Game arthritis, physical deformations and other video game induced diseases: game studies beyond agency and materiality



Similar documents
Dr. PAOLO RUFFINO - CURRICULUM VITAE

How To Cite A Book Or Game On A Computer Or Tablet Or Phone

Presentation of Visual Art in Interactive 3D Environments

Gamification from the perspective of service marketing

Gamification in education: How gamification can encourage learning. Ryan Montville. The Ohio state University

Technology Fatigue in Digital Interactive Exhibitions Agathi Tsoroni Visual Artist and Educator 27

Scoring Points With Students: The Gamification of a First-Year Course. Agenda. FYE as a Game. International Conference on the FYE July 18,

We invite submissions, which may react to, and expand on to the following questions of Digital Material/ism :

COMM 104 Introduction to Communications Fall credits Core E&C GE-AH for BAB and CS COMM 130 Introduction to Journalism Fall credits

Doing Phenomenological Research: Connecting Nursing Education, Research, and Professional Practice

Rethinking Gamification. Edited by Mathias Fuchs, Sonia Fizek, Paolo Ruffino, Niklas Schrape

Preproduction in the Game Development Process

A Study On Factors Influencing Construction Contract Claim Management

Manifesto for a Ludic Century Eric Zimmerman

ROOT OF PLAY GAME DESIGN FOR DIGITAL HUMANISTS

Game Controllers: A Critical Discussion of Input Devices in Game Design

HTS 3089 QUP SCIENCE, TECHNOLOGY, & SPORTS. Early Short Summer Session 2015

Northeastern University Online College of Professional Studies Course Syllabus

GRADUATE EDUCATION COURSE DESCRIPTIONS EDUC 5003 Introduction to Statistics

Project 1: Stop Motion (no sound) Project 2: Stop Motion (with Sound) Project 3: Graphics/Still Images and Video (with sound)

Philadelphia University Faculty of Arts Department of English Second Semester, 2012 /2013

COMMUNICATION. COMMRC 0005 INTERVIEWING AND INFORMATION GATHERING 3 cr. COMMRC 0310 RHETORICAL PROCESS 3 cr.

Projects in Photography: Fall A Private University in the Public Service

Lesson Plan. Playful Portraits

Research and Digital Game- based Play: A Review of Martha Madison

The Developmental and Educational Significance of Recess in Schools Early Report Newsletter Spring 2002

Master Syllabus Course: ARH 150, Modern-Contemporary Art Cluster Requirement: 3B

Technologies Experiences and outcomes

A Teachers Guide to: 11 October January 2014

EXECUTIVE SUMMARY. The 7th Guest Part III: The Collector 1

Game Design as a Writing Course in the Liberal Arts

It is widely accepted by those in the scientific community that women have been

CURRICULUM VITAE - OURANIA KOUVOU

Essays on Teaching Excellence. Teaching Bioethics through Participation and Policy- Making

THE REASONING ART: or, The Need for an Analytical Theory of Architecture

Beyond RTTP: Gaming Your Classroom

Entrepreneurship: Small Business in Florence

Race, colonial history and national identity: Resident Evil 5 as a Japanese game

Honors World History

FOR STUDENTS BY STUDENTS: REGAINING INTEREST IN STUDIES THROUGH VIDEO GAMES

Film/Media 187CG Countergaming: The Video Game Industry and Its Discontents

6523 Kerns Road National Museum of American History Falls Church, VA th Street and Constitution Ave., NW.

Photography. Classroom Activities. These exercises were developed by Dan Saul for Campaign! Make an Impact. The British Library Board

PhD Course: LEADERSHIP RESEARCH

Integrating Field Research, Problem Solving, and Design with Education for Enhanced Realization

GradeCraft: What Can We Learn From a Game-Inspired Learning Management System?

Standard 1: Learn and develop skills and meet technical demands unique to dance, music, theatre/drama and visual arts.

Positivism, Anti-Positivism and Neo-Gramscianism. Watcharabon Buddharaksa. The University of York. RCAPS Working Paper No

Contents Page. Programme Specification... 2

HUMA1000 Cultures and Values (L1): Happiness, Self-interest, and Morality Course outline

CopyrightX: Final Examination

Teaching Game Development: At the Intersection of Computer Science and Humanities & Arts

RARITAN VALLEY COMMUNITY COLLEGE ACADEMIC COURSE OUTLINE. ARTS 248: Designing Motion Graphics

CMS at work in the business school

Computers, art and creativity Author(s) Duthie, Birnie Source Teaching and Learning, 11(1),23-27 Published by Institute of Education (Singapore)

Nashville State Community College Business & Applied Arts Division Visual Communications/ Photography

Evgenia Theodotou Metropolitan College, Athens, Greece. Abstract. Introduction. Motivation to learn: the theoretical framework

Realities Toolkit #10. Using Blog Analysis. 1. Introduction. 2. Why use blogs? Helene Snee, Sociology, University of Manchester

School of Architecture

Towards 2020 The British Museum s Strategy

Making ethical decisions in an online context:

Stable matching: Theory, evidence, and practical design

Developing Fictionally Immoral Attitudes: Spaces of Moral and Narrative Possibilities in Computer Games

Study program International Communication (120 ЕCTS)

parent ROADMAP SUPPORTING YOUR CHILD IN GRADE FIVE ENGLISH LANGUAGE ARTS

UNIVERSITY OF WATERLOO Cheriton School of Computer Science. CS798 Games for Health Fall 2015

SIGNATURE OF COUNTY ADMINISTRATOR OR CHIEF ADMINISTRATIVE OFFICER

Holland s Theory. Holland s Six Personality Types HOLLAND=S OCCUPATIONAL PERSONALITY TYPES

Does Your Course Have Game? Umer Noor, Lynda Hausman Faculty, SMS & IT

Epistemic artifacts The potential of artifacts in design research Flemming Tvede Hansen The Danish Design School, Denmark

Multimedia Applications

Performance Management and Reward Systems

Europe s Video Game Industry and the Telecom Single Market

The exhibition brought together three aspects of Reiner Maria Matysik s multi-layered oeuvre in a new synthesis: in the museum s lecture hall ruins

Rouch, Jean. Cine-Ethnography. Minneapolis, MN, USA: University of Minnesota Press, p 238

Message, Audience, Production (MAP) Framework for Teaching Media Literacy Social Studies Integration PRODUCTION

M.A., Art History, Certificate in Museum Studies, Boston University, B.A., English; minor in Art History, University of Texas at Austin, 1998

Submitted By Jesse Drew, PhD, Professor, Cinema and Technocultural Studies Glenda Drew, Professor, Department of Design

Issues in offering numeric based courses in an online environment

GD1125 Introduction to Photography: Class Overview

Beginner Modeling Exercises Section 2 Mental Simulation of Simple Positive Feedback

IoT Week 2015 Lisbon June 16th 18th

2012 VISUAL ART STANDARDS GRADES K-1-2

How to Develop a Research Protocol

Introduction to Film: Course Portfolio

Transcription:

Game arthritis, physical deformations and other video game induced diseases: game studies beyond agency and materiality Paolo Ruffino Goldsmiths, University of London London South Bank University Gamification Lab, Centre for Digital Cultures, Leuphana University contact@paoloruffino.com ABSTRACT Game Arthritis 1 is an art project presented at the Venice Biennale 2 in 2011 by Matteo Bittanti, adjunct professor at the California College of the Arts, and the collective IOCOSE. Game Arthritis is a photographic documentation of a 'systemic study of video game induced diseases' (Bittanti and IOCOSE 2011). It investigates the topic of the alleged effects of video games, particularly from the angle of medical and scientific discourse. The project is inspired by, and directly refers to, a series of papers published in peer-reviewed medical journals which, until the early 2000s, claimed that video games would affect an entire generation of teenagers by altering their bodies due to prolonged use of video game interfaces. Game Arthritis, the art project, displays, in 2011, what should have been the scientific evidence of the studies published until the early 2000s. The photographic 'documentation' shocks the viewer with its disturbing images, which should appear familiar (as this is what we have been told video games can do to our bodies) and yet unfamiliar at the same time, as an actual image to prove the alleged effects of digital games has never been provided. Game arthritis and other reported disabilities are also symptomatic of a deterministic narrative which permeates both the scientific and mainstream discourses. According to this view, video games can harm people a narrative not necessarily dissimilar, in its logic, when reverted through a positive connotation, as in Jane McGonigal's (2011) recent claim that video games will save the world (see Carbone and Ruffino 2012). Game Arthritis summarises, through a series of images, a potential narrative of our physical relation with the hardware of the medium, with its materiality. At the same time however, it disputes the tendency to abstract such relation allowing deterministic discourses to become institutionalised interpretations. Game Arthritis' move is to ridicule such abstraction proposing occurrences, examples of players actually affected by their continuous contact with the materials of which video games are made. Yet, it is precisely by switching the focus from an abstract discourse to the contingent embodiments of which the various 'game arthritides' are made that game arthritis, the disease that Proceedings of DiGRA 2014: <Verb that ends in ing > the <noun> of Game <plural noun>. 2014 Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is allowed, commercial use requires specific permission from the author.

officially existed until about a decade ago, is revealed to be a rather uncanny and probably biased narrative. In this presentation I will read the artwork Game Arthritis as an example of the ways in which debates on the materiality and agency of media and technologies often tend to produce narratives with a performative potential, that is, that are also strategic and normative (Bassett 2007, Zylinska 2005). Discourses based on the concepts of agency and materiality bring about those same realities they describe through the authority of scientific discourse. As I will discuss, the study of media archaeology is not dissimilar in this process, as it tends to re-narrate the ways in which human beings engage with materials in different historical and cultural contexts and remediate previous experiences, and yet fails to acknowledge the performative aspect of those same narrations. From a Foucaultian perspective, game arthritis and the other differently named disorders (the '3D Optical Disorder', 'Playstation Thumb', 'Wii Shoulder Dislocation' and so on) could be seen to have been brought about by authoritarian statements, such as articles in medical journals on the evidence of their emergence, and reinforced by mainstream newspapers and video game magazines. Game Arthritis is about the narratives that we (both scholars and gamers) tend to formulate to make sense of our engagement with video games. It investigates the context in which those narratives are formulated, and ultimately the different ways in which the truth about media and technologies can be said. I intend to explore the implications of how the study of video games and their players could be like when moving beyond the notions of agency and materiality. I propose to reconsider the notion of performativity and the strategic role of narratives in bringing about ideas about the properties of video games (drawing on Bassett 2007; Lyotard 1984; Haraway 1984). When we start thinking about the properties of the materials of video games as narratives, then we can also imagine stories which are intentionally false, as is the case of the art project Game Arthritis. However, their fakeness sheds light on what video games are for us and what else they could be. I believe game studies have been too much obsessed with saying the truth about how video games work, are made and used. I propose to investigate instead, in a more Foucaltian way, what the conditions for saying those truths are: what is it that brings us to discuss about the effects of video games through the notions of materiality and agency? What other different kinds of truth could be said? As proposed by Joanna Zylinska, this probably means abandoning a descriptive approach to theory, where the main question is how things are, and embracing a normative approach, where we ask ourselves how things should be, or could be (Zylinska 2005, pp.3-5). Keywords Game studies, materiality, agency, media archaeology, game art -- 2 --

Figure 1: Bittanti and IOCOSE, 2011, Game Arthritis (WASD Syndrome), C-print, 50*66 cm. Figure 2: Bittanti and IOCOSE, 2011, Game Arthritis (Atari Skinning), C-print, 50*66 cm. -- 3 --

Figure 3: Bittanti and IOCOSE, 2011, Game Arthritis (3D Optical Disorder), C-print, 50*66 cm. Figure 4: Bittanti and IOCOSE, 2011, Game Arthritis (Nintendo Arthritis), C-print, 50*66 cm. -- 4 --

ENDNOTES 1 Documentation of the artwork is available at http://gamearthritis.org. More information and references are available on IOCOSE's website at http://www.iocose.org/works/game_arthritis 2 The prints have also been later exhibited at several artistic contexts, including GAME: The Future of Play at Science Gallery in Dublin, Ireland and the Polytechnical Museum in Moscow, Russia and at the Fabio Paris Art Gallery in Brescia, Italy. BIBLIOGRAPHY Bassett, C. (2007) The Arc and the Machine: Narrative and New Media, Manchester University Press Bittanti, M., IOCOSE (2011) Game Arthritis. A systemic study of video games induced diseases available at http://gamearthritis.org Last accessed 15th May 2014 Bogost, I. (2007) Persuasive Games: the Expressive Power of Videogames, Boston (MA): MIT Press Bogost, I. (2011) How to do Things with Videogames, Minneapolis (MI): University of Minnesota Press Carbone, M. B., Ruffino, P. (2012) Apocalypse postponed: video games from noxious objects to redemptive devices, in GAME journal vol.1 n.1 Crogan, P. (2011) Gameplay Mode: War, Simulation and Technoculture, Minneapolis (MI): University of Minnesota Press Foucault, M., (2005) The Hermeneutics of the Subject: Lectures at the College de France 1981-1982, New York (NY): Palgrave McMillan Haraway, D. J. (1984) Manifesto for a Cyborg Feminist in California American Studies Association meetings. April 29, 1984. Heidegger, M. (1971) Poetry, Language, Thought, trans. by A. Hofstadter, New York (NY): Harper and Row Ingold, T. (2011) Being Alive. Essays on Movement, Knowledge, Description, London and New York: Routledge Kember, S. and Zylinska, J. (2012) Life After New Media: Mediation as a Vital Process, Cambridge (MA): MIT Press Lyotard, J.F. (1984) The Postmodern Condition: A Report on Knowledge, Manchester University Press McGonigal, J. (2011) Reality is Broken: Why Games Make Us Better and How They Can Change the World, New York (NY): Penguin Press Zylinska, J. (2005) The Ethics of Cultural Studies, London: Continuum -- 5 --