.” (Frasca, 2000, p. 177)

To remedy those issues, Frasca proposes an “ephemeral game”, playable only once on each computer, without any possibility to save, restart or repeat. This way the player would be forced to live through consequences and would not be able to experiment with optimizing the gameplay for the best effect, thus forced to embrace the irreversibility of consequences and the ultimate nature of death.

In twenty years that passed since Frasca’s paper some issues he analyzes were successfully resolved. Even though games still frequently rely on positive and negative outcomes, they are no longer necessarily binary or framed in terms of success and failure. Moreover, irreversible consequences have become a highly-desired feature of cRPGS, such as Mass Effect (Bioware 2007) or the Witcher (CD Projekt RED 2007) series. Failure is no longer necessarily equated with the “loss of a life” analyzed by Frasca. There are games that get rid of failure entirely and introduce branching narratives without a possibility to repeat unsuccessful actions. Simultaneously, there are numerous games with the “permadeath” feature, i.e. permanently removing a killed character from play and forcing the unsuccessful player to start over. While not exactly “ephemeral” in Frasca’s sense – as they allow repetition from the beginning – those games seem to be a step toward the narrative experience he considered necessary for serious topics, such as the Holocaust.

With innate obstacles mostly removed, and the changing public perception of digital games as a trivial pastime, both major reasons behind developing Holocaust-themed games are gone. We should expect, therefore, an influx of Shoah games, My Memory of Us is a vanguard of. Such expectation leads to yet another question: what are possible benefits from the development of such games?

One answer could stem from the cultural significance of games, both digital and non-digital, in contemporary culture and media ecology. It would be a perfectly reasonable development of Astrid Erll’s claim about mediatization of memory (Erll, 2011): if games are surpassing movies as the main medium for cultural memory, then censoring the Holocaust from War-World-II-themed games can do unspeakable damage to the social awareness of the conflict. Arguing along that line, Eugen Pfister points out the danger of depoliticizing World War II and reducing it to the military conflict of technologically advanced and visually appealing armies, while removing both Nazi ideology and untold suffering it caused out of sight (Pfister, 2020a). From this perspective, the introduction of the topic to the game medium keeps the memory alive and seems to be a moral obligation caused by the very existence and popularity of World War II games.

In addition, it is possible to consider unique possibilities the medium opens for shaping the Holocaust memory. Wulf Kansteiner (2017) points to digital games’ capability of inducing empathy based on personal responsibility and considers digital games as a possible remedy for the consumer’s passivity in the contemporary Holocaust culture. A digital game allowing the player to enact various scenarios in a simulated Shoah environment could lead to a critical examination of perpetrators’ and passive bystanders’ position, and teach how to recognize signs of radicalization in real life. Thus, the author considers the very thing criticized by Frasca: the possibility to explore outcomes of various decisions without suffering consequences, to be a major asset in Holocaust education, adding an important reservation – such a game should be produced by official curators of Holocaust memory rather than a commercial company.

Susanne Seriff is far less optimistic, claiming that even though Holocaust-themed games could be prepared with best intentions in mind, they fortify the concept of Jews being “the Other” to be removed, and contribute to the growing neo-Nazi discourse and rampant Western antisemitism. Building her argument on Gramsci’s concept of cultural hegemony, she points to the dangers of presenting the Holocaust as playful and reinforcing antisemitic ideologies by introducing them as a part of game rules or setting: “creators of Holocaust toys and toy art may insist that their creations are mere parodic commentary – or cautious education – on the nature of evil in our lives, repeated events of history teach us that, in fact, they are playing with dangerous fire.” (Seriff, 2018, p. 167).

The latter reservation is not without merit, but assumes introducing the Holocaust perpetrator as a playable position – it is not by accident that Seriff herself criticized Train as a well-meaning game reinforcing hateful ideology. But alternatives should be also considered: a possible Holocaust-themed game could educate about Nazi atrocities without forcing anybody to enact the Nazi position. The question therefore arises: is it more productive to teach the horror of Holocaust by employing the perspective of persecuted Jews and making them playable characters for people of non-Jewish origin, or by highlighting the involvement of non-Jewish agents? As we argue, both solutions come with their own sets of significant issues that cannot be easily resolved

We seriously doubt whether it is ethical to put a gentile player in the position of a Holocaust victim or survivor and make them experience simulated persecution while enjoying the comfort of their own armchair. Firstly, such a perspective might be seen as an especially hurtful form of identity tourism (Nakamura, 1995), allowing perfectly safe people to assume they have experienced Shoah themselves. Secondly, it might also bring forward the problem Frasca exemplifies with the search for an optimal path to Anna Frank’s survival. To be playable, a hypothetical game featuring Jewish protagonists trying to survive in the extremely hostile environment of organized persecution would put the agency in the hands of the player. Even if such agency were very limited, as in a walking simulator, it would inevitably force the player to learn the rules, and, in turn, the way to successfully navigate the simulated Shoah. Therefore, the game would necessarily invoke the problem of personal responsibility, creating a false assumption that crafty people could learn “the rules of the game” and bolster their chance of survival. Such rhetoric easily suggests that millions of Jews murdered during the Holocaust were, to a degree, victims of their own shortcomings, as they had never learned to “play the game well.” It goes without saying that such an abhorrent idea is both inaccurate and deeply offensive, which makes the concept of a Holocaust-themed game with a Jewish protagonist extremely difficult to put into practice.

The option of putting the player in the position of a non-Jewish character involved in the Holocaust, in turn, might enforce collaboration with the Nazi regime, thus risking the pitfall Sheriff points out and lending itself to neo-Nazi appropriations, even if created as a critical project. Alternatively, such a game might feature playable characters who help Jewish NPCs to survive the nightmare of Shoah. Although tempting, such a solution caters to the trope of the Heroic Gentile, perpetuating the stereotype of agency-deprived, passive Jewish victims waiting to be rescued by external forces, a Holocaust movie trope made popular by films such as Schindler’s List,  The Pianist, In Darkness, or Zookeeper’s Wife. It is a direct reversal of the problem created by the Jewish protagonist: in this case there is too little agency given to the victims, which suggests the Jewish population of Europe to have been an object over which forces of good and evil struggled.

The trope of a Heroic Gentile is also very precarious due to the state-regulated World War II discourse common in European countries or Israel. In many places, it is presented as a morality tale of Nazi culprits, Jewish victims and local non-Jewish resistance fighters risking their lives to save as many Jews as possible from the inhumanly efficient German death industry (Majewski et al., 2009; Novick, 2000; Steinlauf, 1997; Zertal, 2005). Such stories censor the painful truth about non-German antisemitism (Gross, 2000; Leociak, 2010; Tokarska-Bakir, 2012), local population responsibility and active participation in Holocaust murders (Engelking, 2016; Grabowski, 2011; Gross and Grudzińska-Gross, 2011). A hypothetical game focusing on heroic resistance stories, even if factually correct, would, therefore, inevitably reinforce such white-washing narrative.

We agree that the removal of the Holocaust from World-War-II-themed games is a deeply disturbing issue that should be addressed alongside the possibility to play Nazi Germany or Japanese Empire. We are also convinced that the highly interactive game medium could prevent the passivity of the consumer’s position toward the Holocaust cultural memory and facilitate reflection on the subject. But we also stand by Frasca’s two-decade old, insightful comment: using games to educate about Shoah and preserve its memory introduces major ethical issues caused by combining agency and player position, which inevitably leads to questioning the moral acceptability of participating in a simulated Holocaust, even to learn.

 

Bringing Taboo into Game

The theoretical considerations presented above became very practical for us when we were invited to organize a game-based Holocaust-related event for teenagers from Eastern Poland. The event was a part of Uncommemorated Genocide Sites and Their Influence on Collective Memory, Cultural Identity, Ethical Attitudes and Intercultural Relations in Contemporary Poland – a four-year research project carried out by the members of the Research Center for Memory Cultures at Jagiellonian University in Kraków. While the research was conducted in various sites across Poland, the village of Radecznica was chosen for the game-based event due to the involvement of a local middle school in the earlier stages of the project.

Radecznica (est. population 920 in 2019) is a village in eastern Poland, nowadays inhabited almost exclusively by ethnic Poles. Before World War II, though, there was a population of Orthodox, Catholic and Jewish denizens here, Catholics being a clear majority due to the proximity of a prominent Bernardine monk monastery. During the wartime, it was also an area of heavy armed resistance against the Nazi occupation. Local guerrilla fighters are currently well commemorated and celebrated by the local church and community, in a way consistent with the dominant patriotic public discourse in Poland. Radecznica was also a witness to the local Jewish population mass killings during World War II. While researching the local memory of the Holocaust, the scholars from JU helped to uncover and properly commemorate a number of unmarked graves (Sendyka et al., 2020).

The location of mass graves in the area is known largely thanks to the grassroots activity of Stanisław Zybała (deceased in 2014), a local librarian who devoted his life to preserving the memory of the pre-war Jewish community in Radecznica 30. His work started after a wartime discovery of the bodies of a Jewish family hiding in the forest ravine called Second Pits (Drugie Doły in Polish), as his childhood friend Raźla was among the dead. In 2016 Zybała’s efforts and the involvement of Jagiellonian University Holocaust researchers resulted in the commemoration of the Second Pits grave by Rabbinical Commission for Cemeteries in Poland – a ceremony attended by the entire local community including middle-school students who would participate in our event three years later (Grzybowska et al., 2019) 31. The event we organized focused on Second Pits, as it was the case best known to the students we were working with – though it is important to stress that the site was only one of ten unmarked mass graves identified by Zybała, the biggest one counting about 70 Jews shot and buried there by Nazi enforcers.

The basic idea behind the workshop commissioned to the Jagiellonian Game Research Centre was to provide the Radecznica community with additional educational opportunities before the conclusion of the project, so that the scholars from Jagiellonian University not only took data from the local population, but also shared their expertise and commitment in return, an important ethical consideration in contemporary memory studies (Brzezińska and Toeplitz, 2007; Salzman and Rice, 2011). There was also and additional factor to be considered: while the commemoration of the local murder site was quite well-received by the local community, the grave itself quite quickly started to fade into obscurity. To rectify that, Jagiellonian University memory scholars decided to employ additional measures to ensure that the pre-war Jewish population and its tragic history would be remembered and understood by students of the local middle school, the youngest generation of Radecznica citizens. Looking for something else than another celebratory lecture or discussion, they turned to the Jagiellonian Game Research Centre to consider a possibility of using games as an effective tool for Holocaust education.

The aim of the game-based event we designed was, therefore, twofold: to engage teenagers through the usage of ludic practices, and to address the main topic of the research project, that is – the local Holocaust history. It put us in a unique position, as the few existing games engaging that topic deal with the fate of the Jewish population in large urban centers, including ghettos and death camps as major signifiers of the theme. While consistent with the mainstream Shoah discourse appropriated in popular culture through movies set in city-based ghettos, such as Schindler’s List or In Darkness, and photos from death camps, such imagery is also quite different from the local experience and memory of Radecznica population. Therefore, we decided to design our own way of using games as a tool for students to reflect upon the systemic conditions of the Holocaust outside big urban centers or concentration camps.

The ultimate goal was to help the students resolve contradictions resulting from the clash of two competing Holocaust narratives within official Polish Holocaust culture by appealing to their vernacular culture. We understand two factors contributing to the public memory following the description given by John Bodnar (1994, pp. 15–20). The public memory is a general set of believes shaping a community’s understanding of its past – in our case, Radecznica’s communal attitude toward Holocaust. According to Bodnar, it is a result of two competing cultures: the official one, sanctioned by institutions and power structures, and the vernacular one, born from everyday practice and individual memories of the community members. In our case, there is a tension within Polish official Holocaust culture, as two narratives compete. One of them is state-sanctioned, safeguarded by national institutions and focuses on absolving ethnic Poles from the involvement in the Holocaust. The other, trying to nuance the picture and highlight the Polish role in the Nazi death machine, is backed by the authority of academic institutions and Jewish community in Poland. As the students were heavily exposed to both contradicting ways to understand the past during the course of Uncommemorated places… project, we decided to provide them with creative space to explore vernacular memory of Radecznica community as a counterbalance to both discourses.

We assumed games to be a great vehicle for such an undertaking, as they foster active participation which, in turn, can lead to a change in the attitude toward the past. It is important to stress that we were not presenting students with any new information, as they had already learned about the Second Pits murder and the Holocaust in general. What we were aiming at was to activate that prior knowledge. The textbook information the teenagers had collected during classes, the participation in official events and lectures had formed what could be called an archive: a fact-oriented, static and passive body of knowledge. Our task was to turn that archive into a repertoire: an alternative mode of remembering the past, which Diana Taylor identifies as active and embodied, relying on active participation and repetition instead of memorizing (2003). That, in turn, could lead to integration of the archival, official knowledge with the vernacular culture and foster an active commemoration of Holocaust memory sites as enduring practice.

An additional challenge was the selection of a game type that would make such endeavor possible. Our participants’ access to electronic equipment was very limited, as the school hosting the event lacks a computer lab. That fact ruled out digital games and turned our attention to board games as an alternative. Even though our choice was mostly circumstantial, it turned out to be an auspicious one. First of all, being independent from digital technology, it expanded the potential application of the workshop beyond educational facilities in possession of computer labs (and therefore beyond well-funded metropolitan culture centers). Moreover, board games rules are more explicitly presented and less numerous than video game rules, and therefore facilitate thinking in more systemic, rule-based way, something we wish to encourage. Finally, in many board games luck is a more prominent gameplay factor, with rolling dice or drawing cards at random. In those games individual agency, already recognized as an obstacle when introducing Holocaust as a game theme, is counterbalanced with the with the prominence of fate.

 

Board-game Design Workshop in Radecznica

Considering the aims of the workshop and the lack of board games that would facilitate the discussion on systemic aspects of the Holocaust, we decided that designing board games during the event would be a preferable alternative to just playing them. Choosing the design focus we had two factors in mind. Firstly, we considered game design potential as a learning tool, already analyzed in game studies literature. Secondly, we hoped that such focus would allow us to address the biggest ethical problem about Holocaust-themed games as explained above – namely, that designing games would introduce a different kind of agency that would not force students into one of three morally dubious positions – Nazi murderer, Jewish victim or Heroic Gentile rescuer.

We aimed to provide Radecznica students with an opportunity to discuss and personally process textbook knowledge as well as involve Shoah memories preserved by their families. The goal was, therefore, to enable safe and productive discussion on such a heavy and commonly avoided topic within a controlled environment framed by a goal-oriented exercise facilitating the conversation. In that regard, we were following Illaria Mariani and Davide Spallazzo’s (2018, pp. 19–30) practice of approaching social taboos through teacher-curated game design. As a result we hoped to inspire the teenagers to develop more personal attitudes toward the local Holocaust history and help them transform theoretical, textbook archival knowledge into a more practical repertoire, an approach of extreme importance in Holocaust memory preservation (Boroń, 2013; Taylor, 2003).

Interpreting the educational potential of game design as a transformational practice, inducing lasting change on the designer, is also a concept argued by Stefano Gualeni (2015), who claims that in order to prepare the system of the game, the designer has to develop a deep understanding of the issue serving as a base for the said system, and fashion themselves in a way that transforms their comprehension and attitude toward the issue itself. Gualeni’s theoretical position was reinforced over the course the game design class, with students designing games promoting healthy lifestyle slowly changing their dietary habits.

Gualeni’s, and Mariani and Spallazzo’s design classes were both conducted in the course of several months. In our case, the duration of the workshop was limited to two days. For that reason we decided to build upon the experience from critically-oriented game jams (Kultima, 2015). Even though the game jams’ initial aim had been to increase the creativity in game development, it turned out to have highly educational properties leading to an improvement of academic performance among game design students participating in such events (Preston et al. 2012) and dissemination of values shared by organizers and key participants (Kultima 2018). They have also proved to be an efficient tool for building a community around a tragic event, as was the case with Fukushima Game Jam (Shin et al. 2012), or facilitate culture preservation through collaboration between indigenous population and game designers, for example during the Sami Game Jam (Laiti et al., 2020). The latter case was especially important, as it demonstrated that collaboration between professional game scholars and local amateurs without any prior knowledge of game design conventions can open new ways of memory preservation, as the local participants introduce their own cultural perspective and highlight aspects of vernacular practice that outsiders can easily miss.

Drawing inspiration from the game jam culture and hoping for similar effects – a transformation of knowledge and shift in values, as well as preservation of traumatic cultural knowledge through game design – we chose a similar formula. Our workshop was designed as an intense two-day event with professionals working alongside amateurs to develop games operating under mechanical and thematic constraints.

Our final consideration was to not overwhelm students with the workshop theme from the very beginning, as their initial task was to learn how to design a board game in the first place. In rectifying that issue, we were inspired by Braithwaithe-Romero’s Train, where players were exposed to the rules and allowed to play the game only to be introduced to the Holocaust context afterwards. The shocking revelation provided a powerful tool to explore the concept of banality of evil by changing the perception of the game and forcing a critical evaluation of its system.

Inspired by that example, we decided to task the students with designing a board game on a neutral theme, featuring a mechanics for hiding, escaping or smuggling, and then to re-theme it as a Holocaust game. Thus we hoped to make the task easier while steering the participants out of the most common Shoah imagery to prevent them from designing games set in ghettos or concentration camps.

The event itself spanned over the course of two days and involved 14 students from the last class of the middle school (age 15-16), three of them dropping out during the second day due to their prior obligations. The workshop was organized and supervised by and a team of game scholars from Jagiellonian Game Research Centre including professional game designers, and a Holocaust educator watching over ethical aspects of the endeavor. Two teachers from Radecznica school were also present throughout the workshop. All students and their parents were informed about the reason behind the workshop and its theme before the event, and parents were asked for consent for their children to participate.

During the first day, participants were instructed in basic principles of board game design and asked to design a simple board game on a randomly selected subject, but including a specific mechanics for hiding and seeking, escaping or smuggling. Students were divided into teams and provided with pre-prepared blank board game component sets (including boards, tokens, cards and wooden pawns) and a mentor from among the workshop organizers to guide and inspire the design process. Mentors were also asked to introduce pre-created rulesets in case participants struggled with the design process. That precaution turned out to be unnecessary, as by the end of the first day all teams managed to create playable game prototypes based on rules of their own design.

The second day started with a lecture on the Second Pits murder, delivered by the Holocaust researcher. Afterwards students were tasked to re-theme their games in a way that would fit the local Holocaust history, focusing on the systemic aspects of depicted events. The introduction of the Holocaust as a theme was hardly a surprise – the students and their parents were not only well-aware of the research conducted in Radecznica by Jagiellonian University memory scholars, but also informed beforehand that the workshop would be dealing with the topic. What was surprising, though, was the re-theming challenge, as most students assumed they would be designing a new game on the second day, with rules crafted specifically for the subject.

After approximately three hours of discussion, three working prototypes were presented by design teams, with detailed explanations of how rules designed the other day were used to cover locally based Holocaust narratives, and why such design choices were made. None of the teams decided to play the re-themed versions, even though they had readily played the prototypes before re-theming. Following games and their re-themes were presented:

  1. The game initially themed as light-hearted science fiction about petty criminals escaping from a space jail was, quite predictably, themed as a game about Jewish families trying to escape the region, with a lot of emphasis on the roles of luck and local topography in the runaways’ survival.
  2. The game about escaping from a collapsing haunted house became a tale of group effort necessary to save a single life, strongly stressing the growing difficulty of such an act over time.
  3. For the jolly game about cartoon pigs tending to a farm while searching for a hidden treasure, authors presented not one, but two possible themes. One tied the resource management of the original game with gathering the necessities for survival by swapping farm products to medicine, food and hope. The other dealt with contemporary attempts to uncover and preserve the hidden treasure of the local Holocaust memory.

All presentations had a solemn aura, as both the students and the organizers were deeply moved by the profundity of the outcomes. The last hour of the workshop turned out to be a very emotional yet rewarding experience for everybody involved. After the workshop’s conclusion the prototypes were donated to the school library, more as mementos than playable artifacts.

As stated above, the immediate emotional impact of the workshop was unquestionable and very intense. As the task was to preserve the original game mechanics untouched, the students could not rely on conventional pop cultural Holocaust themes. As a result, they were forced to mobilize their knowledge of the local Holocaust history and discuss in detail how to translate it into the existing ruleset. That task allowed the participants to improve their shared knowledge through discussion and community building, as described by Mariani and Spallazzo (Spallazzo and Mariani 2018). It also allowed the students to move past the tired clichés of the Holocaust-related school education into a far more intimate territory. Although undeniably unpleasant for them, the exercise achieved its basic aim: it made a group of teenagers from a devoutly Catholic Polish village develop personal perspectives on the Second Pits murder and Jewish fate in general.

The process of designing the games validated Frasca’s arguments, as all three teams not only problematized the conditions of winning the game, but were visibly uncomfortable and faced verbal difficulties when explaining them during the presentations. All groups replaced “winning” with “surviving,” and one group made a point to emphasize that not everybody was able to survive the nightmare of Shoah and that it was mostly dependent on external circumstances. By reducing player’s agency in the Holocaust-themed version, all groups underlined chance as an important factor in the survival.

Moreover, while re-theming the mechanics designed to cover such actions as hopping planets while escaping from the space jail or entering the haunted house, the students made an effort to redirect the mechanics from reflecting action(s) to emphasizing emotional and physical conditions of the survival. As stated above, one team decided “hope” to be as crucial as food and medicine, introducing those three resources in place of crops from their previous farming game, and another team changed reason for being on the move from active pursuit to fear of being exposed – a decision that strongly increased emotional tension. Not a single group introduced active antagonists, replacing them with the extreme hostility of social environment. Thus, the game designers avoided simplistic blame-tossing and bypassed the nationalistic aspect of the official Holocaust memory.

We consider the workshop to have been very successful in mobilizing the students’ prior knowledge of the Holocaust and local history, and putting both official and vernacular archives of memory into practice. Even though it was not explicitly required by the organizers, all students turned to the local topography, seeking to relate game space with the area and subsequently discussing Holocaust memories preserved in their community and their families in addition to what was taught in class. For example, an attempt to name safe spaces on the board after local villages was discarded when, after a prolonged discussion on the said villages’ attitude toward Jewish refugees, the students agreed that there were not enough shelters for Jews in the area to cover all safe spaces on the board.

The workshop had an undeniable and immediate emotional impact on all participants, including the organizers. The requirement of operationalizing archival knowledge of the Holocaust crimes transformed it into a far more personal and practical experience. Still, long-lasting effects of the workshop are difficult to assess. Even though the surveys conducted one week after the workshop give us a reason to be optimistic, we have no method to verify the durability of the transformation. The participating students were in the last grade, so they have already changed schools and are impossible to track without engaging substantial resources. As a result, we cannot repeat the survey and assess lasting influence of the experience with any degree of certainty, though both the original survey results and the very strong emotional reactions we personally experienced allow us, to some degree, hope for the workshop to have had lasting positive effects.

 

Designing Games after Auschwitz

Though the workshop experience was a limited one, we believe it sheds some light on reasons behind the difficulty for the game culture to approach Shoah as a serious subject. Our conclusion is based on the reactions shared by all designing teams: replacing victory with survival, focusing on Jewish experience and the reluctance to play the game. We believe that those three factors co-create the final conclusion: designing Holocaust-themed games might be a more efficient and morally permissible way of addressing the Shoah through the game medium than playing such games, and board games seem to serve the Holocaust education better than digital ones. It does not mean that we do not consider the necessity of including the genocide in World-War-II-themed digital and board games, as we recognize the importance of Pfister’s argument about the dangers of white-washing the conflict (Pfister, 2020a, 2020b).

Our conclusion is consistent with Frasca’s (2000) observation: there is a serious obstacle for gameplay engaging the topic in a meaningful way in the game dependency on binary outcomes as a means of game progress or lack thereof, ultimately leading to triumph or failure. It was very clear when each team independently decided not to call the ultimate outcome of the re-themed game a “victory” and found competition within the game tragic rather than exciting. We do not believe, though, that the reason behind such design choice was related to design team conviction that such binarity leads to the trivialization or operationalization of death. There was also no sign of the other reason Frasca gives for the game inability to deal with Holocaust, namely the possibility to revert the action in case of undesirable consequences. No game directly dealt with death, nor included any mechanism to revert move: therefore the problem with binarity and the victory as a final outcome has to be related to other game properties.

As we have learned watching design teams discussions and subsequent presentations, all students had to overcome the major problem with translating Holocaust narrative to the set of actions performed by players. The reason for that difficulty seems to be an inability to reconcile the Holocaust narrative preserved by public memory with two game-related concepts: personal agency leading to desirable outcome, and the conflict framed as thrilling. As a result, a strong dissonance was created, as those game elements that usually make gameplay exciting: overcoming obstacles and competing against the environment or other players, are framed as sources of trauma in the Holocaust narrative. Shoah public memory depicts conflict as source of untold suffering, and empathizes limitations of the agency, as it is often presented as unavailable for Jewish victims – especially in stories focusing on Heroic Gentile trope.

That dissonance became very clear during re-theming games. All participant discovered that forcing the opponent out of a hiding place or competing over resources is fun as long as the opponent is presented as another petty criminal escaping from a space jail, and the resources are crops to be sold on a farm market. However, the fun evaporates when the one who is chased away is a fellow Jew desperately trying to survive, and the resources turn into food and medicine. As the rules were not transformed with the game themes, the process left all parties involved with an awkward sensation of having fun in a wrong way, which contributed to the emotional impact of the workshop.

This observation can be generalized, as the dissonance workshop participants felt comes from general properties of game culture and Holocaust culture discourses, not from the particular condition of the workshop or the individual properties of Radecznica public memory.

It is, therefore, our claim that there is a basic incompatibility between the way official, public memory of the Holocaust is created and the act of playing the game. It stems from the ways agency and conflict are framed in game culture vs. the Holocaust culture. In game culture, it is common to identify struggle for control and agency the main property of gameplay or a desirable quality in a game, while the official Holocaust culture frames the same struggle as tragic and traumatic. This dissonance is manifested when players are facing a choice leading toward victory or failure, but it is not rooted in binarity of the outcome or possibility to revert choice once made, as Frasca claimed. We believe it is caused by that outcome being decided through player’s agency, improving player position in the conflict against other players or AI-operated enemies. Both traits are deeply incompatible with official public Holocaust memory.

We believe that fundamental discrepancy to be the hidden reason behind the common conviction that games are an inadequate medium for the Holocaust narrative, the phenomenon described extensively by Chapman, Lidenroth (2015), Kansteiner (2017) or Pfister (2020a, 2020b). It also explains why the most common strategy to include Shoah-related motifs in games is to relocate it to the outside of the official Holocaust discourse, either by including fantasy elements or incorporating the Holocaust theme into a background of a more game-compatible narrative of armed struggle or civic resistance to Nazi regime, therefore moving agency elsewhere. It also explains why it is easier to introduce other hurtful histories into digital games and present them through gameplay: their official memory is not as tightly guarded and curated as the Holocaust memory, whose dissemination is monitored by several institutions and nation states (see Kansteiner, 2017, pp. 129–132).

Nevertheless, we consider games to be a very powerful tool for discussing and analyzing the Holocaust memory, precisely for the aforementioned reason: the focus on agency and ability to present complex ideas as systems, not narratives (Galloway, 2006), a quality that can serve as an effective way of explaining entanglements between various actors of the Shoah. Our simple exercise showed that translating textbook knowledge of the topic into a ruleset forced a change in the workshop participants’ attitude to the Holocaust and allowed them to consider perspectives they had not reflected upon before, such as the availability of resources or spatial and temporal aspects of survival. It also facilitated the transformation of archival, scripted knowledge into embodied practice (Taylor, 2003). Thus, game design turned out to be a very potent way to disrupt the official Holocaust memory, and combine it with vernacular memory and practice, as to address the local Holocaust events, the students were forced to merge what they had learned at school with anecdotes and information preserved by their families (Bodnar, 1994).

For this reason it is curated game design rather than playing Holocaust-themed games that we consider a powerful educational tool. By positioning the students as designers, not players, we successfully managed to circumnavigate three biggest issues. We avoided forcing the participants into assuming morally dubious positions of Nazi perpetrators, Jewish victims or Heroic Gentiles. We delegated agency out of the gameplay and into the game design, reducing the tension between agency constructions in game culture and Holocaust memory. We successfully mobilized the vernacular memory of the Shoah and facilitated turning archival knowledge into embodied practice. By giving the students a sense of accomplishment coming from the successful design of a functional game prototype, we hopefully forged a link between the Holocaust memory and intense emotions, both positive and negative, providing participants with more personal experience of the topic. This way we’ve created a emotional alternative for both the prideful state-sanctioned narrative about Polish heroism and the guilt-ridden academic tale of Polish complicity for Radecznica students.

Finally, if the reason behind attempts to break the Holocaust taboo in game culture is the intention of preserving memory through the new medium, as Eugen Pfister and Wulf Kansteiner propose, curated game design offers yet another advantage. While playing an educational Holocaust-themed game constitutes the players as students learning about the historical event, designing a game makes the participants custodians of the Holocaust memory, combining official and vernacular discourses into a unique game-based narrative. That is what prepares the knowledge of the ultimate man-made tragedy to be passed on to the next generation.

 

Acknowledgements

The workshop was designed and organized by Jagiellonian Game Research Centre members: Marta Błaszkowska, Małgorzata Majkowska, Tomasz Z. Majkowski, Maciej Nawrocki and Bartłomiej Schweiger, with support of Katarzyna Suszkiewicz, Holocaust scholar and educator from Antyschematy2 foundation and Wojciech Rzadek, professional board game designer. The workshop was possible due to hospitality of Hanna Nowak, the principal of Public Middle School in Radecznica, and Janusz Krukowski, the history teacher, to whom we aim our most sincere gratitude. The original idea for the workshop was developed from advice given to us by Sybille Lammes. Agata Zarzycka graciously help us with language edition and provided numerous insightful comments that helped us to clarify our argument. The article and the event described were prepared within the scope of the project: Uncommemorated Genocide Sites and Their Impact on Collective Memory, Cultural Identity, Ethical Attitudes and Intercultural Relations in Contemporary Poland (Polish Ministry of Science and Higher Education, the National Programme for the Development of Humanities, 2016-2020, registration no 2aH 15 0121 83) developed in the Research Center for Memory Cultures, Faculty of Polish Studies, Jagiellonian University. Principal Investigator: Roma Sendyka.

 

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Ludography

Attentat 1942, Charles Games, Czech Republic, 2017

Detroit: Become Human, Quantic Dream, France, 2018

Grand Theft Auto: San Andreas, Rockstar North, UK, 2004

KZ Manager, unknown developer, Austria, unknown date

Mafia III, Hangar 13, USA, 2013

Mass Effect, BioWare, Canada, 2007

My Memory of Us, Juggler Games, Poland, 2018

Shadow of the Tomb Raider, Crystal Dynamics, USA, 2018

Spec Ops: The Line, Yager Development, Germany, 2012

The Witcher – series, CD Project RED, Poland, 2007-2015

This War of Mine, 11bit, Poland, 2014

Through the Darkest of Times, Paintbucket Games, Germany, 2020

Train, Brenda Romero, USA, 2009

 

Filmography

In Darkness (W ciemności), Agnieszka Holland, Poland, Germany, Canada, 2011

Schindler’s List, Steven Spielberg, USA, 1993

The Pianist, Roman Polanski, UK, France, Poland, Germany, 2002

Zookeeper’s Wife, Niki Caro, USA, UK, Czech Republic, 2017

 

Authors’ info: 

Thomasz Z. Majkowski

Jagiellonian University Krakow

tomasz.majkowski@uj.edu.pl

 

Katarzyna Suszkiewicz

Jagiellonian University Krakow

 

 

Categoria: 09/2020 Journal

Introduction: Locating the Taboos of Game Studies

Posted on 19 Gennaio 2021 by Riccardo Fassone
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Kristine Jørgensen (University of Bergen), Riccardo Fassone (Università di Torino)

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What are the taboos of game studies, and is it even possible to identify taboos in a highly interdisciplinary field like game studies? And how are games and game studies tackling topics that are considered cultural or social taboos? This special issue is taking a stab at these questions, tracing both the disciplinary controversies of our field, as well as debating specific taboo topics and the theoretical and methodological approaches through which they have been addressed.

This collection discusses taboos in game studies, ranging from research into taboo subjects to the taboo methods and approaches. Game studies is still a young field, and while specific paradigms may not have yet settled, it is likely that the areas that are deemed taboo for researchers with different disciplinary backgrounds will contribute to crystallize certain research paradigms or shift the focus of inquiry on specific issues. In this volume, we aim to tease out the taboos of game studies by looking at subjects and fields that researchers dare not venture into, and by studying how games treat topics that are commonly believed to be inappropriate for games and play. We also discuss scholarship that relates to other societal taboos, such as research projects involving people associated with criminal environments. We hope that this collection will contribute to a better understanding of the field of game studies by providing insight into topics that are rarely addressed but potentially create large divisive gaps between research traditions in game studies.

According to dictionary definitions, a taboo can be understood as “a prohibition imposed by social custom or as a protective measure” (Merriam-Webster, 2019). Taboos are topics or acts that are off limits, often for reasons based in social conduct, convention, or norm and associated with morality; in most cases these are unspoken agreements and expectations that one has come to learn through socialization and engagement with a community. Although there are certain taboos that appear to be virtually universal and thus also implemented into the juridical system, such as incest, cannibalism, and murder, taboos are also changing with culture and time (Lambek, 2001).

Taboos can be found in all parts of society and guide our practices in many ways. In research, talking about taboos may seem counterintuitive as an ideal common to all research is a fundamentally critical disposition where researchers question assumptions and accepted truths in order to understand a phenomenon as thoroughly as possible. In cases where there is disagreement about the interpretation of data or the phenomenology of a subject matter, this could certainly be controversial, but would be considered a source for academic debate rather than a taboo as such. However, this does not mean that research is void of taboos.

On an overarching level, we can find the taboos of science and research are closely related to the norms and restrictions regulating research practices. As society’s primary producers of knowledge, research and science have a social responsibility and are held accountable for scientific rigor and validity. Scientific taboos that span disciplines from mathematics and medicine, to philosophy, law, history, sociology – and indeed game studies – are practices that break our ability to confide in the results presented. Fabricating data, dishonest or “creative” interpretation, misquotation and plagiarism are thus obvious, largely universal taboos in the academic community. Closely related are the violation of research ethics. Experiments and tests that do harm to participants, in particular when carried out on non-consenting or unaware subjects, are examples of this (Carlson, Boyd & Webb, 2004).

However, if we consider the taboos of a specific research field, we must look for issues that go against the norms or established truths of that field. A glance at our own practices of game scholars indicates that finding universal taboos for the field may be challenging due to its interdisciplinary nature. This indicates different perspectives that may sometimes stand in stark contrast or opposition to each other. While researchers may cherish the research paradigms and methodologies of their native field, they are confronted with colleagues of different persuasions, while simultaneously experiencing pressure from culture and society about the ways in which games should be addressed. This indicates that what may seem controversial in a certain field may not be so in another. As game studies grows into maturity, the field has been through several debates, spanning the disputes about effects and learning, the so-called narratology vs. ludology debate, to the discussions about how to respond to the #gamergate controversy.

In his article, Frans Mäyrä takes an introspective view where he discusses disputes of game studies by adopting the perspective of a broader intellectual history. He describes current game studies as taking part in a “charged intellectual and political landscape” that seems to increase the differences rather than build bridges in the field. While admitting that descriptions of academic differences often tend to appear as more polarized than they may actually be, he describes today’s situation as dominated by two traditions; one “formalist” tradition and a “politically committed” tradition. He traces these traditions back, not simply to the narratology vs. ludology debate, but further to the history of thought brought forward by the idealist and empiricist positions of epistemology. In the contemporary climate of culture wars, this also resonates with the current polarization between right-wing and conservative activists and progressive and feminist intellectuals that were at the barricades in the #gamergate controversy.  Addressing the political and theoretical polarization of the field, Mäyrä argues for need to banish taboos in discussing the topic, arguing that while setting up clear dichotomies might serve educational and analytical purposes, it is ethically important to remember to acknowledge both the value and limitations in (ostensibly “value-neutral”) formalist as well as in (politically committed) contextual, critical and cultural studies positions in the game studies field. Mäyrä’s piece uncovers many of the issues that are disputed in the field of game studies, and by doing so he points out some of the areas in which the taboos of game studies can be found. He suggests that one of these perceived taboos is the realization that a formalist approach to game studies appears unable to tackle some of the pressing issues in gaming culture relating to misogyny, racism, and homophobia, and the attacks by #gamergate.

The fact that games and game culture may be oblivious to their own ignorance of racial issues can in itself be understood as a product of one of the taboos of the field of game studies. In his essay, Aaron Trammell is addressing the relationship between blackness and games by investigating the connection between play and torture. The article engages with the important thought that games and play are not always safe, consensual, and fun, and that the link between torture and play is an important one in understanding black experiences of play. The author takes us on an uncomfortable journey through the history of play as torture in the black experience. This peculiar configuration is traced back to American slavery and reminds us that play often goes hand in hand with more sinister practices, and that it is our duty as game scholars to shed light on this fact.

While Mäyrä and Trammell’s essays offer viewpoints on what can be considered taboos in game studies, addressing overarching issues on how we think about knowledge production in our field, and how we construct the ontology of play, we can also look at how game studies deals with topics that are considered cultural or social taboos. Public debates about games have revealed the existence of certain topics that tend to be perceived as inappropriate for games. Chapman and Linderoth claim that games appear to have a trivializing effect on subject matters because they simplify and thus risk representing issues in a disrespectful way (Chapman & Linderoth, 2015). For this reason, some are of the assumption that games cannot deal with topics that need to be handled with sensitivity. Two of the papers in this special issue discuss how games deal with World War II. While the popularity of military conflict in games hardly makes the topic a taboo in itself, war in games is generally sanitized in the sense that everything that would remind the player about the problematic aspects of war is removed (Pötzsch, 2017). This means that war games tend to avoid civilian causalities or war crimes. In their piece, Eugen Pfister and Martin Tschiggerl discuss how videogames navigate the representation of historical taboos relating to World War II and analyze the moments where games and players violate these taboos. While World War II is a shared European cultural and historical trauma, the authors reflect on how its representation has been the subject of different regulations and interpretations in different cultural contexts and on the impact of this process on the idea of authenticity in historical representations. They discuss the peculiar situations that occur when game developers attempt to work around national regulations such as the German banning of Nazi symbolism in entertainment, which sometimes result in a paradoxical exposure of the taboos that the regulations are trying to protect. The authors also discuss how the idea of authenticity creates taboos in game culture, illustrated by debates on how the presence of female soldiers in historical games is perceived not only as inaccurate but as a transgression against a shared historical reality.

A debate about the representation of taboos would be incomplete without a discussion of the Holocaust, an event whose visibility has been a major preoccupation for philosophers and historians in the XX Century (see e.g. Didi-Huberman, 2003). While this is an issue also in Pfister and Tschiggerl’s piece, it takes the center stage in Tomasz Z. Majkowski and Katarzyna Suszkiewicz’s paper. Rather than discussing how games deal with the representation of the taboos of Holocaust, Majkowski and Suszkiewic are investigating how the design of a game about Holocaust can be both a pedagogical tool as well as a way for game scholars to better understand the affordances of games in communicating culturally and historically sensitive matters. Thus, the piece is both asking how games as well as game studies can deal with taboos. The paper documents a boardgame design workshop organized by game scholars, historians, and Holocaust educators during which high school students designed a board game that would raise awareness on the Holocaust history of the Polish town of Radecznica. While the design workshop itself is an innovative and even radical way of dealing with sensitive issues, the aim is not to break taboos or make the students engage in transgressive practices. Instead, the authors’ aim is de-tabooization: a refusal of the idea of the Holocaust as a taboo that games cannot address and a demonstration that games can tackle this historical trauma in a respectful way, allowing the student-designers to take an active role in the meaning-making process relating to their local history.

The last paper in this special issue concerns a common but often neglected topic for many fields in social research: the fact that research sometimes intersects with crime and criminal environments. To study games and game culture is generally a safe endeavor unless the researcher gets involved in issues that provoke online harassment campaigns (Chess & Shawm 2015; 2016; Mortensen, 2016). For Hanna Wirman and Rhys Jones, however, a research on Hong Kong arcades, or “amusement game centers” (遊戲機中心), put them into a situation where they became engaged with environments with a perceived relation to organized crime. While the respondents in Wirman and Jones’ studies report that local arcades are dominated by cartels, this is also a taboo in the sense that it is obviously not on any public records. At the same time, the simple – and without doubt real – possibility that such as link exists, creates a number of issues for researchers. In addition to the potential threats towards their own safety and the fact that simply researching arcades can cause reactions by the cartels, this situation exposes a number of fundamental questions concerning methods and research ethics, including to what degree researchers themselves are willing to – or should – break not only social norms but also the law, in their pursuit of knowledge.

As a concluding remark it is worth bringing up a possible elephant in the room – whether we have at all been able to address the actual taboos of game studies. A problem about taboos is that they are by definition that which should not be spoken about, and for this reason simply addressing them would in itself be socially unacceptable and potentially lead to social stigma. Research is by its very nature investigative and based on curiosity and the willingness to challenge the establishment to understand all aspects of a topic, which implies that even taboos should be challenged and broken. At the same time, research is also a part of the social world where issues such as social stigma is real, and it is thus unlikely that there should be no taboos in research. For this reason, it may seem like a paradox to discuss the taboos of game studies and comes as no surprise that identifying the taboos of a research field may be difficult.

While we do not claim to have exposed all taboos in the field of game studies, what we have done is to take a first stab at identifying areas of research in which the taboos of game studies can be found. The papers in this special issue have been able to identify both certain disputes inside game studies that involve some of the taboos of our field, as well as providing in-depth discussion of how games and game studies tackle topics that are considered taboo in culture and society. This is important for the maturation of the field: It is only through exposing the taboos of our field that we can start having an informed scholarly debate about our taboos, and about the ways in which they may hinder the progress of our field by reducing the space for dialogue.

 

References

Carlson, R.V., Kenneth M. B. & Webb, D.J. (2004). The revision of the Declaration of Helsinki: past, present and future. British Journal of Clinical Pharmacology 57, 6. Available: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC1884510/

Chapman, A., Linderoth, J. (2015). Exploring the limits of play: A case study of representations of Nazism in games. In T.E. Mortensen, J. Linderoth, A. M. L. Brown (Eds.), The Dark Side of Game Play. Controversial Issues in Playful Environments (pp. 137-153). New York: Routledge.

Chess, S., Shaw, A. (2015). A conspiracy of fishes, or, how we learned to stop worrying about #GamerGate and embrace hegemonic masculinity. Journal of Broadcasting & Electronic Media, 59. Available: https://www.tandfonline.com/doi/full/10.1080/08838151.2014.999917 (accessed Feb 6, 2020). 

Chess, S., Shaw, A. (2016). We Are All Fishes Now: DiGRA, Feminism, and GamerGate. Transactions of the Digital Games Research Association, 2 (2). Available: http://todigra.org/index.php/todigra/article/view/39.

Didi-Hubermann, G. (2003). Images Malgré Tout. Paris: Éditions de Minuit.

Lambek, M. (2001 [2015]). Taboo. In J.D. Wright (Ed.). International Encyclopedia of the Social & Behavioral Sciences (Second Edition). London: Elsevier.

Mortensen, T.E. (2016). Anger, Fear, and Games: The Long Event of #GamerGate. Games and Culture, online first April 13. Available: https://journals.sagepub.com/doi/abs/10.1177/1555412016640408.

taboo (2019). Merriam-Webster Online Dictionary. Accessed: https://www.merriam-webster.com/dictionary/taboo

 

Authors’ Info: 

Kristine Jørgensen

University of Bergen

Kristine.Jorgensen@uib.no

 

Riccardo Fassone

University of Torino

riccardo.fassone@unito.it

 

Categoria: 09/2020 Journal

n. 9/2020 – The Taboos of Game Studies

Posted on 7 Gennaio 2020 by Riccardo Fassone
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G|A|M|E: The Italian Journal of Game Studies

Special Issue: “The Taboos of Game Studies”

Editors: Kristine Jørgensen (University of Bergen) and Riccardo Fassone (University of Torino)

The next issue of the Italian journal of game studies G|A|M|E (https://gamejournal.it/) welcomes contributions that address the taboos of game studies.

Taboos can be understood as social prohibitions based in religion or custom rather than in legislation or common sense, and are as such bearing moral weight (International Encyclopedia of the Social & Behavioral Sciences 2001). Taboos can be found in all parts of society and guide our practices.

With its maturation, the field of game studies has been through several large debates, spanning the disputes about effects and learning, the so-called narratology versus ludology debate, and in the later years the impact of the #gamergate controversy on research and game culture. As game studies is a multidisciplinary field, such dissensions have been approached from a number of perspectives, as researchers bring their disciplinary paradigms and methodologies into game studies. In this multidisciplinary context, it becomes necessary to critically ask whether we are in a situation where nothing is taboo and everything is permitted, or whether the risk of public or disciplinary controversy makes certain topics or approaches untouchable.

At the same time, video games have historically been the center for a number of moral controversies over excessive violent content and other norm-breaking issues. While criticism and condemnation are not uncommon responses to such game content, in some cases an apologetic rhetoric is applied to the controversial content found in games, which claims that “these are only games.” However, while play research has demonstrated that the playful frame indeed may change the meaning of game content, it can also be argued that it is precisely this frame that makes games so good at treating taboo topics.

Focusing on the taboos of game studies, this issue asks ask whether there are topics that the field does not address, or whether there are perspectives or methods that are being avoided, either due to pressure from the research community itself, or from the society. How do game scholars guard their boundaries, and who is defined as insiders and outsiders? To what degree is game studies currently able to address the problematic aspects of game culture and playful practices? And concerning game content, is there such a thing as an ultimate taboo for game content? Do games have different taboos than other media, and what happens when taboo topics are addressed in a game context?

Topics may include:

  •       The taboos of game studies
  •       Game research into taboo areas
  •       Research on games that deal with taboos
  •       The breaking of in-game taboos
  •       Game taboos in relation to other cultural forms (literature, cinema, art, design)

Scholars are invited to submit an extended abstract (between 500-1,000 words excluding references) or full papers for this special issue on the topics of the taboos of game studies to editors@gamejournal.it.

Timeline:

  • February 24, 2020: Extended abstract submission deadline (full papers are also accepted)
  • April 2, 2020: Notification of acceptance/rejection sent to authors
  • July 2, 2020: Full paper submission deadline
  • Sept 1, 2020: Review deadline
  • Oct 19, 2020: Deadline for edited papers
Categoria: CFP, cfp-ENG

The Whose View of Hue?: Disability adaptability for color blindness in the digital game Hue

Posted on 21 Marzo 2019 by Riccardo Fassone
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Theo Plothe (Savannah State University)

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Abstract

Hue is a successful digital game from the independent game company, Fiddlesticks, that is focused around color theory. The game’s core concept, however, made digital game play impossible for players who are colorblind. Hue’s built-in and customizable game modes allow colorblind players to use patterns instead of colors to play the game. Through an interview with Hue’s creator Henry Hoffman, this article details Hoffman’s design process and proposes a framework for accessible game design based in universal design principles.

Keywords: Game Design, Accessibility, Universal Design, Color Blindness, Hue.

 

Introduction

Digital games are currently one of the largest sectors of the entertainment industry, with a U.S. market value of $18.4 billion in 2017 (Statista, 2018). Bierre et al. (2014) note, however, that the digital game industry excludes a significant portion of consumers because of the difficulty of making many games accessible to players with disabilities. Yuan et al. (2011, p. 86) estimate the number of people whose ability to play digital games is impaired by disabilities to be 32.2 million, or 1% of the total U.S. population. While assistive technology solutions, such as screen readers, magnifiers, voice recognition systems, and adaptive controllers and keyboards exist, many of these technologies are not compatible with widely used game consoles and popular games themselves. There is a need, then, to consider not only the ways to adapt a game for players with disabilities after it is produced, but to integrate considerations of disability within the design process itself.

This paper considers the process through which one digital game designer approached adaptations of the popular digital game Hue (2016) for players with one particular disability: color blindness. Through an analysis of an interview with the game designer Henry Hoffman, this article considers the ways that Hoffman’s design process follows principles of Universal Design (UD), an approach to disability adaptation that considers accessibility at the beginning of the design process. Hoffman’s example provides a model for other game designers to follow in developing successful games that are accessible for players with specific disabilities.

 

Accessibility in Gaming Design

While accessibility and accessible design are growing areas of concern in education, education technology, and other areas of digital technology, digital games are a bit behind in addressing the needs of individuals with disabilities. The W3C set accessibility standards for websites worldwide, but digital games have more specific and often idiosyncratic requirements. Yuan et al. (2011) note the difficulty in improving accessibility in digital games; technologies and consoles change frequently and use different configurations and hardware. Digital games also are doing more than simply presenting information to the user, and they also require interaction through user feedback (Yuan, 2011, p. 82). Some players can use alternate input devices, including eye controllers and vocal joysticks, but these devices usually have limitations on the amount and type of input that the device can record.

Yuan et al. (2011) propose that games that need just one form of input, called one-switch games, can be easiest to make adaptable, especially for players with visual or motor impairments who use alternative input devices; a few of these popular games include remakes of earlier classics, including Frogger, Sudoku Access, and Gordon’s Trigger Finger, a modification of the FPS game Half-Life 2. Bierre et al. (2014) also surveyed game developers on specific games that were designed with accessibility in mind. Like Yuan et al., these scholars mentioned a number of games that have been adapted from commercial titles in order to shape gaming experiences for individuals with specific types of disabilities. They also described popular commercial titles with adaptations for players with disabilities, including Half Life 2, with closed captioning options tested in collaboration with deaf players; Doom 3, with a closed caption modification developed in collaboration with players after the game’s release; Terraformers, created with a sonar system for vision-impaired players; and F355 Ferrari Challenge, with an intelligent braking system for players with slower reaction times (p. 8-9).

 

Color Blindness in Digital Games 

Color blindness, which affects nearly 15% of Caucasian males (Zammitto, 2008, p. 272), has not only proven problematic for digital game creators, but is often ignored for commercial or production reasons, or much less even considered to be an issue. When digital games do adapt to players’ needs, rarely do they make any news about it, nor is it much beyond a cursory notification in the game’s instruction manual. Scholars such as Tanuwidjaja et al. (2014) have investigated the issue at length, designing Chroma, a Google Glass inspired technology to provide “real-time textual feedback about the color at the center point of the scene” (Tanuwidjaja et al., 2014, p. 801). Another app on iTunes Tanuwidjaja et al. (2014) mention is HueVue, which helped the colorblind “to identify, match and coordinate colors” in addition to providing detailed color information just by touching any image. (Cnet, 2010).

Several other studies have examined these issues within game design (Duvall, 2001), players with disabilities (Lim and Nardi, 2011), and even eye testing in children (Gaggi and Ciman, 2016). While these technologies do make exceptions for individuals who are colorblind and make various media more palatable and usable by those with this particular disability, they invariably work as add-ons, as secondary technologies. Disability studies scholar Jay Dolmage (2008) calls such approaches “retrofitting”:

 

To retrofit is to add a component or accessory to something that has already been manufactured or built. This retrofit does not necessarily make the product function, does not necessarily fix a faulty product, but it acts as a sort of correction. (p. 20)

 

While these technologies can assist players who are colorblind in playing the digital game more effectively, they do not solve the underlying problem that makes the digital game inaccessible to a portion of the gaming market.

 

Universal Design 

Universal design (UD) is a broad set of design principles used in architecture, technology, and education to create spaces and objects that take into consideration the needs of differently-abled and older adults. The core tenant of universal design is to start from the earliest stages of a product’s design to take into consideration how different sorts of users might use the space or object. By foregrounding concerns of accessibility, designers can create products that work for the widest range of people possible. The most recognizable and perhaps ubiquitous of these adaptations are curb cutouts. The Center for Universal Design at North Carolina State University (1997) has developed the following best principles for universal design:

  1. Equitable use
  2. Flexibility in use
  3. Simple and intuitive use
  4. Perceptible information
  5. Tolerance for Error
  6. Low physical effort
  7. Size and space for approach and use

These principles, as a whole, allow for multiple approaches and means for reaching an objective. Whether it is creating a space with wide hallways and movable furniture to accommodate wheelchairs and other assistive devices, or allowing for user error and multiple approaches, the overall objective is to provide flexible, user-friendly objects for all individuals, not just those with disabilities.

While universal design principles were first developed for architecture, they have been applied to other fields, including education and educational technology. UD approaches in these areas may be the most productive to consider for digital game design. Dolmage (2015) argues that anyone utilizing universal design for education needs to consider three broad principles in its creation that will avoid problems of retrofitting and ensure the most accessible approaches:

Multiple means of representation, to give learners various ways of acquiring information and knowledge,

Multiple means of expression, to provide learners alternatives for demonstrating what they know,

Multiple means of engagement, to tap into learners’ interests, offer appropriate challenges, and increase motivation. (Dolmage, 2015)

While Dolmage’s framework is specific to instructional design and delivery, the principles are broad enough to provide a flexible framework for game designers. Considering multiple means of the representation of information as well as multiple means of engagement will allow digital game players to customize digital games to fit their needs, whether it is closed captioning on a digital game (as a differentiated means of representation) or through multiple possibilities for player controls or inputs (as multiple means of interaction). Taking these issues into account early in the design process provides more flexibility and possibilities for meeting accessibility needs than those available later in the process.

 

Hue

Indie developer Fiddlesticks and publisher Curve Digital made their commitment to an adaptive technology from the start with their digital game Hue, a runaway hit, both commercially and critically. As the protagonist Hue, the player explores a gothic story of a boy searching for his missing mother through world of black and white environments that can be manipulated with a color wheel that is slowly filled in with various colors as the game progresses. Obstacles can disappear and reappear with a turn of the wheel, or reveal new puzzles to solve, as the game increases in difficulty all while adding eight colors: Blue, Dark Blue, Purple, Pink, Orange, Red, Yellow, and Lime. The very first press release describes the game as, “A heartfelt story that touches on themes of love, loss, existence and remorse” with “Over 30 original music tracks, composed exclusively for Hue.” The designers explicitly state that Hue features “full colorblind support, using symbols as a color aid” (Hue, 2016).

Creator Henry Hoffman has noted this was a key consideration in making the game. “After much research, testing, and seeking advice from color-blind communities, we devised a simple symbol system which we hope will make the game accessible to all. We really want as many people as possible to enjoy Hue” (Musa, 2016). The rest of this article details the design process for this specific digital game specifically.

 

Methodology 

In order to more fully consider the ways that accessibility for players who are colorblind colorblind players was incorporated into the design process for Hue, I conducted an interview with Hue creator Henry Hoffman, the Creative Director and Co-Founder of indie game developer, Fiddlesticks. I spoke with Hoffman at length over Skype and asked questions regarding the development of Hue and the design process. The interview was transcribed, and I analyzed the transcript for common themes. While the experience of one designer cannot be extrapolated to the experiences of other game designers, as a case study Hoffman’s experience can identify trends and questions for further inquiry.

 

Interview Details 

Hoffman explained that the central concept of the digital game was color theory. He noted that he begins a game around a central concept or mechanic, and then builds the game from there:

 

I’ve got a very consistent approach to game design in that what I find most interesting about game design is coming up with new ways to interact with things that haven’t been interacted  with before. So, for me, it’s all about devising interesting game mechanics that haven’t been explored. [. . .] In Hue’s case, what I was doing is I had PhotoShop open I think, and I had sort of a color fill background, and I had a layer with something on, and I was just sliding the hue slider around on one of the layers, and I noticed that as the hue of the foreground layer matched the hue of the background layer, it kind of visibly melted and disappeared into the background. And I thought it would be interesting, as a game mechanic, if it also physically sort of disappeared.

 

Hue as a game, then, was based around color as a central concept. Zammitto (2008) has noted the ways that digital games traditionally have relied on color to communicate meaning, for example, using the color red for danger when the player’s health bar gets low. In Hue, however, the central game mechanic requires the player to switch between color backgrounds. In the game, as noted above, players unlock an array of colors and switch between them as they play, making the objects appear and disappear based on their own colors. The game’s central concept is based on color, so the game has an immediate accessibility problem for those players with colorblindness.

Hoffman reported that he discovered this issue not in the initial design process, but during initial testing:

 

So, I don’t have a background in game accessibility at all, so I was just kind of thrust into this without any real notion that this was going to happen. […] When I started taking it to game conventions very early on, I think we had a five-minute demo that I put together in two weeks, and I took it to game convention just to get some player feedback, and it was immediately apparent that a large amount, a substantial amount or a percentage of people were struggling to play the game, and that was due to their inability to differentiate between different colors due to colorblindness–various forms of colorblindness.

 

Hoffman noted that he doesn’t necessarily know anyone with colorblindness, and he had not initially anticipated that it would be an issue with this particular game. As a small developer, Fiddlesticks does not have a quality assurance (QA) department, but the company instead tests their games at various conventions and events with real players, which is where he first found colorblindness to be a problem with Hue.

After this discovery, Hoffman sought out players who are colorblind for advice on how to address issues of accessibility with this group, as well as game testing:

 

On Reddit, there’s a colorblind subreddit, and I posted a video, a really early video of the gameplay, and I was like, “Guys, I think I created your worst nightmare. Can you please help me?” And they provided loads of feedback, lots of people offering to do game testing. People came up with the idea of using symbols, using patterns. I actually experimented very early on with using patterns, which are a much simpler aesthetic, having sort of a pattern overlay over each different color and being able to match those patterns. But then as the aesthetic developed and we got these intricate details, overlaying patterns became too much visual noise, and even people who weren’t colorblind struggled to play the game. So, I was like, okay, that’s not going to work. So I ended up devising sort of this symbol-based system, my own symbol-based system, which ended up getting a substantial amount of press, which I’m very happy about.

 

Universal design principles advocate for an inclusion of users in the design process, as Dolmage (2015) has noted. While Hoffman did not anticipate accessibility issues when designing Hue, he was quick to reach out to individuals with colorblindness to come up with a solution that worked for them. He included these users in the design and troubleshooting process in order to make sure that his solution was 1) flexible; 2) intuitive; and 3) easy to use, all key principles of universal design. What is especially notable about this example is that the solution came not from Hoffman or the other game designers, but instead was a suggestion from the community itself.

Hoffman reported that he found these players, particularly players who are colorblind, essential to the design and development process:

 

I think we wouldn’t have even recognized that there was an accessibility issue unless we had that dialogue in the very beginning. So, it was super important to get people in front of it. And I think the aesthetic – and the world itself, the world building itself – constantly developed when we were showing it to people. We showed it at 40 different events throughout the development of Hue, and in that process, we just got such huge amounts of feedback.

 

Universal design principles, as described by the Center for Universal Design (Connell, 1997), at their core are simply best practices for design. Applying these principles to digital game design, involving users at all stages of the design process, and incorporating their experiences, can create better gaming products and experiences. In this example, Hoffman found the testing phases with players to be important not only for issues of accessibility, but also for refining other elements of the digital game as well.

He also found the accessible features to be incredibly successful; players rated the adaptations highly, and they were also utilized by other players, not just those with colorblindness:

 

There’s been a huge response. We’ve had colorblind streamers who have streamed the game and sort of expressed support. There’s been players that have got no vision impairment whatsoever who turn on colorblind mode just because they prefer it, because it’s another form of visual reinforcement.

 

While many features of accessible design, including the curb cutouts mentioned above, are created for those users who need accommodations, they assist all users, and many individuals who do not have specific disabilities also use and appreciate the adaptive features.

These design experiences have given Hoffman a sense of the importance of building accessible games, and not just for players who are colorblind He also described another situation that caused him to understand the need for flexible, accessible design:

 

When I came into this, I had a vague awareness of accessibility but I didn’t realize quite how important it was and how pervasive some of these things that people can suffer from are. And I think one of the most notable things I remember is our showcasing … in London, and there was a player with a physical disability who wasn’t able to use a keyboard and mouse, and I don’t think they were able to use an analog stick on a controller. So, at that point we didn’t have accessible controls, so he wasn’t able to play the game at all. He was really disappointed, and you could see that he was really excited to play the game, and then the disappointment when he physically wasn’t able to. That, for me, was a real eye-opener, and because of that we added accessible controls, which allows players to sort of personalize the controls so that they can play how they like.

 

This comment demonstrates the importance of building flexibility into the game design process wherever possible. While many players may not need or use these controls, they can be crucial for those who do need them. Hoffman’s experience here demonstrates how he learned firsthand the importance of accessible game design.

While the importance of accessible design is clear, these adaptations can certainly cost money. For small developers reliant on funders for project development, decisions about accessibility ultimately come down to cost. Hoffman noted that the positive attention Hue received because of its accessibility features have made the game more commercially successful:

 

We even released promotional videos sort of speaking game accessibility, and if you look at MetaCritic, what’s really interesting, and this is something that I say often when giving talks about accessibility features is that, as a small studio and developer, when you’ve got other people’s money on the line, you need to make a business case for accessibility features. And if you’re willing to accept that your MetaCritic rating directly influences your sales, if you go through our MetaCritic reviews, every single positive review praises the accessibility features. So, I think there’s a huge business case.

 

While building accessibility accommodations into digital games can open them to a different audience, they can also make the games more marketable. That feature, more than ethics of accessibility, can be a driving force in increasing accessibility in digital games.

Hoffman described accessible game design as a growing area, and one driven by this commercial viability:

 

I think a lot more people are starting to realize that if you make games as well, because you’re making games and small elements of these games aren’t sort of accessible, and they’re realizing that players aren’t able to play the games and those players are disappointed, so I think there’s a kind of a collective awakening. […] I think the bigger studios are going to be looking at the bottom line, and I think the game designers are probably going to be pushing for making the game accessible so more players can enjoy the game. I think there’s going to be arguments coming from all sides because it just makes sense. Like there’s no argument against it at this point.

 

As Neely (2017) argues, digital game designers can no longer afford to ignore concerns of disability and accessibility when it comes to design. The broader appeal of digital games, and the need to make them adaptable to players’ abilities, make this a required issue in the marketplace.

While making accessible games are important to Hoffman, accessible design is a secondary concern to the overall game design itself:

 

But I think, for me, what’s important about accessibility is that you’re not compromising the game design vision in order to make a game more accessible. What you’re doing is just allowing as many people to play your vision as possible without compromising the game. For me, game design comes first, and making it accessible is sort of a really high priority after that.

 

Hoffman’s primary concern is to build a digital game that fulfills his vision, and then he works to build accessibility accommodations. While they do not come first in his own game design, when integrated early enough in the process they can enhance and even improve the game overall. In the case of Hue, building a pattern-based alternative to the color backgrounds and the subsequent testing with players with different abilities improved the game as a whole. It also created an important market and marketing approach for the game after its release. Working to make Hue more accessible built a better game.

Henry Hoffman provides just one example of a digital game designer who was confronted with issues of accessibility and worked to adapt. We can learn a good amount about accessibility issues in design, however, by considering his experience. The main findings of this interview are as follows:

  1. Hoffman described the central concept of Hue to be color theory.
  2. Hoffman first discovered accessibility issues with color during initial game testing with an early version of Hue.
  3. Hoffman approached players with colorblindness to develop a solution for his game design and involved these players in the design process.
  4. Hoffman solved these accessibility issues by offering a pattern option rather than a color option.
  5. Hoffman saw accessibility as a central concern for all digital game designers, one that will help a game to reach more audiences and also to perform more successfully in the competitive digital game market.

Hoffman noted that he came to these issues in game design organically. Because he emphasized color as his central game mechanic, he soon learned that this design feature was a limitation for many players. His process in solving this problem by involving players with colorblindness themselves is a strategy recommended by many experts in universal design and can serve as an example for other designers.

 

Conclusions 

Henry Hoffman’s introduction to issues of accessibility in digital game design was based on his first-hand experience with different players. While designing games for individuals with disabilities was not a primary goal of his, he turned to accessible design as a means to solve a problem. While Hoffman’s experience cannot stand as representative for all designers, and we cannot extrapolate beyond his experience, his emphasis on both the positive press he received from Hue’s accessibility features, as well as the financial argument for accessible design brings up issues of concern for many in the digital game design industry. Pitaru (2008) notes the importance of accessible game design, which is still a neglected issue in industry. As Pitaru argues, “even the slightest impairments can severely compromise [players] ability to play mainstream games” (p. 75). As accessible design is becoming a larger concern, and even a market for digital games, it’s worth considering not only the process of game designers in approaching accessibility accommodations, but also ways to incorporate accessible, and in fact universal, design throughout the creation process.

While these concerns were not in the forefront of his mind or his experience, Hoffman’s approach to Hue demonstrates the flexibility and usefulness of universal design principles for game design. As Hoffman described, he had a short mockup of the game when he began testing it with different groups of players and discovered the color issue for players who are colorblind. This realization early enough in the design process allowed Hoffman to incorporate the needs, concerns, and even ideas of players who are colorblind in order to create a more accessible gaming experience. As advocated for by many universal design proponents (Connell, 1997; Dolmage, 2008, 2015), Hoffman worked with the community of individuals who are colorblind, and the solution to his accessibility problem came directly from this community itself. While the pattern innovation helped players who are colorblind, it also helped other players as well in providing customization and allowing for ease of use. Hue has won several awards: the Develop Indie Showcase 2015 as well as the Develop Indie Showcase, Game of Show and Best Art at Casual Connect USA, and Best Design at Casual Connect Europe. Hue serves as a model for the ways that digital games, even those from small and indie developers, can excel both creatively and commercially by embracing accessible design.

Universal design principles and approaches present what I argue is a productive approach for digital game design. Jay Dolmage (2008, 2015) advocates for design approaches that allow for multiple means of input, multiple means of output, and multiple means of interaction. Considering these approaches at the beginning of the design process can not only avoid the issue of retrofitting, but it can also ensure ease of use for players with a wide range of disabilities. Testing the game throughout the process with a wide range of players will allow designers to see these approaches in action and allow for troubleshooting as well.

Hue and Hoffman’s experience also emphasizes the importance of leaning on the community of individuals with disabilities for support, not only for testing the game, but also in solving accessibility challenges. It is notable that in this case, as described by Hoffman, the ultimate solution for issues of colorblindness came from players who are colorblind themselves. This experience demonstrates how crucial it is to include the community of individuals with disabilities into the design process, in order to create flexible games with multiple means of both representation and interaction. As accessibility becomes a larger and larger issue within digital gaming, as Pitaru (2008) and Neely (2017) argue, building a comprehensive approach to accessible game design is becoming more crucial. In these ways, Hue can serve as a model for successful possibilities for other game designers.

 

References

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Connell, B.R., Jones, M., Mace, R., Mueller, J., Mullick, A., Ostroff, E., Sanford, J., Steinfeld, E., Story, M., & Vanderheiden, G. (1997). The principles of universal design: Version 2.0. Center for Universal Design. Retrieved from https://projects.ncsu.edu/ncsu/design/cud/about_ud/udprinciplestext.htm

Cnet. (2010). HueVue: Colorblind Tools for iPhone. Retrieved from http://download.cnet.com/HueVue-Colorblind-Tools/3000-2381_4-75044340.html

Dolmage, J. (2008). Mapping composition: Inviting disability in the front door. In Cynthia Lewiecki-Wilson & Brenda Jo Brueggemann (Eds.), Disability and the Teaching of Writing (pp. 14-27). Boston: Bedford-St. Martin’s Press.

Dolmage, J. (2015). Universal design: Places to start. Disability Studies Quarterly, 35(2). Retrieved from http://dsq-sds.org/article/view/4632/3946

Duvall, H. (2001, Mar 1). It’s all in your mind. Visual psychology and perception in game design. Gamasutra. Retrieved from http://www.gamasutra.com/features/20010309/duvall_01.htm

Gaggi, O., & Ciman, M. (2016). The use of games to help children eyes testing. Multimedia Tools and Applications, 75(6), 3453-3478.

Hoffman, H. & Da Rocha, D. (2016). Hue [Video game]. London: Curve Digital.

Hue. (2016, Aug 3). Curve Digital Reveals Release Date for Stunningly Illustrated Puzzle-Platformer, Hue. Press Release.

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Musa, T. (5 Sept 2016). Hue game developer Henry Hoffman talks awards, colour-blindness, and the soundtrack by Alkis Livathinos. Evening Standard. Retrieved from https://www.standard.co.uk/stayingin/tech-gaming/hue-game-developer-henry-hoffman-talks-awards-colourblindness-and-the-soundtrack-a3337096.html

Neely, E. L. (2017). No player is ideal: why video game designers cannot ethically ignore players’ real-world identities. ACM SIGCAS Computers and Society, 47(3), 98-111.

Norte, S. & Lobo, F. G. (2008). Sudoku access [Video game].

Pitaru, A. (2008). E is for everyone: The case for inclusive game design.. In K Salen, (Ed.) The Ecology of Games: Connecting Youth, Games, and Learning. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 67–88. doi: 10.1162/dmal.9780262693646.067

Statista (2018). Value of the video game market in the United States from 2011 to 2020. Retrieved from: https://www.statista.com/statistics/246892/value-of-the-video-game-market-in-the-us/

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Tanuwidjaja, E., Huynh, D., Koa, K., Nguyen, C., Shao, C., Torbett, P., … & Weibel, N. (2014, September). Chroma: a wearable augmented-reality solution for color blindness. In Proceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing (pp. 799-810). ACM.

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Author’s Info:

Theo Plothe
Savannah State University
plothet@savannahstate.edu

Categoria: 7/2018 Journal

Haptic Interfaces for Individuals with Visual Impairments

Posted on 21 Marzo 2019 by Riccardo Fassone
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Benjamin Vercellone (Missouri Department of Social Services), John Shelestak (Department of Biological Sciences, Kent State University), Yaser Dhaher (Department of Mathematics, Kent State University) and Robert Clements (Department of Biological Sciences, Kent State University)

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Abstract

Vision enables a person to simultaneously perceive all parts of an object in its totality, relationships to other objects for scene navigation, identification and planning. These types of perceptual processes are especially important for comprehending scenes in gaming environments and virtual representations. While individuals with visual impairments may have reduced abilities to visualize objects using conventional sight, an increasing body of evidence indicates that compensatory neural mechanisms exist whereby tactile stimulation and additional senses can activate visual pathways to generate accurate representations. The current thrust to develop and deploy virtual and augmented reality systems capable of transporting users to different worlds has been associated with a push to include additional senses for even greater immersion. Clearly, the inclusion of these additional modalities will provide a method for individuals with visual impairments to enjoy and interact with the virtual worlds and content in general. Importantly, adoption and development of these methods will have a dramatic impact on inclusion in gaming and learning environments, and especially in relation to science, technology, engineering, and mathematical (STEM) education. While the development, standardization and implementation of these systems is still in the very early stages, gaming devices and open source tools are continuing to emerge that will accelerate the adoption and integration of the novel modes of computer interaction and provide new ways for individuals (with visual impairments) to experience digital content. Here we present the rationale and benefits for using this type of multimodal interaction for individuals with visual impairments as well as the current state of the art in haptic interfaces for gaming, education and the relationships to enhanced end user immersion and learning outcomes. As these technologies and devices are adopted and evolve, they are poised to have a dramatic impact on entertainment, education and quality of life of individuals with visual impairments.

Keywords: Haptic media, Special education, Special needs, Video games, Visual impairments.

 

Introduction

Successfully navigating and interacting with video game environments is naturally tied to the ability of the player to visually discern objects on the display and understand spatial relationships between these objects. As such, the realm of gaming has been heavily focused on increasing rendering quality to provide greater acuity and immersion for the user. This has undoubtedly pushed both the hardware and software forward, however, little of this development effort has been focused on how to convey in game elements without the use of vision, specifically for gamers who are visually impaired. Touch based methods have been classically used by the blind as a substitution for vision, with the most obvious example being the braille method of tactile writing whereby a system of raised bumps organized into six block cells, typically on embossed paper, are used to represent characters and punctuation. Invented by Louis Braille (Duxbury Systems, 2017) in the early 19th century this method has stood the test of time affirming the utility of touch, or haptic, sensations as an alternate method to convey visual concepts to the blind. In the realm of computer interaction for gaming and visualization of complex imagery, haptics have been integrated for many years via “rumble pads” and force-feedback devices providing users the ability to crudely physically sense digital events (Orozco, 2012). While these systems offer a level of multi-modal interaction for the sighted user, they have had limited use for seeing impaired individuals with most games for the visually impaired based around the use of sound for cue identification. However, tactile games for individuals with visual impairments based off popular WII console games (VI-bowling and VI-tennis) have been successfully developed using vibration to indicate ball timing, controller position and object placement (Tony, 2010). The crudeness of these cues and the difficulty in isolating them spatially limits the vibration only approach. It does affirm the principal and ability of using tactile feedback to accurately represent spatial concepts within the gaming realm. This would be especially true for haptic interfaces referenced to real world space with rapid refresh-rates that could provide much of the information that a sighted gamer would get visually.

While individuals with visual impairments may have reduced abilities to visualize objects using conventional sight, an increasing body of evidence indicates that compensatory mechanisms exist whereby tactile stimulation and additional senses can activate the visual system to generate accurate spatial representations. Indeed, reading braille is known to activate the visual cortex (Burton, 2006) of the brain in the blind (a region that typically codes visual information) and reflects the recoding of tactile sensations into “visual” signals. Studies also indicate that blind participants are typically able to better discriminate 3D shapes via tactile and haptic interaction (Norman, 2011) than sighted persons. Research evidence indicates the blind have different patterns of activation in the brain during haptic tasks (Roder, 2007) as well as during vibrotactile stimulation (Burton, 2004). Moreover, large-scale changes manifested in both structural and functional differences in brain connectivity indicate that the changes are not limited to the visual areas of the brain but reflect large changes in associated areas and “visual” perception as a whole. The idea of perceptual learning and substitution of sensory signals (where visual input is substituted for touch) can afford the ability of “sight” to subjects who are physically incapable of doing so. The remarkable capacity of the human brain to reorganize itself results in long lasting changes. This type of reorganization of visual pathways affirms the utility of a haptic approach to represent virtual environments to individuals with visual impairments. This will not only provide a means for additional brain reorganization but also that inherent differences in their brain structure suggests that perceptual learning will be more beneficial in this population with a dramatic impact on in game orientation and perception.

With the advent of new devices facilitating the generation of complex spatial and temporal representations of real world and virtual scenes, as well as the incorporation of tactile devices that allow physical interaction with computer generated imagery has emerged a novel platform for augmenting seeing impaired interfaces. Coupling this with evidence that individuals with visual impairments are able to acquire spatial knowledge using ancillary neural pathways via harnessing additional senses indicates that this is a promising and potentially game changing avenue to enhance user engagement and immersion. Here we detail the current state of haptic technologies as it relates to using these methods for encoding spatial information to individuals with visual impairments for both gaming and education. We begin with a discussion of the available hardware, and then we propose how these technologies could be used to convey in game information and learning as well as identify barriers and potential solutions. Finally, we address future developments and next steps for dealing with these innovations in the long term.

 

New Technologies at Stake

Haptic Media

Simple haptic feedback has been a part of gaming now for many years, but newer technologies are allowing for a larger range of haptic sensations across different digital experiences. Newer controllers, such as the Steam controller have improved on this feedback, allowing for a greater range of in-game information through finer control of the haptic output including haptic information on speed, boundaries, textures, and in-game actions (Steam Store, 2015). Microsoft is developing various haptic controllers to achieve various sensations such as texture, shear, variable stiffness, as well as touch and grasp, to enhance the level and variety of stimulation provided by a VR experience (Strasnick, 2018; Whitmire, 2018). Haptic styluses offer a different handheld experience via force feedback instead of vibrotactile feedback and can be used to interact with objects, or as a physical interface for more advanced simulations (Steinberg, 2007). Further, advances in wearable haptics; gloves, vests and full body suits have also expanded the potential experience of video games. Gloves allow for different actuators to be woven into the fabric or attached as an exoskeleton to achieve both vibro-tactile and force feedback (Virtual Motion Labs, 2018; VRGluv, 2017). The force feedback from the exoskeleton can define the edges of hard surfaces while vibrotactile actuators give information surface texture. In addition to exoskeleton-based force feedback, some gloves feature pneumatic actuators that can provide pressure directly to the skin, creating a realistic feeling of skin displacement.

Beyond gloves, the same technology is being applied to wearable vests and full body suits to create the most complete and immersive feel possible. Vests allow for targeted sensation to the body depending on where the stimulation is received in a game or VR environment (Kor-Fx, 2014; Hardlight VR, 2017; Woojer, 2018). Electrical nerve and muscle stimulation is also used for haptic feedback and also provides temperature control for changing virtual environments (Teslasuit, 2018). One practical problem with VR gaming is that moving around a space while wearing a headset can be difficult and dangerous. Haptic or omni-directional treadmills help fix this problem by anchoring the user to an area while still allowing for unfettered movement in any direction. More commonplace treadmills are also integrating haptic force feedback to give the sensation of moving through a real place while running on a treadmill (Nordicktrack, 2018). Indeed, a great deal of focus has also been spent on developing haptic touchscreens and incorporating this hardware into experiences for blind users. Newer haptic feedback seeks to alter the interaction between screens and fingers to create a more diverse sense of touch such as friction or texture simulation (Tanvas, 2018). Other developments include the manipulation of ultrasound to achieve tactile stimulation (Hap2U, 2018) with potential to create 3D surfaces in midair. Clearly as these new haptic technologies evolve and standardize the impact on immersive gaming and blind user interaction will be broad.

 

Visually-Impaired Specific Devices 

A number of tactile hardware implementations specifically designed for individuals with visual impairments also exist. The Graphiti is tactile device consisting of an array equidistant pins with variable height and can be connected to a smartphone to control the height of the pins to represent text or camera images (Graphiti, 2018). The variable pin height could conceivably be used to represent limited information regarding the Z-axis, color, or whatever else someone may reasonably desire, such as an in game map. The system also offers a way to zoom in and out which is important from a tactile perspective, since human fingers cannot perceive and interpret information as minute and dense as the human eyes. The BrainPort V100 (Wicab, 2018) provides real world raw geometric information based on wearable camera input via a dongle inserted in the mouth that provides electro-tactile stimulation to the tongue. Bubble like patterns convey spatial information on the tongue and the user learns about shape, direction, relative distance, and size. BLITAB have successfully created a tactile braille tablet that utilizes “tixels” that dynamically rise above the surface of the display and can convert text to braille (Blitlab, 2018). The hardware also provides audio cues for the user but is limited in its ability to convey graphics, and objects in 3D space. BlindPAD offers a similar technology consisting of an array of electromagnetic “taxels” with 8mM pitch and a rapid refresh rate (Blindpad, 2018). The interactive technology is able to display graphics, maps and symbols as a tactile representation. This system has been successfully used in the education realm as well as can enhance users with visual impairments sense of space and their knowledge of unknown places. These latter points would be especially helpful if used for gaming to enhance blind users’ ability to navigate and investigate virtual environments and worlds.

While these systems would clearly be beneficial for reading braille and other 2D applications, it would appear spatial haptics currently in development for VR applications would be capable of creating 3D touch sensations closer to real world experiences. The enhancement in the variety of tactile stimulation available only deepens the experiences and the value these technologies can provide. It is clear that the development of the specific devices for individuals who are blind have been based around familiar technologies typically used to convey text; raised bumps on a flat surface. Nevertheless, creation of a common interface for these devices to video game environments or primitives (potentially by direct access to the graphics depth buffer) would create a new platform for both education and entertainment that would definitely empower its users.

 

Augmenting Visually-Impaired Gaming 

This explosive development in hardware opens new avenues to convey spatial and game specific information in real time to gamers who have visual impairments. We have identified areas to specifically exploit these technologies to support in-game navigation, information extraction and user interaction. While some methods are specific to a certain device, the same principles would work at some scale using any haptic feedback from rumble pack in a controller to a fully-fledged VR vest.

 

  1. Navigation: Fundamental to almost all gaming experiences is the requirement to correctly navigate and understand virtual environments. Tactile maps, proximity cues and new in game tools could enhance blind gameplay.
    1. Tactile maps used by the blind have been shown to augment navigation when used during and prior to route traversal. However, the specific touch cues must be carefully considered when representing different types of information (roads, water, grass). Undoubtedly, a tactile approach to facilitate navigation of gaming environments would also offer similar benefits to the real-world case. It has been shown that the haptic approach when coupled with additional modalities such as audio can provide a method for individuals/gamers with visual impairments to generate cognitive maps of virtual environments using multimodal cues (Lahav, 2012), this is one of the major challenges for navigating gaming environments. Gaming environments (top down map) represented on a connected cell phone or other tactile tablet device (listed above) and interacted with via touch (vibration, tactile pixels) would provide an inexpensive solution. Here, haptic cues would orient the user using published frameworks for providing haptic access to 2D maps (Kostopoulos, 2007) to enhance knowledge and traversal of gaming environments.
    2. Proximity cues. As well as knowledge of entire gaming maps, information about discrete and proximal in game cues (walls, surfaces, barriers) is essential to spatial awareness, navigation and gameplay. Haptic outputs (within a vest for example)) at discrete regions over the body activated by cues extracted from the in-game display would rapidly provide feedback about in game surfaces. Using this strategy, a wall detected on the left side of the in-game player would activate a haptic sensor on the left side of the player. Haptic output modulation (such as vibration frequency and amplitude) would code for object distance and textures using proximity sensors as has been shown successful in physical applications (Keys, 2015).
    3. New tools. Here we propose the development of new methods for users to probe spatial environments. Specifically creating methods for users to digitally explore regions of the virtual environment and providing targeted haptic feedback. Specific tools such as a haptic sonar, floor probe and virtual compass whereby the users can target specific areas of the screen and be provided feedback regarding structural elements and orientation. The proposed haptic sonar would probe a customizable portion of the environment and activate an output (a rumble pack for example) if an object is within the frustum of the probe. Floor probes would more specifically sample areas directly in front of the user (floor) within the game and indicate hazards (water, textures, holes) by varying haptic outputs to facilitate locomotion. Orientation is key to navigating any environment, and the creation of a haptic compass to identify gaze direction in the form of a necklace (or array of actuators around the body) where feedback rotates around the ring and indicates north. These three strategies have been shown to help blind navigation in real-life applications (Quest, 2018; Choiniere, 2017; Visell, 2009) suggesting they may beneficial for navigating virtual environments.
  1. In-Game Information: Layered upon game scene spatial information are characters, entities, game packs, enemies and other relevant dynamic game information. In order to provide a separate stream of information a distinct and generalized in game warning and information system is proposed. The information system should convey location, type of entity, and utility on a scale (good, indifferent, bad) to the user. Notifications would serve to provide spatial output to the user in the form of actuators at geographically separate points (around the body to indicate position for a vest or vibrator array for a glove). The nature of actuator output would convey the type of in-game entity at the specific location. For example, a health pack would initiate a series of short low intermittent vibration pulses but an enemy would cause fully maximal and continuous vibration at the actuator. Utilizing strength of haptic output to represent danger (good, bad, indifferent) and frequency to represent type of entity is a potentially viable solution.
  2. User Interaction: A major factor contributing to immersive gaming is the ability to interact with digital scenes and in-game characters. Different to navigation and in game cue identification, interaction typically includes feedback from the entity, such as dialog, a response (enemy fires) or change in the entity (health pack disappears). At least two types of interaction are possible, the first is scene object interaction (e.g. pick up a key or a health pack) and the second is dynamic entity interaction (engage an enemy, interface with a non-playing, or friendly, character). With the former, interaction is relatively passive and layering this information on top of the navigational cues above makes sense whereby a separate tone (or haptic output) indicates the passive entities response. However, when engaging enemies, or other characters, active interaction requires additional feedback and dynamic responses. Here, a “lock in” mode, whereby all haptic resources are dedicated to interacting with the dynamic entity would provide directed attention to the entity. Under this system, the in-game notification system would identify an entities utility to the user via haptic cues (very good or very bad) and the user can initiate interaction, or “lock in” all haptic resources, to track the object and map it to spatial actuators and convey entity specific information to the user (hostility, temporal changes, weapon activity). Once the user “un-couples” attention (or the character disappears from the area), the full array of scene probing once again is reestablished. This method is designed to “silence” inconsequential haptic information during times of critical engagement to increase clarity and resolution of the engagement.

 

Possible limitations 

Many of the approaches above have been shown to benefit individuals with visual impairments interactions with real-world scenes and as such provide a potentially beneficial framework for virtual scenarios. However, caution must be taken when trying to implement such a layered and complex haptic system. The ability to multiplex different signals (using amplitude/frequency modulation as well as additional modalities) and silence less relevant information (via “locking in” attention and feedback) is key to the successful application of a system with a relatively limited set of physical outputs compared to inputs. Care should be taken to reduce overload to the user, potentially accomplished by using additional modalities to convey specific notifications or events (a bell to indicate a health pack). Haptic resolution (dynamic response and spatial constraints) is also a major factor that should be considered when localizing feedback systems on the body. It is known that our ability to discriminate between two points varies over position on the skin (Purves, 2001) as such placement of haptic actuators is of great importance. These numbers vary from a 5mm threshold on the thumb to 45 mm two-point discrimination threshold along the shoulder, suggesting that haptic placement as well as device capabilities should be considered when localizing haptic sources on the body.

 

Potential Learning Applications

Importantly, adoption and development of these methods will also have a dramatic impact on inclusion in gaming and learning environments, especially in relation to STEM education. Understanding spatial properties including shape, size, distance and orientation is foundational and essential to developing spatial thinking skills and understanding many topics including algebra, trigonometry, calculus, chemistry, physics, biology and higher mathematics. Typically, students use sight to internalize geometric and spatial properties, however, the students with visually impairments need to have a different mode of experiencing this. While the development, standardization and implementation of these systems is still in the very early stages, gaming devices and open source tools are continuing to emerge that will accelerate the adoption and integration of the novel modes of computer interaction and provide new ways for students to experience digital content. The use of tactile graphics which employ the sense of touch rather than vision to convey spatial properties have been used to deliver mathematics instruction (Brawand, 2016), biology (Reynaga-Pena, 2015), chemistry (Copolo, 1995) and physics (Holt, 2018). 3D printing technology is also a valid method for delivering science content (Grice, 2015; Kolitsky, 2014) to blind students but clearly suffers from an inability to modify representations that are typically static, with limited use in the gaming sphere. Tools are becoming to emerge that standardize the procedure of generating tactile graphical representations (Pather, 2014); however, more are clearly required to broaden adoption of these practices. While many of these early studies incorporated printed static models or embossed paper, with the explosion of hardware and software computer haptics are increasingly being used to convey spatial information using force feedback in real world space but further development of both platforms and content are integral to expanding. With support for vibration output on many tablet and cellphone devices it is one of the simplest ways to incorporate tactile response is via activating this output (Awada, 2013; Diagram Center, 2017) and successfully conveys mathematics concepts (Cayton-Hodges, 2012), graphics and additional STEM content (Hakkinen, 2013) but not without limitations (Klatzky, 2014). Most STEM based studies have relied on surface haptic approaches while less have incorporated spatial haptic feedback systems (Nikolakis, 2004; Lahav, 2012; Evett, 2009) but it is known to facilitate knowledge acquisition of 3-dimensional objects (Jones, 2005). By incorporating 3-dimensional space co-registered to the real world into the haptic workflow clearly provides a more fundamentally “real” experience. Further, it results in an explosive increase in the potential amount of information that can be conveyed to the user or gamer. It is clear that the use of additional senses can help provide cognitive representations of environments and spatial structures and as VR gaming technologies evolve it is clear they need to be incorporated into applications to augment seeing impaired learning in STEM.

 

Future Directions

Our lab and others are currently investigating new directions in haptic interaction for navigating physical and virtual environments as well as identifying geometric primitives using multimodal cues and triggers. Recent studies in our lab have been focused on evaluating tactile (touch) feedback for the instruction of students who are blind or visually impaired. Pilot studies using the GeoMagic device have affirmed the utility of the method where blind users are able to autonomously recognize designed representations and specific shapes in only a few seconds. This suggests a clear benefit for teaching geometry and basic mathematical principles, something we are currently exploring. Coupling this with the fact that our infrastructure can both represent dynamic objects that change over time and new models can be simply built or downloaded. Our excitement for the method is hampered by the fact that the technology does not simulate the physical sense of touch in a natural or indeed accessible way. We acknowledge that devices do exist that can simulate touch via spatial force feedback but cost and clearly prohibits the use and mass rollout of such devices. This is coupled with the fact that software is extremely limited and requires extensive programming knowledge to be extended. As such, using off the shelf technology we have also developed a hand tracking system with vibrational feedback for touching virtual objects. Using vibration motors attached to each fingertip the user is able to probe a virtual object in space and sense 3D objects (Dhaher, 2017). We intend to evaluate the technology and develop lessons for the students with visual impairments by deploying these instruments to learn foundational spatial concepts. In addition, we are actively developing interfaces for probing external and virtual environments with tactile feedback for navigation and virtual tele-presence applications. Using scene depth imaging and physical triggers located at strategic points on the body, users can continuously physically sense details regarding proximal objects and walls in the (virtual) environment. For example, vibration on the right side of the body indicates presence of an object in the right part of the environment. The use of more specialized “virtual” probes in development for scanning depth buffers and providing physical and multimodal feedback. Importantly, this thrust is toward the development of a common interface for navigating (gaming) environments using (virtual) environment probes with accompanied audio and touch based feedback. The end of goal of which is to create a method for probing running applications on the graphics processing unit (GPU) to map inputs and outputs to multi-modal cues (sound, vibration).

As is true for the integration of any technology portability, compatibility and easy end user access to functionality is critical to adoption. The current state of haptic development is in its early stages and as such relatively disparate with most projects based on creating individual applications rather than platforms for haptic integration into existing software. The development of end-user friendly middleware, or other programming interfaces, to provide a means to generalize the access of both non-specific software and output signals to any type of (haptic) device is critical. A number of platforms for haptic interaction and programming have emerged relatively recently but are still beyond the reach of most end users since they require programming software and detailed knowledge. Openhaptics Professional (3DSystems, 2018) is a commercially available programming interface that is designed to facilitate creation of a wide range of software incorporating haptic feedback and interaction. CHAI3D (Chai3D, 2018) is a similar open source project that is designed to be compatible with a large amount of existing hardware devices and incorporates the ability to extend support for custom or new hardware. The interface exists as a C++ simulation environment that supports a number of core functions for volume rendering, visualizing CAD files and beyond. Both interfaces suffer from the significant requirement of programming knowledge as well as each project is essentially its own specific application. A relatively mature open source library, the Virtual Reality Peripheral Network (Taylor, 2001), supported by the National Institutes of Health allows access to VR tracking devices as well as a limited number of hardware haptic implementations. VRPN aims to be a device-independent interface to virtual reality peripherals and provides a way for applications to communicate via the VRPN’s client-server architecture. The system provides an excellent way to interface hardware tracking, controllers and human interface devices. However, VRPN still requires specific modules for each hardware device as well as client module for the running software application. The Open Source Virtual Reality (OSVR, 2018) software development kit (SDK) allows developers to create applications with access to all supported VR headsets and controllers by including libraries during the creation of applications. This limits the scope of OSVR as well as denying end users with no programming knowledge the ability to effectively use the software.

A number of solutions have emerged that have solved some of these issues and allow running software applications to have no knowledge of the specific targeted hardware while still providing interaction. The open source project OpenVR (OpenVR, 2018) is a programming interface and runtime binary created by Valve (Valve, 2018) that permits many types of VR hardware (including haptic devices) to communicate with running applications. Importantly, the system is compatible with SteamVR (SteamVR, 2018) and can be installed from their portal but is still limited to compatible devices and games/applications available within the SteamVR portal. An older and apparently unmaintained interface does allow software agnostic access to arbitrary hardware. The Glovepie system uses an input/output mapping system to allow end users the ability to map arbitrary controller inputs to control running applications (GlovePie, 2010). It should be noted that none of the above libraries explicitly support devices created for the blind, an issue that clearly needs to be remedied to move seeing impaired gaming forward. Some progress has been made towards allowing any running game or application to have access to any piece of haptic hardware, but these implementations are not broad enough in scope (minimal application/hardware support) and potentially difficult to implement. In addition, the abstraction layers are designed for interaction using the inherent interface and methods built into the controlling software (for example, a device can only be used to control typical in game activities such running or jumping) rather than the ability to generally probe the games 3D environment and structure. To accomplish this it will likely be required to extract information from running applications at a lower level, for example via the graphic processing units’ (GPU) depth buffer. This could provide low level access for developed environmental “probes” or tools that are implemented as a simple installable binary providing (haptic) devices access to the display lists of the running application. These digital probes could then be simply translated into pertinent outputs for (blind) users that activates and supports both the hardware specifically designed for the seeing impaired as well as the next generation of VR haptic devices.

 

Conclusions 

Here we present the rationale and benefits for using multimodal interaction for gamers with visual impairments as well as the current state of the art in haptic interfaces for gaming, education and the relationships to enhanced end user immersion and learning outcomes. As these technologies and devices are adopted and evolve they are poised to have a dramatic impact on the entertainment, education and quality of life of individuals with visual impairments. However, accessibility, software implementations and a common interface point would significantly help broaden the impact. As far as the latter, an underlying interface, or middleware library, built upon a standardized graphic libraries (such as OpenGL) that provides simple cross platform haptic access to depth buffers, geometric primitives and the virtual environment would simplify, enhance and expedite the incorporation of new methods of tactile computer interaction. More importantly, it would function with any running game without modification. It is clear that the human eye is able to acquire much more information temporally than the somatosensory system and touch based representations of color may be arbitrary and difficult to convey but haptic representations will clearly offer a much more natural interface for video games for individuals with visual impairments. The key will be harnessing next generation devices via a simple extraction layer to provide meaningful and compatible haptic outputs. The 2016 Disability Status report (Erickson, 2016) indicates that 2.4% (7,675,600 people) of non-institutionalized people in the US population reported a visual disability. In addition, it is estimated that there are 36 million blind persons worldwide with a further 217 million with moderate/severe impairment (Bourne, 2017) indicating that the development and integration of new haptic interfaces (both hardware and software) is warranted to support the entertainment and education of this population of potential gamers.

 

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Author’s Info:

Benjamin Vercellone
Missouri Department of Social Services
benjamin.j.vercellone@dss.mo.gov

 

John Shelestak
Department of Biological Sciences, Kent State University
jsheles1@kent.edu

 

Yaser Dhaher
Department of Mathematics, Kent State University
ydhaher@kent.edu

 

Robert Clements
Department of Biological Sciences, Kent State University
rclement@kent.edu

Categoria: 7/2018 Journal

Reducing Bias Through Gaming

Posted on 18 Marzo 2019 by Riccardo Fassone
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Karen Schrier (Marist College)

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Abstract

How can games be used to reduce biases and biased behavior toward those people with special needs—if at all? In this paper I contextualize biases toward people with special needs, and also investigate possible intervention to encourage bias reduction. I also provide particular attention to educator biases around students with special needs, and how games may support interventions and professional development to reduce biases and biased behavior. Based on this, and the limited research on games, empathy, perspective-taking and bias reduction, I describe five possible strengths and four possible limitations of using games for these purposes.

Keywords: Games, Design, Bias, Special Needs, Empathy, Video Games.

 

Introduction

Can games help to reduce biases, or the practices and behaviors related to these biases? If so, which characteristics of games may encourage or limit the reduction of biases, such as biases toward people with special needs? Games are starting to be used for bias reduction and the lessening of stigma, including non-digital games (Wong & Li, 2015) and digital games (Roussos & Dovidio, 2016; Simonovits, Kézdi & Karos, 2018). Finding interventions and experiences that support bias reduction and change behavior is becoming even more pertinent as schools become more diverse in student population (Lee, 2010) and as the number of children characterized as having special needs continues to increase (according to the IDEA act statistics, the number of children ages 3 to 21 that are served doubled from 1976 to 2015 (US DOE, 2018)). Moreover, between 2016 and 2018, there has been an increase in bias-related incidents, including hate crimes, cyber harassment, and a lack of civil discourse online (ADL, 2018).

In this article, I will review research on bias, anti-bias education, and bias intervention techniques, as well as research on games that aim to reduce bias, as well as games more generally. Games and gaming culture have even been seen as driving an increase in bias and expressions of bias, and has been suggested as causing antisocial behavior, such as aggression, violence, and addiction (WHO, 2017). Rather, in this paper I seek to understand how we may be able to reduce bias, unravel any strengths and limitations, and make recommendations for going forward. Finally, I will apply particular attention to research on educators and biases, and investigate research on biased behavior and attitudes toward students with special needs.

 

Biases and Special Needs 

What are special needs? In this paper I define special needs as specific needs outside of what is typically designed for, whether a game, intervention, learning experience, or classroom environment. Regardless of whether these needs should be designed for, they may not be considered in the design process, as designers may seek to create a “one size fits all” environment. For instance, a person with special needs could refer to a person with autism spectrum disorder, or someone, like my son, who is developmentally delayed and needs to wear prosthetics. It could also mean different types of learning disabilities, hearing or vision issues, a sensory disorder or ADHD.

Further, what are biases? A bias is an, “inclination or preference either for or against an individual or group that interferes with impartial judgment” (ADL, 2018). Researchers distinguish between implicit biases and explicit biases, with implicit being less consciously applied and explicit more deliberate. Both types of biases can affect behavior (Bai & Ertmer, 2008), judgments (Campbell, 2015), and sense of self or self-efficacy (Burgess & Greaves, 2009), although it is still unclear whether activation of stereotypes is causing the application and judgment of a group (Glock & Krolak-Schwerdt, 2013).

Besides the term bias, there are other related terms: stereotype, prejudice, stigma, and discrimination. Stereotypes are automatic and (often) evaluative judgments of a specific group (e.g., a gender or racial group as being associated with particular characteristics) (Campbell, 2015). Prejudice is defined as a systematically unfavorable attitude or belief toward a specific group of people, whereas discrimination is the “operationalization” of these prejudices in the form of negative actions and behavior toward that group (Adachi, et al, 2015). As Powell (2014) explains, stigma is a mixture of “stereotypic beliefs, prejudicial attitudes, and discriminatory actions” directed toward any specific group of people, which also stems from and varies by its social context (Lockenvitz, 2016).

All people, including teachers, parents, peers, and even young children, may have different types of biases. Biases may be based on gender, race, ethnicity, perceived social class, nationality, and special education needs (Campbell, 2015). These biases may influence a person’s behavior (Bai & Ertmer, 2008) and may also have an affect how that person interprets, assesses, and interacts with others (Campbell, 2015; Overby; Carrell & Bernthal, 2007).

 

Teaching and Biases 

Do teachers and other educators have biases about and biased behavior toward students with different backgrounds and needs? Teachers may assess their students differently based on their biases (Campbell, 2015). For instance, Campbell (2015) looked at teacher judgments of their students and found that students with any special needs diagnoses were less likely to be found to be rated “above average” for reading and math ability than those without any special needs. The researcher also found the same pattern for lower-income students, boys (reading), girls (math), and all ethnicities except white and Indian (Campbell, 2015). Likewise, research by Lavy & Sand (2016) suggested that gender biases were implicated in long-term consequences for domains such as STEM and boys’ achievement (positive effect) and girls’ achievement (negative) (Lavy & Sand, 2016).

Teachers also specifically have biases about people with different types of special needs. For instance, researchers looked at biases about students with speech sound disorders; and their results suggested that teachers may judge students’ school performance based on intelligibility and speaker pitch (Overby, Carrell, & Bernthal, 2007), such as judging those students with moderately intelligible low-pitched speech as having more behavior problems (Overby, Carrell, & Bernthal, 2007). People may have biases about adults and children with speech and communication disorders, such as a lisp—and judge them as not being as intelligent, even if the disorder has no relationship with intelligence (Lockenvitz, 2016). Teachers may also have biases about the competence of students with autism spectrum disorder and developmental delays (Travers & Ayres, 2015). An older model of special needs was based on an idea that there was a “deficit” or gap in ability in children; whereas a newer model is one of presuming competence and seeing those people with autism spectrum disorder as being capable of feeling and thinking (Travers & Ayres, 2015).

Researchers also uncovered biases related to who gets referred for treatment and/or further support for special education and special needs. One’s professional judgment of behavioral issues or academic competence is affected by their biases (Travers & Ayres, 2015). For instance, males are more often referred for learning disabilities services and support than females by teachers (Flynn and Rahbar, 1994) suggesting gender bias in beliefs around learning disabilities and in interpreting behaviors associated with this (Anderson, 1997). On the other hand, some studies suggested that teachers’ judgments and behavior were not driven by racial and socioeconomic bias (Abidin & Robinson, 2002).

Teachers are not the only ones with biases and are no more or less biased than other populations (Campbell, 2015). Biases also start young. Research by Quian, et al., (2015) suggested that implicit racial biases were present in three to five-year-old children in China and Cameroon. Parents have implicit and explicit biases against children with obesity (Lydecker, O’Brien, & Grilo, 2018). Biases do not always lead to negative or problematic outcomes. Researchers found a leniency bias that favored applicants to jobs who had a physical disability or handicap (Brechner, Bragger & Kutcher 2006).

The relationship among bias, attitudes, behavior, and social context, however, is complicated. Biases that educators may have also influence, and are influenced by, biases of students. People may be both objects of stereotypes and biases, as well as perpetrators or agents of biases and stereotypes, even at the same time (Castillo, Cámara & Eguizábal, 2011). What may be problematic or stigmatized behavior or characteristics in one social context may not be stigmatized in another time, place, or social situation (Lockenvitz, 2016).

 

Bias and Identity 

The relationship becomes even more complicated as one’s own identity, other’s biases and one’s internalized biases, and structural and systematic inequality, can even one’s affect performance and overall educational attainment (Burgess & Greaves, 2009). Internalized biases and stereotypes about one’s identity or group identity, may also affect one’s performance. Stereotype threat, the risk of living up to the negative stereotypes that an individual hears about one’s group or one’s identity, affects performance and achievement, and affects marginalized minority groups (such as women and people of color) and may lead to disengagement in STEM and other domains (Woodcock, et al., 2016; Woodcock, et al, 2012; Steele & Aronson, 1995).

Gender and race-ethnicity, as well as other aspects of identity, also factor intersectionally into how people feel a sense of inclusion and their experiences (Delgado & Stefancic, 2017). One’s social identity affects and drives learning and growth (Kim, et al., 2018), including one’s sense of belonging (Cheryan, et al, 2015), expectancy-value (Wang & Degol, 2013), stereotype threat (Shapiro & Williams, 2012), and interest in something (Su & Rounds, 2015). One’s racial, academic, and disciplinary identity also factors into one’s social identity complexity (Varelas, Martin & Kane, 2012; Roccas & Brewer, 2002).

Biases are also embedded in design itself—whether of the classroom, the learning experience, or a game or interactive application. For instance, biases have been found in artificially intelligent algorithms, which then become embedded in platforms that rely on them, such as search engines, face recognition, or social media platforms (Howard & Borenstein, 2017). Models and systematic educational approaches may also be embedded with the biases of the time and the social context of its creators. As mentioned earlier, more recent models of presumed competence replaced previous approaches toward those with special needs as if they have a deficit (Travers & Ayres, 2015); and each model or theoretical approach comes with its own set of biases and ways of seeing the world.

How do we reduce biases? What can design do to reduce biases and support greater equity, accessibility, and support for all human beings? But how do we mitigate disrespect for others and reduce negative social behaviors, such as bias? In the section, I will discuss findings and studies that investigate bias reduction, much of which is contradictory, and apply it to games.

 

Games and Bias Reduction

There is limited research on how to successfully reduce biases and biased behavior, and which strategies are most effective. Likewise, there is even less research on how to reduce biases using games and/or other designed playful experiences. In this section, I will share and apply the existing research on bias reduction and games, and identify the possible strengths and limitations of games, particularly in relation to helping teachers and other education professionals reduce biases in relation to students and colleagues with special needs. I will also explore open questions and gaps, and recommended areas for further research.

 

Possible Strengths

Games can help to support a professional development experience for practitioners, or can function as part of the intervention

A game can be part of a professional development experience that is virtual, in-person, or a hybrid of the two. This experience, depending on how it is designed, can be the entirety of the intervention, or can be part of it, and support other aspects of an intervention. How the entire intervention is designed matters, just as how a game is designed also matters. While some interventions, workshops, and even simulations have worked to reduce biases (Simonovits, Kézdi & Karos, 2018), many do not (Nario-Redmond, Gospodinov, & Cobb, 2017).  It often depends on how the intervention is designed, rather than the fact that there is an intervention. For instance, there are also many “trendy” interventions that do not work, such as for those with autism spectrum disorder (Travers & Ayers, 2015).

Researchers have begun to drill down into what types of interventions work for which types of biases, populations, and prior experiences (Castillo, Cámara & Eguizábal, 2011). Brecher, Bragger & Kutcher (2006) looked at job interviews, and their findings suggested that structuring an interview (standardizing the interview in some way to decide on questions and evaluation rubrics and methodologies (Campion, et al., 1997) helped to reduce biases in favor of applicants with physical disabilities. Williams, et al. (2018) looked at medical schools and found that those programs with a lower incidence of bias were found to have “longitudinal reflective small group sessions; non-accusatory approach to training in diversity; longitudinal, integrated diversity curriculum; admissions priorities and action steps toward a diverse student body; and school service orientation to the community” (p. 1).  Though this does not suggest causation, it does suggest possible features to address in future training environments. They recommend, for one, the creation of learning communities as this would support reflective small groups over time (Williams, et al., 2018).

How can games, specifically, be incorporated into interventions? First, either analog or digital games can be used as part of in-person in workshops or other interventions to support learning and interaction among participants. The ADL’s anti-bias teacher training, for instance, includes non-digital games and playful interactions, such as “Things in Common,” a game where players need to figure out aspects of their identity that they have in common before the time runs out (ADL, 2018). Adathi, et al. (2015) explains that games can serve as intervention tools to reduce bias, particularly when played cooperatively, even if the participants are in different locations. This may be particularly effective when people on the same team are aware that they are working with people from “out-groups” (Adathi, et al., 2015). While a completely virtual game that functions as an intervention is not an exact replication of an in-person, interactive professional development experience, it may have instructional value, and its own strengths and weaknesses. Games, for instance, have been used effectively for instructional purposes to teach both skills and content knowledge in a variety of areas, from science, technology, engineering and mathematics (STEM) to English language arts (ELA) to music (Schrier, 2018). Quandary, created by Learning Game Networks, helps teach middle and high school students how to build arguments and interpret evidence, by placing the player in a new society, where they have to help decide how to solve problems in the new society.

 

Games can possibly cultivate the practice of empathy, perspective taking, and compassion

Research on bias reduction, particularly racial and ethnic biases, often points to encouraging empathy and perspective-taking (Batson, 1987), which has helped improve attitudes toward marginalized groups (Dovidio, Pagotto, & Hebl, 2011). Though there are many different definitions of empathy, in general, empathy has affective and cognitive components and is defined as caring about what someone else is going through, thinking, or feeling (Schrier & Farber, in progress). Recent research on bias suggests that people tend to treat others with more empathy if they feel like they are more “like them” (in one’s in-group) as opposed to those who they think are different (an “out-group”) (Darvasi, 2016). Seeing someone as being in one’s “in-group” or in an “out-group” can be based on one’s abilities, race, gender identity, religious affiliation, or even sports or fan interests. Intergroup contact has been a common tool for helping people reduce their biases about other people (Castillo, Cámara, Eguizábal (2011 Allport, 1954; Pettigrew & Tropp, 2005, 2006), in that people become more accustomed to others by spending more time with them, and begin to see someone as more of a member of an “in-group.” For instance, Powell (2014) looked at stigma around mental illness, and found that those who have exposure to mental illness are typically those who have less anxiety around it, and more positive beliefs and fewer negative beliefs about mental illness and its prognosis.

Perspective-taking activities may also increase connections among disparate groups. Castillo, Cámara, Eguizábal (2011) describes perspective-taking as the process of cognitively thinking through what one “cognitive approximation between the self and members of the stereotyped group and between the ingroup and the outgroup” (p. 168). Such perspective-taking could lead to more positive views of “out-groups,” reduced communication of stereotypes and stereotypical representations (Galinsky & Moskowitz, 2000; Galinsky et al., 2005, 2008; Castillo, Cámara, Eguizábal, 2011). Perspective-taking has also been associated with a greater willingness to engage with others that are from another group (Wang, et al, 2014). When engaged in perspective-taking, people will start to ascribe the perspectives of the other as their own, and vice versa, which in turns strengthens connectedness between the two groups (Galinsky, et al, 2008). Even just feeling that someone else is taking our perspective may be beneficial as taking another’s perspective, as it could lead to more connection and feeling of overlap with the other person and greater empathy for them (Goldstein, et al., 2014). Self-esteem and empathic feelings may also interrelate to the effectiveness of perspective-taking (Vescio, et al., 2003; Galinsky & Ku, 2004). Vescio, et al (2003) had participants take on the perspective of an African American student, and the participants self-reported more empathy and more positive attitudes toward African Americans in general following this exercise (Vescio, et al, 2003; Castillo, Cámara & Eguizábal, 2011). Likewise, Castillo, Cámara, Eguizábal (2011) studied older adults and provided a story about a Moroccan immigrant and led through perspective-taking exercises. Their research suggested that perspective taking was moderately effective for reducing stereotyping and that this research has implications on training programs to support the reduction of intergroup biases among older people, for example.

Familiarity, exposure, and contact with others may also help (Steele, Maruyama, & Galynker, 2010). For instance, teacher training, workshops, and professional development opportunities that use these types of methodologies have been shown to enhance more positive attitudes in people, such as preservice teachers toward linguistically diverse populations (Cho & DeCastro- Ambrosetti, 2005).

How can games further encourage empathy, perspective-taking, exposure, and other related practices, such as people with special needs, or people with different backgrounds, perspectives or experiences? Many researchers have pointed out the potential of virtual spaces to support the practice of empathy, bias reduction and compassion (Faber & Schrier, 2017; Aviles, 2017; Schrier & Shaenfield, 2015; Schrier, in progress). Most research has considered how to apply the aforementioned theories and practices around reducing intergroup conflict and biases, and applying them to virtual worlds and games (Yee & Bailenson, 2007; Faber & Schrier, 2017; Aviles, 2017).

For instance, some games may help to immerse people into virtual worlds and new roles and identities (Schrier, 2014), which may encourage consideration of others’ experiences, feelings, and perspectives (Faber & Schrier, 2017). Games may help people express and experiment with their own identities and others’ identities (Schrier & Faber, 2018), and may enable people to communicate and interact with people from other cultures, with other types of needs, and with different types of experiences (Schrier & Shaenfield, 2015). As Aviles (2017) writes, “If one reason individuals self-segregate in the physical world is because they have no prior experience interacting with diverse individuals, the virtual world can be a safe place to gain this experience and lead to further contact in the real world. In addition, virtual contact with diverse representations of users may be enough to enact the positive qualities associated with contact in the physical world.” (Aviles, 2017, p. 3).

Games may help motivate players to consider others’ perspectives and to share their own views (Schrier, et al., 2014), and to work with others to solve real-world problems (Schrier, 2016), which may help to build empathy for those in an “out-group” by making them more of an “in-group.” For instance, in games, players can learn about other’s perspectives and connect with (virtual) people and stories in which they may not typically interact (Farber & Schrier, 2017). Research has suggested that even virtual perspective-taking can decrease bias and negative attitudes toward “out-groups,” and also enhance compassion and helpfulness toward others (Hasler, et al., 2014).  Though this is complex (Nario-Redmond, et al., 2017). Simonovits, et al. (2018) created a perspective-taking game that significantly reduced prejudice toward stigmatized groups in Hungary (Roma and refugees); this reduction lasted at least a month, and also resulted in changes in voting behavior. In Revolution: 1979, players are able to take on the role of a person from history during the events leading up to and during the Iranian Revolution of 1979. The game incorporates authentic perspectives from this time period and moment, and helps players to better understand the types of issues that led to the uprising, as well as how that may affect culture and politics today. Another example, The Migrant Trail, is a game that allows players to explore two different perspectives on migration from Mexico to Texas, and shows both the dangers of being a migrant, as well as the difficult decisions in being a border patrol agent. Games can not only share perspectives, but also help us express and appreciate emotions. In That Dragon, Cancer, a game about a (real-life) family grappling with their young son’s cancer, players can connect through themes of loss, family, and love (Farber & Schrier, 2017).

Moreover, researchers also found that they could redesign the features of a platform to counteract the tendency of people to make judgments based on social biases and trust people more if they are more similar to them (Abrahao, et al., 2017). Abrahao, et al. (2017) found that they were able to increase trustworthiness of dissimilar people from the participants on the Airbnb platform by including a reputation system.

 

Games can foster a learning community and enhance exposure to others through social interaction and cooperatiive problem solving and working on tasks

Games can support the creation and interactions of a learning community, or a community of practice (Wenger, 1998). For instance, games can help participants interact with each other around topics of interest (Crowley & Jacobs, 2002), can help participants collaborate on solving problems (Schrier, 2016), and can encourage more experienced players and practitioners to train novices, or to trade knowledge around different types of skills (Steinkuehler & Oh, 2012). Players (such as those of World of Warcraft) may develop shared norms by participating in these communities (Steinkuehler, 2007) and can help players acquire the vocabulary, tools, and epistemic understandings of those communities (Shaffer, 2006; Squire, 2011). As mentioned earlier, a learning community can help to encourage connections among disparate groups, as well as encourage a sense of belonging and inclusion in a game community, which may contribute to empathy, perspective-taking, learning, and positive exposure to others’ backgrounds and cultures, and greater self-efficacy and social support (Schrier 2016; McGonigal, 2011).

Games may also allow players to work with and partner with others across distance and time, who are not only not part of their everyday peer group, but may even be from the outgroup. If players are depending on each other, and need to communicate with each other on a shared task, they are able to build a more collaborative, altruistic relationship with each other (Schrier & Shaenfield, 2015; Adachi, et al., 2016). For example, in Eyewire and Foldit, players work on real-world problems (such as understanding brain cell and protein structures, respectively) and communicate with each other through the game’s platforms, and often form learning and problem-solving communities, which have helped to contribute to significant scientific discoveries (Schrier, 2016). Intergroup contact enhances empathy for the out-group and intergroup empathy decreases prejudice for the out-group (Adachi et al., 2015).

However, competitive and/or violent games may not have the same effect as collaborative and/or cooperative ones (Adathi et al., 2015). Adathi et al (2016) looked at violent video games and those who played it cooperatively were able to have more improved out-group attitudes than those who played them solo. Those playing a violent or nonviolent game, cooperatively, were more likely to increase attitudes toward the outgroup versus those playing either game by themselves (Adathi et al., 2016; Greitemeyer, 2013). It is unclear as to the mechanism for why cooperative play enhances these attitudes, and often these types of cooperative interactions among disparate groups are avoided (Adathi et al., 2015). Thus, while research by Adachi, Hodson & Hoffarth (2015) suggested that competitive games are associated with enhanced intergroup bias, games that support intergroup cooperation may reduce bias, particularly in multiplayer games online.

Players in a game are solving problems simply by the very act of playing a game. Players need to figure out how to overcome obstacles, avoid enemies, or reach specific goals. Players in a game could solve these types of problems on their own, or as mentioned in the previous subsection, they could solve those problems with others. Problems could be solved using a “jigsaw” method  or having different players have different roles, each of which helps to solve part of the problem. However, the entire team needs to work together to solve the problem. By having players solve problems with others, players start to see that people have different abilities, and different ways of contributing. This may help players to be more open to different types of skillsets and experiences and help to make people feel more “in group” with those who are in an outgroup.

In research on role-playing games, such as Fable III, Schrier (2016) found that players used more empathy-related skills, including perspective-taking, after spending time playing and overcoming obstacles with others, even virtual characters (Schrier, 2016). Schrier & Shaenfield (2015) also found that playing collaboratively with another (real) person in a game increased one’s willingness to engage with the collaborator, befriend them, and enhanced more compassion and empathy toward them (Schrier & Shaenfield, 2015). In the multiplayer online game and cooperative game Way, players tended to connect, forge friendships, and identify each other’s emotions to support collaborative problem solving (Schrier & Shaenfield, 2015).

 

Games may allow expression and experimentation with identity, and help to increase identity self-efficacy

Games can enable people to play as a role and shape their role’s identity, as well as gain confidence and self-efficacy in their identity. Games may also enable players to interact with other types of roles and identities as well. For instance, in some games players can shape their avatar (or their representation in the game), they can role-play as other identities, they can “level up” by practicing certain skills (e.g., magic, weaponry), and/or can make choices or interact with other characters or players to shape their own role in the game. In Mass Effect, you can make choices that lead more to a “renegade” character, or one who tends to disobey rules and social norms to get things done, or you can make choices that lead more to a “paragon” character, or one who follows the rules and social norms on their path. In the Walking Dead (Telltale) game, players make choices on how to support other characters during zombie attacks, which affect how other characters treat the player’s avatar and also shapes how events unfold in the game. In the Fable series, players can make ethical choices, as well as choices on how to rule their land (as in Fable III) and their decisions directly impact how other characters (NPCs or non-player characters) treat them, or how they look (the avatar or character representing the player starts to look more devilish or more angelic, or more scarred or more clear-skinned depending on their choices. They also might get brawnier or more tattooed depending on weapons used or abilities earned. Expressing one’s own identity, experimenting with different identities, and learning about other’s identities has been implicated in supporting empathy (Banakou et al., 2016) as well as in reducing bias (ADL, 2018) in that it helps to make any differences seem less “othered” and more understood and appreciated (Darvasi, 2017).

Who someone plays as (their avatar) may affect their biases as well. Behm-Morawitz, Pennell, & Speno (2016) investigated avatar creation and a game to understand whether participants took on the perspectives of others. They found that creating and being a Black avatar in the game helped to support more favorable attitudes about African American men (though not women) and more support for policies that support minorities, than playing as a White avatar (Behm-Morawitz et al., 2016). Banakou et al., (2016) also found that White people’s implicit racial bias against Blacks decreased after virtually embodying a Black avatar. Likewise, in another study, Peck et al., (2013) found that light-skinned players inhabiting a darker skinned avatar reduce their biased associations with darker-skinned people. However, the game context may matter. Yang et al., (2014) found that in a violent video game, playing as a Black avatar (instead of a White one) enhanced negative beliefs toward Blacks, and the players behaved more aggressively in the game. On the other hand, Aviles tried two different theoretical approaches to reducing prejudice using avatars in a virtual world (the Proteus effect (or the idea that how an avatar looks affects one’s own behavior), as well as a theory of intergroup contact) and found that neither were effective (2017).

Increasing self-efficacy around one’s identity can also help people to persist in systematically biased environments. Enrichment programs can excite interest in STEM by enhancing scientific curiosity (Ogle et al., 2017), which in turn leads to high scores of self-efficacy around science and also higher STEM knowledge (Ogle et al., 2017). Leonard et al., (2016) used robotics and game design to enhance self-efficacy around STEM for middle school girls and indigenous populations. They found that students who participated in blended robotics/gaming clubs had higher self-efficacy scores related to the construct of videogaming (Leonard et al., 2016) and created effective game prototypes. Siritunga et al., (2011) taught biology using a culturally and personally relevant model and found that half or more were confident or very confident in their results, and an increase in content knowledge occurred after the module.

Well-designed games scaffold (or support) content over time, and level it appropriately, so players are only getting what they need at each moment to do what they need to do to reach a goal (Fullerton, 2016). This type of design avoids overwhelming cognitive load, where a player has too much information to attend to and does not know what to attend to at each moment. It also helps to balance the players’ mastery of material with their ability to practice it without being too bored, such that they end up in a “flow state” (Csikszentmihalyi, 1990) or centered state where they feel both a sense of mastery without a sense of tedium and boredom. This state also relates to a feeling of higher self-efficacy or the feeling that one is able to do what they need to do and reach the goals they need to reach. Encouraging a higher self-efficacy may also support people’s ability to help others and engage in prosocial behavior through the game or perhaps even beyond the game.

 

Games can encourage moments of reflection and give clear and systemic feedback

Part of the learning process is not only acquiring and using information and skills, but reflecting on the learning process itself, and how it might be changing one’s views, behaviors, and perspectives (Mezirow, 1996). It is important for professionals to not only take actions, but to reflect on the consequences and outcomes of their choices, and how they may act differently in the future. The reflective process also helps to crystallize new knowledge and allows us to think about how we think, or engage in metacognitive processes, which further critical awareness, flexibility, and possibilities for future adaptation (Bransford, Brown, & Cocking, 2000).

How can games support reflection and reflective moments, especially when games often require the player to keep moving forward toward a goal. While not all games provide points where a player needs to reflect on their choices, games can provide outcomes, consequences and feedback on choices, which can be used to help players reflect on those choices and consider how they would make choices differently. For instance, in Life is Strange, the game takes the player back to moments where they made a decision and has them reflect on the decision and its consequences, and then invites them to make a different decision to see how the consequences play out (Schrier, 2018). Outcomes could be large (a town disappears, a person commits suicide, a person gets murdered) or smaller (a woman gets bullied). Life is Strange also includes gameplay where a player can decide to sit on a bench and just look around for a while, suggesting to the player that they can take breaks from the storyline and gameplay, the reconsider their actions, and engage in the present moment.

Clear and comprehensible feedback is important in any learning situation. People need to know how their actions and choices are evaluated, and in what ways their behaviors affect the world. As they receive more feedback, and more specific feedback, this helps them adapt and reorient themselves to better meet the goals and needs of a learning environment. Well-designed games are typically adept at giving this type of feedback, and enabling players to know how their choices are valued in the game, what the effects are, and whether and how well they are doing at reaching their in-game goals. The more precise, personalized, relevant, and “just-in-time” this feedback is, the more useful it is to the player. For instance, in Lim, players play as a colored square who is moving through a board, which is filled with rooms that have groups of squares that are different than the players square. As they move, the other squares have different reactions to the player, such as bumping into the square, pushing it away, or attacking it, and the player gets immediate feedback on how their square will be treated. The player can choose to “pass” as different colored square, or adjust their square’s color temporarily, and this has an immediate result of the other squares being less combative and more tolerant. Using these simple interactions and feedback, the game is able to express an abstraction of the effect of individual biases on a person.

Likewise, in a complex system like a game, players can experience change dynamically rather than just linearly. The feedback that players receive does not have to be linear (1:1), in that players only get to try something or make a choice, and then get a clear piece of feedback returned. Feedback in games can also be provided in a such as way that players can understand consequences and effects in a more dynamic way. For one, games can help to simulate and express complex systems, and enable players to interact within those systems, helping them to visualize and experience shorter- and longer-term effects. But players can push on and play with the boundaries of these systems, try out “what ifs,” enact behaviors, and perform within the system, such that they begin to interact with more holistic feedback provided on a more system-wide level (Schrier, 2016). Through a game, players can also experience and comprehend more complex, messy consequences—even ones that happen over time or have multiple levels of interactions. As a result, players can build systems thinking skills and the ability to see how different behaviors, biases, and attitudes may affect others, not only on a one-on-one basis, but at a system-wide level. For instance, though it’s not a game, per se, Parable of the Polygons is an interactive simulation that shows how biases affect interactions on a more systemic level. Participants are asked to move objects around to show how individual biases may result in more system-wide and institutional biases.

Thus, these types of simulations can help establish contexts to support intergroup relations and a reduction in bias (Adathi et al., 2015). Adathi et al. (2015) explain how enabling students who identify as heterosexual to imagine, discuss, and consider life on a different planet for those from a marginalized minority group helps to reduce prejudice against LGBTQ+ populations in real life. The context of imagining the short-term and longer-term effects for a group help to reduce out-group prejudices and enhance trust among groups (Hodson, Choma, & Costello, 2009; Hodson, Dube, & Choma, 2015; Adathi, et al., 2015).

 

Possible limitations

While there are many possible strengths of games in supporting bias reduction and changes in empathetic behaviors, there are also many limitations. For one, many games are not designed specifically to reduce biases or support perspective-taking. The design of the game, rather than the fact that it is a game itself, matters more in how well it is effective. The following are general limitation of games, however, the biggest limitation is simply that they are very dependent on how they are designed, which is complex in understanding.

 

Like any designed intervention, a game may not meet its goals

Biases and biased behavior are highly complex and dynamic, and require similarly complex and dynamic solutions. Can any intervention, whether a game or not, even reduce biases and change behavior? Researchers have debated whether biases and stereotypes are always automatic, and whether we will be able to actually reduce implicit biases (Devine, 1989), stereotypes, or prejudices, as they are too ingrained and may also affect social behavior (Quillian, 2006, 2008; Castillo, Cámara, Eguizábal, 2011). Other research suggests that the activation and application of the stereotype can be adjusted, and even automatic biases can be changed, with trainings and interventions (Castillo, Cámara, Eguizábal, 2011). As such, research on interventions is often contradictory, as it depends on the design of the intervention, the interaction with a specific audience, and the context of its use, among many other factors. Any type of intervention has limitations, and may be ineffective or unsuccessful in reaching its goals. While some games may take place over many months or even years, depending on the level of engagement of the player, it is difficult to design a full game experience that is so versatile and engaging for all players that it meets the goals of the intervention, fits appropriately into the context, and meets the needs of the audience. Design and context matter (Gentile, 2011) and may interact with how people play the game, treat each other, and their attitudes and behaviors toward each other (Adachi, et al 2015). The same game played in a different context may not be as successful. How a game is played (with others, alone, in a classroom) may also influence outcomes as well as what type of game is played (such as a cooperative or prosocial game) (Adachi et al., 2015). Games, for instance, need the right types of support, and are not “one-size-fits all” “out-of-the-box” solutions. They often require an appropriate teacher or mentor to help shape the game and curriculum to each other.

Overall, the simulations used to reduce biases have had mixed and limited results. Nario-Redmond et al. (2017) explain that a review of empirical evidence for disability awareness simulations resulted in only four prior studies and only one suggested that upper elementary school students had enhanced knowledge and understanding for people with a disability (2017). Nario-Redmond et al. (2017) used a virtual reality game to show the perspective of someone with a wheelchair and found that the game was not effective for enhancing constructive behavior toward those with disabilities.

Games may even further activate and spur biases, particularly competitive ones further expressing how the design of the game matters. For instance, research by Greitemeyer (2013) suggests that violent game play may enhance intergroup biases, however, the underlying mechanism for this is unclear as there have been mixed results as to whether violent video games cause real-world violence or aggression. Greitemeyer & Mügge (2014) also explore in another meta-analytic study how violent games are associated with antisocial behavior, whereas prosocial games are associated with prosocial behavior.  Likewise, research by Adachi, Hodson & Hoffarth (2015) suggested that competitive games are associated with enhanced intergroup bias, whereas games that support intergroup cooperation may reduce bias.

 

Games, players, and the cultural context around them are embedded with biases

Games are built with and embedded in societal and individual biases, even unwittingly. All games, just like any designed experiences, embed the biases of how they were designed, who designed them, and the sociocultural context in which they were designed (Deng, Joshi, & Galliers, 2016; Flanagan, 2009; Flanagan & Nissenbaum, 2014). Just the fact that we are using a game to try to reduce biases is a type of bias in that it suggests that games may have value in this way. Moreover, the communities around and within games have their own norms, values, and biases that are embedded in their design, and how they emerge over time. Games have also been cited as places where biases and intergroup conflict persist and are propagated (Adachi et al., 2015; Greitemeyer & Mügge, 2014). While most game players and communities are respectful, mature and engage in appropriate language, some game players and communities participate in toxic behavior, or purposefully volatile or problematic communications, such as bad language, mocking, negative tone, taunting, or even biased remarks or stereotyping, the amount of which may even vary by different game communities and fanbases. While many games, particularly more collaborative games, may not be as supportive of antisocial behavior, and some game companies have been trying to reduce this using various strategies, there remains a stigma around games themselves as being propagators of bias and antipathy—the very behaviors and attitudes that we hope to address and even reduce. This stigma, a bias in itself against games, affects how games are interpreted and the types of ways they are used (Schrier, 2016).

A game may be well-intentioned, have appropriate goals and operationalize change in an appropriate way, but still fail to meet its goals. This is because players come into game contexts with their own myths, misconceptions, and biases around people, relationships, and social structures, and it is hard to predict how people will complexly affect the game system, and be affected by the game system, dynamically. In fact, games have been used as environments in which to study and understand intergroup conflict and biases more generally (Greitemeyer & Mügge, 2014; Adachi et al., 2015; Ferguson, 2015; Pryzbylski et al., 2014). Most of the research on games and prejudice has been around using it as a site for understanding implicit bias, rather than on how to constructively support less bias for another group. A number of studies looked at shooter games, where players need to quickly decide who to shoot – they need to shoot at armed targets and avoid shooting at unarmed ones as they appear on the screen (Adachi, et al 2015). For instance, researchers have found that there is a bias toward shooting unarmed Black rather than White targets (Adachi et al., 2015; Correll, Hudson, Guillermo & Ma, 2014) and have also been able to decrease this bias in the short-term by presenting counter-stereotypical scenarios to the police officers (Adachi et al., 2015; Sim, Correll & Sadler, 2014).

Players may enact and perform their own individual biases in games, or even express biases that emerge from the particular design of a game experience. Yang et al. (2014) found that those playing a violent game as a black avatar versus a white avatar had more negative and stereotyped attitudes toward Blacks if they had a black avatar in the violent game, but in the nonviolent game, neither condition had more stereotyped attitudes toward African Americans after playing the game. The design of the game interacts with already present societal stereotypes and could activate them.

Players may bring their preconceived notions, myths and biases to the game. Roussos & Dovidio (2016) used the game, SPENT, to understand whether players would reduce biases against those with financial insecurity by playing a game about the poor. They found that those players who came in with the preconceived notion of a “meritocracy” (in that systems reward those who work the hardest and are the most deserving based on personal characteristics), ended up having less empathetic attitudes toward those in poverty than those who did not have the meritocracy preconceived notion (Roussos & Dovidio, 2016; Farber & Schrier, 2017).

 

Players and designers need to consider ethical ramifications

Those who are using or playing games to support bias reduction also need to understand and reflect on the ethical ramifications of their designs or gameplay. For instance, players may need to be mindful of how they experiment with and/or try on others’ identities. Players also need to be respectful of how they take on or engage in dialogue with the perspectives of others. One major critique of games and virtual reality when players take on roles of marginalized individuals and engage in perspective-taking is that the player is really a “tourist” who briefly takes on a fictionalized version of an individual or group, and then mistakenly think they perfectly understand the perspectives of others, while also being able to slip off that identity without feeling real consequences. This may then reinforce misconceptions and make it even more likely to dismiss real individual’s perspectives or more systemic inequities.

Another myth might be that games are even able to change biases or behaviors, and that games, like other technologies, are all-knowing, all-powerful and magical. This has ethical implications because it obfuscates its flaws, and also how important the context, player, and other factors are in making a game successful. Tailoring and communicating these expectations properly will help to ensure that the game is appropriately contextualized and that ethically transparent. It will also help ensure that the game is effective as it focuses on the humanness of games, rather than its cold, technological prowess. Games may not always effectively teach or change behavior per se, but they can possibly give us experiences with people we may not come in contact with often and give glimpses into different aspects of humanity, even if they cannot perfectly simulate a system or how someone feels, thinks, dreams or acts.

 

Designers need to address how to best cultivate the practice of empathy

There are possible general limitations to using a game for the cultivation of empathy, compassion, which should be considered (Farber & Schrier, 2017). For one, putting someone in “another’s shoes” or simulating their life may increase empathy, but also distress and overwhelming negative emotion. In Against Empathy, Bloom (2016) argues that empathy can backfire (in part) if people get too immersed in their own response to someone else’s pain or suffering, that they cannot properly and appropriately help them. For instance, Nario-Redmond, Gospodinov, & Cobb (2017) found that after showing two simulations about a person with a disability such an individual with dyslexia or mobility issues, the participants felt more upset, anxious, ashamed and helpless than before. Although their empathy toward people who are disabled increased, their openness to interacting with people with disabilities did not get better, and they felt that they would be less effective in interacting with someone with a disability (Nario-Redmond et al., 2017).

Galinsky et al. (2008) argue that perspective-taking helps participants take on the so-called stereotypical behavior of the other (“out-group”) (both the positive and negative ones). Perspective-taking may even “backfire” and lead to negative outcomes when a person feels threatened (Sassenrather, Hodges & Pfattheicher, 2016) or even where there are good intentions (Holoien, 2014). Perspective-taking may also work well in Western cultures, but may not be as effective in East Asian cultures (Wang et al., 2018). Perspective-taking may help enhance understanding, but the process may not predict the other person’s actual views, mental state, emotions, and attitudes; whereas communicating with the other person and learning about them, and gaining their perspective (exchanging perspectives), did help to increase accuracy of understanding the other person (Eyal, Steffel, & Epley, 2018). For instance, Gloor & Puhl (2016) looks at strategies for reducing weight bias and found that empathy-induction and perspective-taking conditions both enhanced more empathy for people with obesity than the other conditions, but may not reduce overall stigma about weight (Gloor & Puhl, 2016). Moreover, “imagining oneself in the place of others—rather than taking the other’s perspective—is less effective at inducing empathy and help” (Nario-Redmond et al., 2017). In sum, perspective-taking is complex in that it can enhance connection among groups and between those of in-groups and out-groups, but it can also contribute to increased flawed understandings of the other, and enhanced use of stereotypical evaluations and behaviors associated with the out-group (Nario-Redmond et al., 2017).

Moreover, research has suggested that players need to build relationships and interpersonal connections over time to support empathy and perspective-taking (Schrier, 2014), such as in the case of Fable III,  or need to interact with them in a way that they mutually benefit and play together (Schrier & Shaenfield, 2015), such as in the case of Way. Players need to have the time to authentically build intimacy with other players or even non-player characters (NPCs), or virtual characters that are not controlled by a player.

Finally, a game may be well-designed, but it if no one plays it, it will not be able to support any types of experiences for its players. Players need to be motivated to play a game that encourages empathy, and be open to the types of interactions, choices, relationships, and outcomes in the game. Moreover, these choices need to be meaningful to the player—not just in terms of how the game is played (in that the choices affect something in the game itself), but that it is also meaningful to the player and what is personally relevant to them (Schrier, 2018). This may be many different things to many different players, so it is important to allow for a variety of play styles and experiences such that players can form their own personal connections to the experiences.

 

Conclusions and next steps

This paper seeks to analyze the recent research on bias education and couple it with research on games and bias reduction (with particular attention to special needs), to help make recommendations of how to better design game and related environments to support bias reduction and less biased behavior toward others. There are many complex and dynamic interactions that both spur and reduce bias, prejudice and discrimination. This complexity is also seen in interventions such as games, virtual worlds, and simulations, in that it’s never as simple as “games reduce or increase bias,” but it’s under what conditions, by whom, how, and when. I described five possible strengths and four possible limitations of using games for bias reduction, particularly in relation to special needs. However, almost any aspect of a game could possibly be a strength or a weakness, as games and their players form a dynamic system that depend on many factors, including social context and cultural biases of the time, place, and people.

As next steps, each of the strengths and limitations should be empirically studied and further investigated. For instance, we may want to take each of our strengths and weaknesses and ask additional questions. In terms of strengths, the following are questions we may want to pursue further, as these will have implications for designers of games to reduce biases, players of these games, and people who are creating interventions for teacher educators to support their professional development:

 

  • Games can help to support a professional development experience for practitioners, or can function as part of the intervention. Which types of games work best within different types of interventions for bias reduction and special needs educators? How can games be best integrated into professional development for teachers and educators; what are the factors and configurations that are most effective?
  • Games can possibly cultivate the practice of empathy, perspective taking, and compassion.  What are the specific design elements and gameplay that best support the cultivation of these skills, and particularly, in how they may help to reduce biases? How does storytelling, emotional expression, character development, relationships, reflection, transportation and other factors specifically affect this practice?
  • Games can foster a learning community and enhance exposure to others through social interaction and cooperative problem solving and working on tasks. How can we best support, manage and cultivate useful learning communities using games? How do we provide the appropriate scaffolds for problem solving, and encourage constructive social interactions among the players?
  • Games may allow expression and experimentation with identity, and help to increase identity self-efficacy. How do we support players to safely experiment with their own identities and other identities, as well as other perspectives? How do we best enhance player’s self-efficacy and confidence in their own roles to better support bias reduction through games?
  • Games can encourage moments of reflection and give clear and systemic feedback. What are the most useful ways to provide feedback and how can we use messaging, communication and interactions with the game’s system to further help players grapple with bias? How can we build in reflective moments that will continue to crystallize knowledge and enhance critical thinking of one’s own practices and biases.

 

 

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Author’s Info:

Karen Schrier
Karen.Schrier@marist.edu
Marist College

Categoria: 7/2018 Journal

n. 7/2018 – Digital Entertainment for Special Needs, Special Needs for Digital Entertainment

Posted on 15 Dicembre 2017 by Riccardo Fassone
Comments off

Guest Editors:

Dr. Enrico Gandolfi
Kent State University
egandol1@kent.edu

Dr. Richard E. Ferdig
Kent State University
rferdig@gmail.com

Dr. Kaybeth Calabria
Franciscan University of Steubenville
dockbc@icloud.com

It is well known that videogames represent the driving sector of the current entertainment with an excepted business of 90 billion dollars in 2016 (NewZoo 2015). Furthermore, the supporting technology is often at the cutting edge (e.g., Oculus Rift, Microsoft Hololens, PlayStation VR) and constantly in progress (e.g., social games, cloud gaming, holograms). Along with such a rising popularization, sectorial trends and orientations are getting more and more articulated going beyond the mere escapism: serious games, newsgames, and persuasive games (e.g., Bogost, 2011; Djaouti et al., 2011) are now well-established genres that are able to deal with a remarkable range of issues. The educational and pro-active implications of the medium are noteworthy as well and different fields and disciplines are increasingly applying them toward a multitude of audiences and issues (Ferdig, 2014; Gee, 2007). Moreover, phenomena like the reaction to Gamergate scandals are glaring signals that the game industry is embracing a turning point in terms of representation and equal opportunities. To summarize, it can be argued that the sector is now more different and diversified than in the past.

Nevertheless, special needs still foster blurry reflections and engender discontinuous efforts in video game landscapes. With this broad term, the reference is to physical, cognitive and even socio-cultural conditions than require specific interventions in everyday life routines, learning activities, general accessibility (etc.). Eligible factors vary from mental retardation and sight/hearing impairments to racial background and age. A contiguous and more defined concept is Special Education, which means “specially designed instruction, at no cost to the parents, to meet the unique needs of a child with a disability” (20 U.S.C. 1401(29)) (for more information about related media implementation see Fage et al., 2014; Kagohara et al., 2013). The implication of embracing special needs in digital entertainment points to usability, engagement and representation in design, production and final consumption. In addition, it might trigger an instrumental perspective in exploiting videogames to improve the state of individuals with disabilities/suffering biases (e.g., ludic experiences that enrich autonomy and social skills) and empowering their participation, which is a fundamental human right (UNICEF, 1990). Unsurprisingly, supportive and communicative efforts of foundations like AbleGamers Charity and Special Effect are increasing all around the world as well as the attention given by academy (e.g., EPINOIS R&D project, Games for Health conferences) and majors (e.g., Activision-Blizzard, Microsoft, Sony) to the assistive potential of the medium. Scholars and researchers are increasingly addressing the topic (Carr, 2014; Champlin, 2014; Ledder, 2015) and exploring on how special needs can benefit from the medium (e.g., Anthony et al., 2012; Nardi & Lim, 2011; Powers et al., 2015; Saridaki, Gouscos & Meimaris, 2009; Yuan, Folmer, & Harris, 2011). Finally, development guidelines have been proposed (as the ones suggested by Universally Accessible Games, Serious Games Initiative, IGDA game accessibility interest group, and International Game Developers Association) and specific titles explicitly addressed the topic (e.g., Drospy, Oddworld: Abe’s Oddysee, If…).

However, although these premises are encouraging and prove the potential of such an association, we are at a standstill in comprehending:

a) how game industry concretely frames and supports special needs in terms of interaction, representation and customization;

b) what policies and affordances should be applied to satisfy special needs through digital games;

c) conversely, what suggestions and insights special needs-related expertise, professionals and involved audiences can provide to game industry as sources of diversity, inclusion and accessibility.

In light of these questions, the special issue Digital Entertainment for Special Needs, Special Needs for Digital Entertainment aims to stimulate both theoretical and empirical outcomes aimed to enlighten the relation between special needs and video games. Contributions from Game Studies, Media Studies, Disability Studies, HCI field, Science and Technology Studies, Psychology and Sociology (and so on) are welcome along with pieces by educators, developers and stakeholders dealing with such a potential interplay. Accordingly, this thematic call also seeks risky and game-changer proposals in order to frame and even suggest future moves in multiple directions, from design stimuli to therapeutic applications. Therefore, implications aim to be significant for a wide range of audiences including scholars, researchers, practitioners and caregivers. The final objective is to outline a coherent and multi-angle overview of the topic and take a step forward for supporting a pro-active synergy between digital games and special needs.

Topics of interest may include but are not limited to:

  • Current and alternative procedures in making the medium more accessible (from input devices to user interface) (e.g., the high customization of Uncharted 4 and Overwatch).

  • Creative and productive insights for staging a meaningful play for special needs.

  • Case histories of video games especially effective or conversely ineffective in dealing with special needs.

  • Liaisons between industry/stakeholders and special needs (e.g., low-cost prosthetics inspired by Deus Ex)

  • Performing different abilities in gaming (e.g., AbleGamers’ 5-day streaming event on Twitch.tv)

  • Empirical research on digital play’s effects on individuals with special needs.

  • Perspectives and methods for implementing digital games in Special Education

  • Application of special needs-related guidelines/criteria in gaming development and practices.

  • Q/A of ludic experiences enrolling users/testers with special needs.

  • Cultural/social/economic analysis of relations between digital entertainment and special needs

  • Virtual worlds, online communities and sub-game cultures related to special needs/disabilities.

  • UGCs and mod-scapes addressing special needs/disabilities/bias.

  • How disability, impairments and bias are portrayed in digital entertainment from aesthetics (plot, characters, etc.) to mechanics (rules, resources, etc.).

  • Potential of gamification toward special needs and Special Education.

  • Participative game design dealing with disabilities and inequalities.

  • Disabilities, special needs and minorities in Game Industry workforce.

  • New/specific bias and difference factors related to digital gaming.

Submission

Please send your abstracts of 500 words (references not included) by February 20, 2018 to Enrico Gandolfi (egandol1@kent.edu). Notifications of acceptance/rejection will be sent out by March 5, 2018, and full manuscripts are going to be submitted within May 15, 2018. Contributions will be subjected to a double blind peer review process. The special issue is expected to be released in September 2018.

Partial References

Anthony, l., Prasad, S., Hurst, A., & Kuber, R. (2012). A Participatory Design Workshop on Accessible Apps and Games with Students with Learning Differences. ASSETS’12, Boulder, CO.

Bogost, I. (2011). How to do things with videogames. Minneapolis, MN: University of Minnesota Press.

Carr, D. (2014). Ability, Disability and Dead Space. GameStudies, 14(2). Retrieved from http://gamestudies.org/1402/articles/carr

Champlin, A. (2014) Playing with Feelings: Porn, Emotion, and Disability in Katawa Shoujo. Well Played, 3(2),

Djaouti, D., Alvarez, J., & Jessel, J.P. (2011). Classifying Serious Games: the G/P/S model. In P. Felicia (Ed.), Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches. Hershey, PA: IGI global.

Fage, C., Pommereau, L., Consel, C., Balland, É., & Sauzéon, H. (2014). Tablet-Based Activity Schedule for Children with Autism in Mainstream Environment. ASSETS’14, Rochester, NY.

Ferdig, R. (2014). Education. In B. Perron & M. Wolf (Eds.), The Routledge Companion to Video Games Studies. New York, NY: Routledge.

Gee, J. P. (2007). What video games have to teach us about learning and literacy (second edition). New York, NY: Palgrave Macmillan.

Kagohara, D. M., van der Meer, L., Ramdoss, S., O’Reilly, M. F., Lancioni, G. E., Davis, T. N., Rispoli, M., Lang, R., Marschik, P. B., Sutherland, D., Green V. A., & Sigafoos, J. (2013). Using iPods1 and iPads1 in teaching programs for individuals with developmental disabilities: A systematic review. Research in Developmental Disabilities, 34(1), 147-156.

Ledder, S. (2015) “Evolve today!”: Human Enhancement Technologies in the BioShock universe. In L. Cuddy (ed.) BioShock and Philosophy, Oxford: Wiley-Blackwell

Nardi, B., & Lim, T. (2011). A Study of Raiders with Disabilities in World of Warcraft. In Proceedings of the 6th International Conference on Foundations of Digital Games. New York, NY: ACM.

Powers, G.M., Nguyen, V., & Frieden, L.M. (2015). Video Game Accessibility: A Legal Approach. Disability Studies Quarterly, 35(1).

Saridaki, M. , Gouscos. D., &  Meimaris, M. G. (2009). Digital Games-Based Learning for Students with Intellectual Disability. In Thomas Connolly, Mark Stansfield, and Liz Boyle (Eds.) Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices (pp. 304-325). Hershey, PA: IGI Global.

Yuan, B., Folmer, E., & Harris Jr., F.C. (2011). Game accessibility: a survey. Universal Access in the Information Society, 10(1), 81-100.

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