This post was written for Critical Distance's Blogs of the Round Table August - September 2014.
In the final year of my undergraduate degree (2008/2009), I took a reading course on game studies with the professor who would eventually be my dissertation supervisor. At the time, I was dealing with some fairly rudimentary ideas about immersion and play and, like many new and isolated game scholars, I could have really used a copy of Frans Mäyrä's Introduction to Game Studies.
But in addition to my relative innocence to the field and my boundless enthusiasm for thinking about play, I did have a small concern. Historically, my ability to aim and my experience with games in which you have to aim specifically at things have been very, very poor. The need to accurately target something in a limited time sets off my anxiety disorder something fierce. To this day, my characters in Skyrim don't use bows. First person shooters remain one of least-played genres in my game library. The dog in Duck Hunt haunts me.
At the same time, young me recognized that I wouldn't feel like I was entering the field in good faith without widening my playing experience to include some of the genres I still don't particularly enjoy. Nowadays, I would thoroughly roll my eyes at the idea that one must play certain genres to have scholarly legitimacy, but actively trying to widen my experience proved useful at the time.
\
It also provided the most intense moment of abject terror and horror I've ever had in a game. Allow me to explain.
I decided to further investigate Fallout 3, particularly due to the fabulous in-game set-up of being born into the world. But as I played through the escape from Vault 101, I accidentally shot Butch's mother. Not used to the game's targeting system (which is easily brought up, provided you know which button to press), I responded to my childhood bully's panicked begging for me to save his mother from rad roaches by firing wildly and killing her. The roaches survived and attacked me.
Upon realizing what I had done, I panicked further and shut off my XBox 360, overcome with horror. I sat there alone in my house, not wanting to even touch the controller. I felt physically ill at what I had done in the game. I had intended to save Ellen, despite the fact that her son was a bully, but her screams and his panic compounded my own nervousness about aiming and suddenly she was dead. If I hadn't shut off the game system, I probably would have killed Butch, too. ...The roaches were relatively safe, all things considered.
I didn't pick the game up again. Because I had immediately shut off the game, if I restarted from my last save file, it would never have happened. Problem solved, right? But no. I had killed Ellen and for me that was an immutable fact, whatever the game did or did not register. The next time I returned to The Wasteland, it would be because a jerk in a bad suit shot me in the face. Maybe it was sympathy with the long-dead Ellen that brought my particular Courier back from the grave.
Perhaps the worst part of the feeling at the time was that it hadn't been some moral choice I was troubled by, but it was just an accident, one that confirmed my anxieties about my ability to handle a fairly common game mechanic. It simultaneously sparked a panic attack and more broadly fed into my insecurity about wanting to pursue game studies but feeling somehow inadequate as a player and scholar - because I can't aim, because I panic under pressure. For a moment, I had killed Ellen and proven all of those idiotic misogynist steroetypes about girls and games true.
Hell of a thing to happen because I didn't know to press the right bumper.
Often the ability to provoke an emotional response is a mark of a game's strength, but in the case of Fallout 3, the anxiety kept me from playing the game again. At the time, I wasn't getting any kind of treatment for my anxiety, so it was something of a perfect storm of personal and professional anxities and just plain bad luck - both for Ellen and for me.
At the same time, I look back on this experience as something of a watershed moment for my academic practice. Nothing since - no imposter syndrome, no poorly received conference paper, no taunt on the internet - has ever been as bad as that was. Being medicated has probably helped, but the fact remains that I already experienced the worst anxiety and self-doubt my beloved object of study could muster in me. I had done my worst. Killing Ellen in Fallout 3 freed me to play and study in ways that worked for me, not for some imaginary standard to which I could never measure up.
A happy accident? Not entirely. But like many accidents, powerful.
Showing posts with label academia. Show all posts
Showing posts with label academia. Show all posts
Monday, 29 September 2014
Saturday, 16 August 2014
Changing Scholarly Altitudes : DiGRA 2014
Early this August, I attended the 2014 DiGRA conference near Salt Lake City, Utah. It was my first time attending a DiGRA event (I watched the 2013 Atlanta conference deadline pass by with a sigh). A more personal account of my experience might follow in another post, but this one is about a critical response to DiGRA 2014 and I hope to see more of the conversation by other participants.
The games criticism power duo of Zoya Street of Memory Insufficient and Andrew Grant Wilson of Silverstring Media have been publishing a series of insightful letters in response to the conference on the Silverstring Media blog and while I can't provide the same level of critical eloquence, it's a good reminder that we should respond to our conference experiences and, when needed (and it's pretty much always needed) offer critiques and, when possible, solutions.
I was absolutely thrilled to be accepted to the conference. Six days in Utah meant meeting new colleagues and hearing great ideas. To this day, I remain very happy that I applied. But there are other aspects of my experience beyond my nerdy joy that deserve explanation. I don't blame the organizers and volunteers for some of the problems this year. These folks made huge commitments of their time and energy and did a great job. But I do think we need to speak out about concerns of cost, accessibility, diversity and other areas in which we can improve.
After being accepted, my DiGRA experience began with massive sticker shock, delivered via my credit card, in continuing and frightening instalments. In my situation, the combination of DiGRA membership, early conference registration, air fare, hotel fees and food costs are probably somewhere slightly above $2000, and I write this as someone who largely subsisted on the food offered during breaks and a substantial collection of energy bars, fruit bars, and other foods in bar form, purchased in bulk in Canada. Over six days, I spent money at the in-house restaurants twice, motivated by the really excellent company. And despite leaving my room's garbage cans filled with enough wrappers that I worry the cleaning staff will think I was nesting in them, I spent that minimum $2000, only $300 of which I might be able to get back from my department. In a strange note, I'm actually one of the very lucky ones this time - I won a copy of Unity Pro I might be able to sell to cover the rest of the cost and maybe more. But not everyone is so lucky.
The choice to situate DiGRA at the Snowbird Resort is an understandable one. The location offers conference services and simply staggering views of the surrounding mountains. An included ski-lift ticket took me up the mountain and for a moment I genuinely forget how much money I had spent. But using a resort location drives up prices and raises the obstacles for persons who want to participate, to share their work and energy. It immediately makes it harder for the voices we need the most to join in the conversation. We have an ethical and professional responsibility to mitigate the costs of attending DiGRA in the future.
And accessibility more broadly is an important issue. The Snowbird resort itself had some significant physical accessibility issues and may actually have been designed by M.C. Escher. Anyone with difficulty handling stairs and barriers was immediately, if unintentionally, sent a message that their needs were not a priority. A space being technically navigable does not mean it is truly accessible. We have to fight for welcoming spaces at conferences and similar events. Cost and physical barriers are major factors in whether our events are welcoming, or even accessible period.
Diversity and a plurality of voices and perspectives are key to the success of conferences more generally. But they're also essential for the integrity and ethical responsibility conferences should strive for. That DiGRA is an academic conference in the first place raises barriers for potential participants, that ignore the worth of their work. And we should keep that in mind when we create the conditions of our next conference. And every conference.
At the DiGRA Fishbowl on Diversity in Game Studies, it was noted correctly that 'we can't accept submissions we don't get' but what that leaves out is that we have a responsibility to create the conditions to encourage and enable those missing submissions - from people of colour, from trans and genderqueer people, from women, from activists, from people living and working in poverty. DiGRA needs to solicit and listen to advice and criticism from the people under-represented at its events and recognize that we are responsible for the submissions we don't get.
Another important comment was made by Dr. Gillian Smith during the Diversity Fishbowl, namely that people who point out problems are not the only ones responsible for organizing efforts to deal with them. The people likeliest to notice problems - missing voices, for example, or instances of sexism or racism in an organization - don't always possess the resources that the ones least likely to notice problems do have. So, if we at DiGRA actually value the input of the people pointing out problems, we need to offer help to address that input. Time, effort, money, coverage, encouragement - the people to whom these resources are readily available have an ethical responsibility to share them. Sympathy is not enough. We need resources and help.
DiGRA President Dr. Mia Consalvo said something that resonated with me, that "We are DiGRA," that the people in the room, at the conference are part of the organization with the resources and responsibilities that entails. I am very happy to be a part of DiGRA and I want change. I want to know who else wants change. It's important to talk solutions, but it's also important to share concerns, to express anger, fear, and hope. The more we meaningfully converse with each other, the better.
So here is a starting set of principles I think DiGRA should adopt. (It's only a start and I encourage interested folks to critique it.)
1) A commitment to lowering the monetary barriers to involvement in DiGRA and its events;
2) A commitment to radical inclusivity (similar to the one discussed at the 2014 Canadian Game Studies Association Conference); this includes:
a) genuine physical accessibility at conference venues
b) creating the conditions to welcome submissions from under-represented contributors
c) exploring other areas of improvement in dialogue with members and non-members of DiGRA
3) A commitment to ensuring the acknowledgement by members of DiGRA with access to privilege and power of their ethical responsibility to help with the problems affect fellow participants in games studies and criticism
And I formally suggest that we try out the idea of a Game Studies and Criticism Camping Trip series, as suggested by Zoya Street here.
The games criticism power duo of Zoya Street of Memory Insufficient and Andrew Grant Wilson of Silverstring Media have been publishing a series of insightful letters in response to the conference on the Silverstring Media blog and while I can't provide the same level of critical eloquence, it's a good reminder that we should respond to our conference experiences and, when needed (and it's pretty much always needed) offer critiques and, when possible, solutions.
I was absolutely thrilled to be accepted to the conference. Six days in Utah meant meeting new colleagues and hearing great ideas. To this day, I remain very happy that I applied. But there are other aspects of my experience beyond my nerdy joy that deserve explanation. I don't blame the organizers and volunteers for some of the problems this year. These folks made huge commitments of their time and energy and did a great job. But I do think we need to speak out about concerns of cost, accessibility, diversity and other areas in which we can improve.
After being accepted, my DiGRA experience began with massive sticker shock, delivered via my credit card, in continuing and frightening instalments. In my situation, the combination of DiGRA membership, early conference registration, air fare, hotel fees and food costs are probably somewhere slightly above $2000, and I write this as someone who largely subsisted on the food offered during breaks and a substantial collection of energy bars, fruit bars, and other foods in bar form, purchased in bulk in Canada. Over six days, I spent money at the in-house restaurants twice, motivated by the really excellent company. And despite leaving my room's garbage cans filled with enough wrappers that I worry the cleaning staff will think I was nesting in them, I spent that minimum $2000, only $300 of which I might be able to get back from my department. In a strange note, I'm actually one of the very lucky ones this time - I won a copy of Unity Pro I might be able to sell to cover the rest of the cost and maybe more. But not everyone is so lucky.
The choice to situate DiGRA at the Snowbird Resort is an understandable one. The location offers conference services and simply staggering views of the surrounding mountains. An included ski-lift ticket took me up the mountain and for a moment I genuinely forget how much money I had spent. But using a resort location drives up prices and raises the obstacles for persons who want to participate, to share their work and energy. It immediately makes it harder for the voices we need the most to join in the conversation. We have an ethical and professional responsibility to mitigate the costs of attending DiGRA in the future.
And accessibility more broadly is an important issue. The Snowbird resort itself had some significant physical accessibility issues and may actually have been designed by M.C. Escher. Anyone with difficulty handling stairs and barriers was immediately, if unintentionally, sent a message that their needs were not a priority. A space being technically navigable does not mean it is truly accessible. We have to fight for welcoming spaces at conferences and similar events. Cost and physical barriers are major factors in whether our events are welcoming, or even accessible period.
Diversity and a plurality of voices and perspectives are key to the success of conferences more generally. But they're also essential for the integrity and ethical responsibility conferences should strive for. That DiGRA is an academic conference in the first place raises barriers for potential participants, that ignore the worth of their work. And we should keep that in mind when we create the conditions of our next conference. And every conference.
At the DiGRA Fishbowl on Diversity in Game Studies, it was noted correctly that 'we can't accept submissions we don't get' but what that leaves out is that we have a responsibility to create the conditions to encourage and enable those missing submissions - from people of colour, from trans and genderqueer people, from women, from activists, from people living and working in poverty. DiGRA needs to solicit and listen to advice and criticism from the people under-represented at its events and recognize that we are responsible for the submissions we don't get.
Another important comment was made by Dr. Gillian Smith during the Diversity Fishbowl, namely that people who point out problems are not the only ones responsible for organizing efforts to deal with them. The people likeliest to notice problems - missing voices, for example, or instances of sexism or racism in an organization - don't always possess the resources that the ones least likely to notice problems do have. So, if we at DiGRA actually value the input of the people pointing out problems, we need to offer help to address that input. Time, effort, money, coverage, encouragement - the people to whom these resources are readily available have an ethical responsibility to share them. Sympathy is not enough. We need resources and help.
DiGRA President Dr. Mia Consalvo said something that resonated with me, that "We are DiGRA," that the people in the room, at the conference are part of the organization with the resources and responsibilities that entails. I am very happy to be a part of DiGRA and I want change. I want to know who else wants change. It's important to talk solutions, but it's also important to share concerns, to express anger, fear, and hope. The more we meaningfully converse with each other, the better.
So here is a starting set of principles I think DiGRA should adopt. (It's only a start and I encourage interested folks to critique it.)
1) A commitment to lowering the monetary barriers to involvement in DiGRA and its events;
2) A commitment to radical inclusivity (similar to the one discussed at the 2014 Canadian Game Studies Association Conference); this includes:
a) genuine physical accessibility at conference venues
b) creating the conditions to welcome submissions from under-represented contributors
c) exploring other areas of improvement in dialogue with members and non-members of DiGRA
3) A commitment to ensuring the acknowledgement by members of DiGRA with access to privilege and power of their ethical responsibility to help with the problems affect fellow participants in games studies and criticism
And I formally suggest that we try out the idea of a Game Studies and Criticism Camping Trip series, as suggested by Zoya Street here.
Thursday, 24 July 2014
Don't Wait, Get Help Now: A Year in Review
Rather than posting a picture of my weaponized adorableness as a child for Throwback Thursday, I thought in light of a recent editorial I got to do for First Person Scholar, it might be useful to take stock of the last year. It's been roughly a year since I finished my dissertation prospectus, fell entirely off the academic (and blogging) wagon, and eventually clawed my way back to productivity. In part, this post is a celebration of the personal and professional difference a year made for me.
Continuing to deal with anxiety and post-traumatic stress disorder made this year tough and while I made really important strides, it necessitated a break from my professional and volunteer work this summer. Sadly, the 'official' break came after several months of stalled productivity, but even admitting I needed time off helped enough that said hiatus was remarkably shorter than I expected. My mental health might be the best it has ever been and while there's still progress to make, I am genuinely optimistic about the trajectory of my life for the first time in a long time. I may not be able to leave my house every day yet, but the yet is here heavily emphasized.
My professional life this year feels remarkably shaped by my involvement in First Person Scholar. Though I also backed off slightly from that area of my work for a short period, it's one of the parts of my professional life that's always engaging and energizing. I have to thank the editorial board and other attached folks there from the depths of my pixellated heart container for being amazing, inspiring and understanding.
Since joining the staff in August 2013, I've been involved in the behind the scenes editorial work of FPS and I've put out short publications starting with a commentary on interpellation in Journey in September, one on charmed circles of sexuality in Mass Effect in November, an essay on spectacular mortality in January, an interview with Christine Love in May, a two-part interview with Merritt Kopas in June and most recently the editorial in July that is in some ways the much more professional version of this blog post.
For many reasons, contributing to FPS was easy because it was part of a team effort, frequently operating on a quick turnaround, and yielded positive responses (and Tweets). And sometimes it was the only thing I felt I could get done. Attending to other projects was harder because it was often done solo with an eye on the long-term and rather hounded by my own negativity. But I also had the pleasure of presenting as part of a panel on death in video games at the May 2014 Canadian Games Studies Association Conference. I also successfully applied to the 2014 DiGRA Conference and I am really excited to go this August. (I ordered business cards! Ask me for one if you need a small rectangular thing to write on!) I've made some really exciting connections with other scholars and these connections fundamentally changed how I view my working process.
And if all goes well, in a week I'll be handing in a draft of my first chapter of my dissertation to my supervisor. Basically, this one chapter took a year to produce and I am hoping like hell that the others can be produced in much shorter order because I'm entering my fourth year in my PhD program and I am dead-set on completing it.
In some ways, the stops and starts of my productivity this year are an endorsement of actively taking time (and time off, if necessary) to deal with health problems while in graduate school, rather than floundering. I wasted some of my time and my supervisor's time this year. If I had faced my need for comprehensive treatment earlier, I may have saved a lot of effort and distress. In light of that, I strongly recommend that anyone facing mounting health or personal problems while trying to finish graduate work do their best (within the financial and chronological limits they have to deal with, which can be substantial) to get help. It might feel embarassing or like a show of weakness or just straight-up impossible to take time or time off to seek help, but I can't recommend it enough.
Also, don't blog too much when you have a chapter due in a week.
Continuing to deal with anxiety and post-traumatic stress disorder made this year tough and while I made really important strides, it necessitated a break from my professional and volunteer work this summer. Sadly, the 'official' break came after several months of stalled productivity, but even admitting I needed time off helped enough that said hiatus was remarkably shorter than I expected. My mental health might be the best it has ever been and while there's still progress to make, I am genuinely optimistic about the trajectory of my life for the first time in a long time. I may not be able to leave my house every day yet, but the yet is here heavily emphasized.
My professional life this year feels remarkably shaped by my involvement in First Person Scholar. Though I also backed off slightly from that area of my work for a short period, it's one of the parts of my professional life that's always engaging and energizing. I have to thank the editorial board and other attached folks there from the depths of my pixellated heart container for being amazing, inspiring and understanding.
Since joining the staff in August 2013, I've been involved in the behind the scenes editorial work of FPS and I've put out short publications starting with a commentary on interpellation in Journey in September, one on charmed circles of sexuality in Mass Effect in November, an essay on spectacular mortality in January, an interview with Christine Love in May, a two-part interview with Merritt Kopas in June and most recently the editorial in July that is in some ways the much more professional version of this blog post.
For many reasons, contributing to FPS was easy because it was part of a team effort, frequently operating on a quick turnaround, and yielded positive responses (and Tweets). And sometimes it was the only thing I felt I could get done. Attending to other projects was harder because it was often done solo with an eye on the long-term and rather hounded by my own negativity. But I also had the pleasure of presenting as part of a panel on death in video games at the May 2014 Canadian Games Studies Association Conference. I also successfully applied to the 2014 DiGRA Conference and I am really excited to go this August. (I ordered business cards! Ask me for one if you need a small rectangular thing to write on!) I've made some really exciting connections with other scholars and these connections fundamentally changed how I view my working process.
And if all goes well, in a week I'll be handing in a draft of my first chapter of my dissertation to my supervisor. Basically, this one chapter took a year to produce and I am hoping like hell that the others can be produced in much shorter order because I'm entering my fourth year in my PhD program and I am dead-set on completing it.
In some ways, the stops and starts of my productivity this year are an endorsement of actively taking time (and time off, if necessary) to deal with health problems while in graduate school, rather than floundering. I wasted some of my time and my supervisor's time this year. If I had faced my need for comprehensive treatment earlier, I may have saved a lot of effort and distress. In light of that, I strongly recommend that anyone facing mounting health or personal problems while trying to finish graduate work do their best (within the financial and chronological limits they have to deal with, which can be substantial) to get help. It might feel embarassing or like a show of weakness or just straight-up impossible to take time or time off to seek help, but I can't recommend it enough.
Also, don't blog too much when you have a chapter due in a week.
Subscribe to:
Posts (Atom)