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A Month Of Conferences

Whew, what a tiring month. Since mid-May, I’ve been out and about at several interesting conferences — all games-related and all communities that I’d like to continue to be a part of in the coming years. First, I was on a panel about promoting the “designer mindset” at the Games For Change (G4C) festival at the New School in New York City. Then, I came back home and presented on my analyses of Kongregate Labs at the fifth annual Games+Learning+Society, organized and run by our glorious Games+Learning+Society (GLS) group here. Finally, I went back to New York last week for NYU Law School’s sixth State of Play (SoP) conference on virtual worlds (presenting my work on World of Warcraft forums at a new graduate student symposium). It was, definitely, a busy month.

A few themes emerged over the different meetings, however, which I found heartening, given that they appear to sync up well with the directions that I want to take my work. First, at both G4C and GLS, Jim Gee gave impassioned keynotes on how the focus should shift from the game artifact to the productive “affinity spaces” around them, consisting of gamers enacting all sorts of sophisticated literacies and learning practices. I made essentially the same point in the G4C panel, trying to further some of Jim’s ideas by honing in on the idea of “design” as a way to better specify what it is that happens when players move from being simple consumers of games to being engaged in larger communities that can tie to specific social issues (the concern of many at G4C).

Even though I’ve been a graduate student working to help run the GLS conference the past three years, I’m still somewhat amazed at how well everything came off this year. There was a great variety of talks and voices at the conference, ranging from commercial game designers to high school administrators to theoretical linguists. The session I was in gelled in ways I don’t think anyone really expected — Ben Aslinger’s talk on using Kongregate to introduce his college students to different forms of gaming was a great testament to the utility of Flash game sites to encourage discussions about games that are, frankly, harder for most people to have over, say, Far Cry 2 or Madworld. Similarly, Idit Caperton and Shannon Sullivan presented some fascinating work on their Globaloria program, geared toward helping rural West Virginia kids develop game design literacies, game design skills, and, specifically, Flash competencies. It’s one of the first sessions I’ve ever participated in where it was clear that the other people I’d been scheduled with would make great future collaborators, and I’d love to develop my work with online Flash communities such as Kongregate with both Ben and Idit/Shannon.

Finally, while I’ve found complex, 3D virtual worlds such as World of Warcraft to be terribly interesting and engaging (and clearly I’m not the only one), I’ve felt a bit out of place doing virtual worlds work. The work I’ve done with Constance in the past three years has been centered on World of Warcraft but, largely, in the communities that either emerge through play or are constructed around play. That’s really where my interests are at, and it was great to me to see that so many of the up-and-coming virtual worlds researchers are focusing on similar matters. In particular, it was especially great to meet Nathan Dutton (a PhD student at Ohio University, working with Mia Consalvo). His work on how Lord of the Rings Online players attempt to negotiate gender in the game (both through in-game actions, discussions in the community and with the game’s designers) is similar in spirit to the kinds of negotiations I’m looking at in World of Warcraft. While it’s different content, tackling how the designed nature of the game butts up against the fan activities and vice versa is, to my mind, one of the most productive areas of research for virtual worlds and I was happy to see the younger SoP attendees increasingly looking at this.

So, I saw several themes of how researchers of games are converging on trying to better grok the productive communities that arise around games, as well as looking at how these conflict with, operate in parallel to, or sometimes support the design of these games/virtual worlds. That is, the “affinity spaces” around games are impossible to dismiss as just simple fan activity (as if something like that even existed) — understanding how and why affinity spaces operate is key to creating games for change, for delving into the learning practices afforded by games, and better situating virtual worlds in larger, asynchronous communities of practice.

Maybe all this is just wishful thinking on my part or my perspective is clouded by being so deep into my dissertation right now, but sure feels good to see these fields increasingly focusing on those areas that I think need most focusing on.

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