Introduction:
‘Levelling Up’ and the Impact of Videogames
Brittany Kuhn and Alexia Bhéreur-Lagounaris
Ask almost any videogame player what it means to ‘level up,’ and they will
describe some combination of gaining a certain number of experience points or
developing a certain number of skills; the higher the points or skills, the higher the
level, the more rewards for the player. If such a concept can be applied to life
outside a game, then this 7th Global Videogame Cultures and the Future of
Interactive Entertainment at Mansfield College, Oxford, United Kingdom over the
weekend of 11-13 September 2015 was just that. And it impacted all of us, leaving
no man or woman behind. But how can a conference do that? What was the recipe
of this multiplayer levelling?
There is a study about this feeling of connectedness and shared interests—
Woolley, et al.’s ‘Evidence for a Collective Intelligence Factor in the Performance
of Human Groups’—which states that:
This ‘c factor’ is not strongly correlated with the average or
maximum individual intelligence of group members but is
correlated with the average social sensitivity of group members,
the equality in distribution of conversational turn-taking, and the
proportion of females in the group.1
This conference checked off each of those factors: it facilitated an equality in turn
taking, there were a higher number of females in the group, and there was a great
amount of sensitivity of group members. Even if the level up was something we
did not realise until the last day of the conference, it happened in spades.
Due to the interdisciplinary nature of the videogame as a medium, games
studies conferences include scholars from disciplines not often thought to be seen
together; this conference was no different. Delegates heralded from areas of
philosophy, narratology, computer programming, virtual reality, artificial
intelligence, education, graphic design, natural sciences, psychoanalysis, social
sciences and economics. Additionally, thirteen countries and four continents were
represented, with scholars hailing from Austria, Czech Republic, Germany,
Switzerland, Malta, Poland, Wales, Scotland, England, Canada, the United States
of America, Australia, and Brazil. Of the twenty-two presenters, a full third of the
group were females. After the notoriety of the Gamergate scandal the year before,
we females felt it was a big level up from the popular representations of women in
videogame studies. We were changing the room with more estrogen. Knowing that
estrogen comes from the greek oistros, literally meaning “verve or inspiration,”
maybe our very attendance contributed to that sense of encouragement and
creativity?
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An important element to note, also, was that no less than half of the delegates
had never presented publicly before, choosing the intimate structure of an Interdisciplinary conference to be their debut. This combination of experienced and
inexperienced academics provided a fertile ground for innovative discussion and
perspectives. Perhaps the newbies brought with them a type of humility that
inexperienced people sometimes have. But this humility was in a specific context:
for many of them it was their first time in Oxford and the intellectual aura of this
University was also bringing a type of respect or admiration. Or maybe Impostor
Syndrome. Or all three! Regardless of the reasons, Mansfield College, with its
grand architecture and even grander academic history, invited a kindred spirit to be
more attentive and sensitive in their listening, which is why our first presenter was
that much more important in setting this open and focused atmosphere.
Opening the conference by stating explicitly how videogames fit Danto’s
definition of art2 released the rest of us from the need to justify games as a rightful
field of academic study. This was a leap into our imagination, a big “What If?”
What if we felt we could safely exchange without judgments or justifications to our
peers? What if our work could finally be taken seriously? What if we could really
change minds—for the better or worse? Accepting the multiple possibilities of
what a videogame is, as much as a definition akin to other art forms such as film or
photography or dance, triggered a welcoming fertile ground to express each of our
own unique perception of what videogames are. There are multiple: sometimes a
chef-d’oeuvres, sometimes a yukky crappy plastic flower, sometimes moving,
sometimes entertaining, sometimes life changing, sometimes violent but just as
complex as art is. And that very first presentation gave us the permission to release
our own perceptions.
The edited chapters presented in this volume represent only a snapshot of such
a ‘levelling up’ of videogame studies. The most prevalent theme revolved around
the emotional and moral impacts of contemporary videogames, with specific
reference to Bioware’s Mass Effect and Dragon Age series, in particular Dragon
Age: Inquisition as it had only been released nine months previously. Yager
Entertainment’s Spec Ops: The Line and the episodic games Dontnod’s Life is
Strange and TellTale’s Walking Dead were also featured for their use of narrative
in the creation of identity as player-character and real-life human being. Other
presentations discussed gamer identity in light of the GamerGate scandal in terms
of defining and exploring the importance and relevance of ‘fanboy’ subculture, as
well as one of its manifestations in the form of Let’s Play videos on YouTube.
This idea of videogames reaching into the world outside the game was another
common thread amongst the delegation. Many presentations discussed how new
technologies in virtual reality and social networking are opening doors for more
‘serious gaming’ in the form of educational games and citizen science.
Videogames have become such a cultural mainstay that they are and could be
further used to create changes in other fields such as social activism and natural
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sciences, specifically in reference to the capabilities of crowd-sourcing and
community-building in the massive-multiplayer online games EVE Online and
World of Warcraft. In-development projects such as Massive-multiplayer Online
Science (as described in the included chapter by the same name) and Poland ADL
Partnership Lab’s CAMELOT (a military and foreign language training
programme) are expanding serious and educational gaming into a new medium.
Bethesda’s Skyrim was even given a ‘serious’ look in terms of its use for moral and
ethical dilemmas, and Rockstar Games’ Grand Theft Auto V was analysed for its
implications on mainstream capitalist marketing practices.
Although not all presentations from the conference are included in this volume,
the fifteen that have been are carefully divided into three sections:
I. Theoretical Impact of videogames
II. Individual Impact by videogames
III. Social Impact through videogames.
These threads were not obviously present at the start of the conference but emerged
from a recognition by all in attendance that, for all the seeming disconnect between
casual mobile games like Dominaedro and first-person role-playing console games
like Mass Effect, all genres and styles of games impact our cultural and
professional understandings of how videogames, and our own culture in response,
continue to evolve.
The first section, entitled ‘Theoretical Impact of Videogames,’ includes four
papers that in some way relate to expanding a philosophical, theoretical, structural,
or practical understanding of the videogame as a cultural medium. As with any artor entertainment-based medium, the natural beginning is often with philosophy; to
this end, Declan Humphreys starts the volume by analysing the ‘usefulness’ of
videogames in terms of Aristotle’s philosophical theory of false pleasures and the
good life. It seems apt to begin the text with a chapter validating the study of
videogames since, as Humphreys writes, the negative criticisms laid upon
videogames by political and academic figures are as impacting on the videogame
industry as videogames are on society.
Thomas Faller continues the use of philosophy through Descartes’ cogito ergo
sum and Isaac Asimov’s ‘Three Laws of Robotics’ to discuss how Bioware’s Mass
Effect videogame series presents a more-than-likely future of artificial intelligence
in terms of their development as slaves, evolution into self-aware and independent
beings and the high possibility of their revolt into humanity’s oppressors and
antagonists. What Faller argues makes the videogame different from print or
cinematic texts, such as Mary Shelley’s Frankenstein or Gene Rodenberry’s Star
Trek: The Next Generation, is the ability of the player to explore the path and
events which led to each outcome and learn what not to do when artificial
intelligence makes its inevitable appearance in our own society.
In the next chapter, Brittany Kuhn moves away from philosophy and into
videogame theory through an analysis of the notorious narratology-ludology
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debate, which has all but stalemated the discipline until recent years. In discussing
more contemporary studies which have evolved from that debate, Kuhn argues that
it has become more obvious that the player should be at the core of the game
experience—both narratively and ludically—rather than the game as a stand-alone
object, an idea reflected by the rest of the chapters in this volume.
This focus on the ‘ludo-narrative’ is further explored by Kieran Wilson, who
discusses the multiple strata on which story is created in modern videogames and
how those different strata are expressed ludically and narratively. What’s dually
important about this chapter is that Wilson does not just analyse videogames but
presents a research methodology which melds the two opposing sides of
videogames studies without supplanting one as less important than the other and
can be of equal use when analysing all types of games, from casual mobile games
to intense first-person role playing console games, as long as they include a story
of some kind.
Shifting perspectives slightly, the final chapter of this section explores the
impact of the player on the videogame in terms of design. Vicente Martin
Mastrocola, a designer on the independent Brazilian casual mobile game
Dominaedro, provides in-depth analysis for why and how the iterative design
process is so important to developing a successful mobile game. As with the other
chapters in this volume, Mastrocola comes to the conclusion that understanding
and learning from the player experience seems to be what determines whether a
game becomes widely successful; a concept more fully explored in the next
section.
“Individual Impact by Videogames” discusses how contemporary videogames
have begun to include more emotionally or morally ambiguous themes, prompting
the player to consider their previously held concepts of identity and decisionmaking. Felix Schniz begins this section by analysing how Spec Ops: The Line
confronts the player with the cognitive dissonance between the unethical
behaviours required of players in first-person war-themed games and the pleasure
derived from completing a game, regardless of what the player is asked to do.
The three chapters following discuss how Dragon Age: Inquisition (DA:I)
represents, reflects or corrupts decision-making and identity-formation through its
narrative and non-playable characters. Like Schniz’ chapter, Shauna Ashley Bennis
continues a discussion of cognitive dissonance by describing how DA: I helped her
recognise how her own identity guided her gameplay and face some serious
questions of deciding whether finishing a game should mean compromising one’s
principles.
René Schallegger uses texts from Canadian studies and postmodernism to
explain how DA:I represents the quintessential Canadian identity through the
game’s approaches to inclusivity on both a national and a cultural level, while Veit
Frick criticises the game’s lack of realistic romantic encounters. Although DA:I is
much more inclusive and respectful of the spectrum of gender-identification and
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sexual preferences, Frick argues that the gameplay itself still lacks a sense of risk
in the form of rejection or consequences when approaching a romantic relationship
with certain non-playable characters, and such lack of risk may create an
unrealistic representation of real-life romance in its more impressionable players.
Moving away from DA:I but still within the realm of Bioware, Vanessa Erat
gives a post-colonialist reading of the Mass Effect series. She argues that while
being inclusive and sensitive to human minorities in terms of race, religion, sex or
gender, humanity, as represented in Mass Effect, still subjugates a minority in the
form of nonhuman races, stealing their colonies and, in one particularly grim case,
committing genocide in the name of the human race. Erat goes on to argue that the
lack of player agency in the cases she presents force the player to consider the
crimes and consequences of such actions and how contemporary instances of neocolonialism could be avoided.
The volume comes to a close with a discussion of serious gaming in the section
“Social Impact through Videogames.” These chapters focus on how videogames go
beyond the individual in creating a widespread cultural impact, whether it be
helpful or hindering. In the first chapter of the section, Attila Szantner presents a
developing project which combines the methodology of crowd-sourcing citizen
science and the audience of the massive-multiplayer online game EVE Online to
become what his group is calling ‘Massive Multiplayer Online Science.’ Alexia
Bhéreur-Lagounaris furthers Szantner’s argument in her chapter following,
proposing that the future of both citizen science and videogames lies in the
development of multiple forms of citizen science gaming, Szantner’s project being
only one of many possibilities. As both Szantner and Bhéreur-Lagounaris describe,
gaming culture is already rife with player-developed practices in the form of
modding (or modifying a computer game’s programming) and fan-created wikipages, and by introducing citizen science methodologies, such practices could be
utilised to provide the framework for use in social impact projects.
Thomas Hale further explores these fan-made practices with particular attention
on the Let’s Play phenomenon and its relevance to the archiving of the videogame
experience and development of a ‘gamer’ identity. Bradley James and B.D.
Fletcher expand on this idea of fan-created society in defining the ‘Fanboy’ subculture, in both its positive and negative lights. James and Fletcher argue that
fanboys, and the misconceptions given about them, are in large part responsible for
the marketing boom of the gaming industry.
Simon Murphy wraps up this section, and the volume, by bringing the papers
full circle in using the philosophical arguments of Baudrillard’s theory of
‘hyperreality’ to discuss the impact and emergent practices of the blatantly satirical
capitalist messages of Grand Theft Auto V. However, Murphy goes on to argue that
it is the very fan culture, in the forms of modding and hacking, which has further
complicated this hyperreality through extortion of the virtual marketplace, forcing
developers to create fixes or even entire games which hinder such player creativity.
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We only hope that you too, in reading the chapters included in this volume,
‘level up’ your understanding of the cultural impact of videogames, by them, and
through them, as we did. We also hope you will ponder and maybe answer the
question we all began to ask ourselves as the conference came to an end: with the
advent of virtual reality and more advanced social networking technologies, where
will videogames, and subsequently our society, ‘level up’ to next?
Notes
1
Anita Williams Woolley, et al. “Evidence for a Collective Intelligence Factor in
the Performance of Human Groups,” Science 330:6004 (Oct 2010): 686-688,
accessed 1 May 2016, DOI: 10.1126/science.1193147, PDF.
2
Not included in this collection: David Mizzi, “What Video Games Are: An
Application of Danto’s Theory of Art,” paper presented at the 7th Global
Conference on Videogame Cultures and the Future of Interactive Entertainment,
accessed 9 September 2015, http://www.inter-disciplinary.net/critical-issues/wpcontent/uploads/2015/07/Mizzi_VG7draftpaper.pdf, PDF.
Bibliography not added by the editors.