Events and Collusions

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    EventsandCollusions:aglossaryforthemicroethnographyofvideogameplay[draftversion]

    PublishedinGamesandCulture,4(2)April2009SethGiddings,UniversityoftheWestofEngland,Bristol

    [email protected] http://www.badnewthings.co.uk

    TwoMicrosoftXBoxconsolesarelinkedtogetherinasmallterracedhouseinsouthBristol.

    Oneinthefrontroomisconnectedtoalargetelevisionscreen,theotherinthedining

    roomtoadataprojectorpointedatawallclearedoffurnitureandpictures.Ittakessome

    timetopersuadetheconsolestospeaktooneanother,torecognizethattheyshoulddivide

    avideogame,Halo2,betweenthem,fourplayersperconsole,butgenerateavirtualworld

    inwhichalleightcaninteract.Eachofthetwoscreens(thetelevisionandthewall

    projection)issplitintofoursubscreens,eachsubscreendisplayingthegamesvirtualworld

    fromthepointofviewofoneplayer.Throughtheirownwindow,eachplayerseesthegame

    worldfromthepositionoftheiravatar,afirstpersonviewpoint,fromwhichtheycanseethe

    avatarsof

    the

    other

    players.

    The

    players

    sit

    together,

    and

    their

    virtual

    representatives

    leap

    andsprintthroughthegameandacrossthescreens,triggeringafrenzyofvirtualgunfire.

    Itquicklybecomesapparentthatmyfellowplayers,despitetheirclaimstoincompetence,

    aremuchmoreaccomplishedthanmeatthisgame.Deniedtheleisurelyandtentative

    explorationofcontrols,conventionsandgameworldthatasingleplayerversionofthe

    gamewouldallow,Iamleftflailingaround.Unabletosimultaneouslymovethroughthe

    virtualspace,identifyusefulpowerupsandammunitionandaimmyvirtualweaponatmy

    onscreenenemies,myavatarisshotrepeatedly,hittingthefloorwithfrustratingregularity

    andfrequency.Ineachofthesedeathsmyscreenpointofviewisspunthrough90degrees

    asmyavatarhitsthefloor,capturingbeforemomentaryvirtualoblivionandrespawning

    theperpetrator

    of

    this

    temporary

    downfall,

    skipping

    blithely

    away

    to

    engage

    with

    more

    worthyopponents.

    Itryinsteadtoexplorethegameworld,totakemyavatarforawalk.Thevirtual

    environmentisspectacularlyrendered,abeautifulalienlandscape.Itsoonbecomesclear,

    however,thatitsostensiblyopenvistasareillusoryallpathscurvegentlybackintothe

    mayhem.Enticingfoothillsareinreality,barrierstotheinaccessiblemountainsbeyond.This

    isnotaworldbutapark,agardenlandscapedforvirtualwarfare,anarena.Positioningmy

    avatarbehindarockasfarfromtheexplosionsandtinyleapingfiguresinthemiddle

    distanceaspossible,Iinsteadheadoffinactualspacethistimetothekitchen.Bothmy

    physicalbodyandmyavatartakeabreakfromthisintenseandfrustratingplay.

    DrinkingabeerandeatingcrispsIwatchmyactualopponentsnow,ratherthanthescreens.

    Incontrasttotheintenseonscreenactivityleapingfighters,explodingvehicles,wildvirtual

    cameraswingstheplayersareimmobile.Occasionalunexpecteddeathsorparticularly

    spectacularmomentsofactionaremetwithcursesorlaughter,andtheendofamatchis

    markedbythestretchingofbacksandarms,butinplaytheplayersarestill,eyeswideand

    rarelyblinking,motionevidentonlyinthemicromovementsofthumbsoncontrollerbuttons

    andanaloguesticks.AphrasefromDonnaHaraways,AManifestoforCyborgsflitsinto

    mymind:ourmachinesaredisturbinglylively,andweourselvesfrighteninglyinert

    (Haraway,1990,p.194).Myownsenseofheterogeneousagencyinthegame(paradoxically

    highlightedbymyineptitude),ofdrivingmyavatartowildmovement,totriggeringactions,

    operatingmachinery,

    firing

    weapons,

    navigating

    spaces

    and

    buildings,

    is

    palpable

    and

    intense,yetprofoundlyatoddswiththissceneoftransfixedbodiesandminds.Theyseem

    mailto:[email protected]://www.badnewthings.co.uk/http://www.badnewthings.co.uk/http://www.badnewthings.co.uk/mailto:[email protected]
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    nottobeinitiatingtheonscreenactionormakingchoicesasconventionalcelebrationsof

    interactivitymightassumebutratherrespondingtothedemandsofthemachines(both

    thehardwareandsoftware).

    Thetermcyborgdoesnotseemtoohyperbolichere.Ontheonehand,theplayersare

    temporarily,but

    intensely,

    locked

    in

    acircuita

    cybernetic

    feedback

    loopin

    which

    they,

    theconsoles,controllers,andthegamesoftwarearenodes.Thelinguisticconfusionevident

    inmyaccountofthegameaboveistelling:Ireferringattimestomyphysicalbodyand

    senseofself,butattimestomyactionsinthegame.Thereisalinguisticandexperiential

    blurringofboundariesbetweenhumanandmachines:inthegameIisatoncemyself,

    myavatar,andmyselfandavatar;ahybridhumanandtechnologicalentity.

    Another,verydifferent,space,butagainludicallycharged.Weareonafamilyholiday,

    campingintheDooneValleyontheedgeofExmoorinDorset.ThesettingforR.D.

    Blackmores19thcenturynovelLornaDoone,thesmall,enclosedvalleyisfullofreferencestoitsliteraryincarnation.Thelocalheritageandtouristindustryhaserectedsignsindicating

    bothcontemporaryfootpathsandsitesthoughttocorrespondtoplacesandeventsinthe

    book.Thisisthenanactualplaceoverlaidordramatizedbythevirtualtimespaceof

    literature.

    Onourwalkbacktothecampsitealongtheriver,mywifePennyenergizesourflagging

    childrenbypointingoutmushroomsgrowingamongstthegrassandmentioningMarioKart.Thistriggersanexplosionofactivityintheboys.Theysprintacrossthefield,slowingdown

    thenacceleratingnoisilyastheyreachanotherpatchofmushrooms.MarioKart:DoubleDash!!isavideogamefortheNintendoGameCubeandafirmfavouriteinourhouse.Oneconventionofthisgenreofgameanarcadestyleracinggameistheinclusionofpower

    upsoritemsthat bestowtemporarypowersonthecar/avatar.Mushrooms,inthis

    particulargame,givethecar/avatarabriefbutoftendecisiveturnofspeed.IntheDoone

    Valley,actualfungusbecomesanalogouswiththebrightredandwhitemushroomsinthe

    game,virtualpowerupsinanactualgame.

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    AnxiousObjectsWhataretheobjectsofstudyingameplayresearch?Whoorwhataretheagentsandwhat

    isthenatureofthefieldinwhichethnographicfieldworkmightbeconducted?Thesetwo

    shortstories

    indicate

    that

    some

    understanding

    and

    analysis

    of

    the

    forms,

    aesthetics

    and

    conventionsofvideogamesaspopulardigitalmediaisveryuseful,asisthe

    acknowledgementanddescriptionofthephysicalandsocialcontextinwhichtheseforms

    andconventionsarerealized,vivified.

    Buthowtoarticulatethese,howtodescribe,andanalyzeparticularandgeneralmomentsor

    modesofgameplay,factoringinbothmediaformandlivedexperience?How,forinstance,

    toaccountforthemachinationsofaffect,asvirtualworldsareactualizedinthevery

    differenttimespaceofoutdoorplay?And,crucially,whatisthenatureofthegameplayer

    intheseintimatecircuitsoftwitchingthumbsandlivelymachines?

    Thisarticle

    sets

    out

    aworking

    glossary

    of

    concepts

    and

    terms

    that

    have

    arisen

    from

    some

    recentanalyticalandethnographicresearch.Someofthesetermsareappropriatedor

    repurposedfromexistingtheoreticalandethnographicapproaches;afewarenewtothe

    field.Iwillrefertotworecentsmallscaleresearchprojectsthatmakeuseofvideotorecord

    andanalyzevideogameplay.Iwilladdressthemethodologicaldemandsofstudyingthe

    relationshipsbetweenthevirtualandtheactual,cyberspaceanddomesticspace,in

    everydaypopulardigitalculture.Ialsoattempttoidentifyandtheorizebothhumanand

    nonhumanagentsinthemomentoreventofgameplay:theobjectofstudyhereisneither

    humanplayersnordynamicsoftwarebutwhathappenswhentheycometogetherto

    generateaneventofgameplay.

    A

    methodological

    requirement

    for

    these

    studies

    was

    the

    breaking

    down

    of

    an

    entrenched

    divisionofepistemologicallabourinnewmediaresearch:thatbetweenempiricaland

    ethnographicworkontheonehandandtextualoraestheticanalysisontheother.

    Videogamesareatoncecomputersoftwarewithproceduralagenciesandautonomous

    operations,computerhardware,andmediatextswithscreenimages,sounds,environments,

    anddramas.Iproposethenontheonehand(withapologiestoEspenAarseth),a

    cybertextualanalysis,andontheother,averysmallscaleethnographyofvideogames,

    videogameplayandvideogameplayers.Asynthesisbetweentheseanalyticaland

    ethnographicmethodsisneeded,givenmyunwillingnesstoestablishanaprioriasymmetry

    betweenvideogame(astext),videogameplay(asconsumptionorpractice)and

    videogameplayer(asembodiedmediasubject).Iadoptthetermmicroethnography(and

    adapted

    it

    as

    a

    methodology)

    to

    describe

    this

    synthetic

    approach,

    subsequently

    suggesting

    microethologyasamorepreciseterm.

    CybertextualAnalysisVideogamesareasignificantpopularformofscreenmedia,oftendrawingonfilmsand

    televisionfortheircharacters,images,andscenarios.Theyarealsocomputersoftwareand

    assuch,theiralgorithmicandproceduraloperationsandstructureslieoutsidethepurview

    ofestablishedmodesoftextualanalysisinliterary,film,andmediastudies.Newmedia

    studiesandgamestudieshavebeguntheprojectofcybertextualanalysis(Aarseth,1997;

    Bolter&Grusin,1999;Lister,Dovey,Giddings,Kelly,&Grant,2003;Manovich,2001).Espen

    Aarsethsbook,Cybertext:PerspectivesonErgodicLiteratureforinstance,bothengageswiththedistinctinternaloperationsofcomputerbasedmedia,andemphasizestheroleofthe

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    reader/playerinrealizingthesecyberneticoperationsineachactofreading/playing

    (Aarseth,1997;seealsoSalen&Zimmerman,2003;Giddings&Kennedy,2008).

    Part(icipant)sAarseths(1997)diagramofatextbasedcomputeradventuregameindicatesthedynamic,

    cyberneticcircuits

    of

    agency

    between

    software

    and

    hardware

    components,

    between

    databasesandsoftwareengines,userinputandalgorithmicprocessingofinformationand

    responses.Hisalternativetermforthesecomponents,part(icipant)s,isarichoneasit

    emphasizestheactiveroleoftheseparts,partsthatcometogethertoconstituteany

    particularinstantiationoftheadventuregameinplay.AlthoughAarsethdoesnotpursue

    this,thediagramsrefusaltograntanyotherstatustothehumanpart(icipant)issuggestive

    forrethinkingtherelationshipsbetween,andstatusof,thehumanandthetechnologicalin

    videogameplay.

    ageneralizedconceptualization ofthefunctionality ofatypical,butadvanced,adventuregame

    (Aarseth1997:103).

    Popularcomputermediathenmustbeconceptualizedasbothsymbolicandmaterial.On

    theone

    hand,

    videogames

    are

    toys,

    popular

    media,

    performative

    events,

    often

    characterizedbysymboliccontentderivedfromestablishedpopularscreenmedia.Onthe

    otherhand,theanalysisofvideogamesasacomputerbasedmediumdemandsthe

    descriptionofaspecialcategoryofnonhumans,softwareentities(inthelanguageof

    computing,agents)thatactmoreorlessautonomously,oreffectemergentbehaviour.

    Weshouldresistconceivingofthevideogameasadiscreteandwholeobject.The

    videogameisconstitutedbysoftwarecomponentsthateffecttheirownoperationsand

    semiautonomousagencywithinthevideogamesystem.Gameworldsandtemporalities,

    modesofpresentation,puzzlesandcombat,engagementwithcomputercontrolled

    characters,areallconstantlyconfiguringtheplayersexperienceandrespondingtothe

    playersresponses.

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    MicroethnographyIusethetermmicroethnographytodescribeanonscientific,improvised,opportunistic

    approachtorecording,describing,andanalyzingbriefmomentsofeverydaytechnocultural

    activity.Ithasprovedausefulterm,referringontheonehandtothesmallscaleandshort

    durationnatureoftheeventsIamconcernedwith,andtheirtransitoryandmomentary

    nature.On

    the

    other

    hand,

    the

    term

    alludes

    to

    the

    technological

    construction

    of

    this

    ethnographicresearch.Themicroethnographyisbroughtintobeingbytheactofvideo

    recordinganditsvariousactors(camera,tripod,PC,etc.),allofwhichareintegral

    part(icipant)softheeventunderscrutinyandthescrutinyasevent.Thepresenceofthe

    researcherandtheresearchtechnologiesareinseparablefromthenetworksunderstudy.

    Theytooare(madeof)part(icipant)s.Thepart(icipant)sofcentralconcerntothisstudy

    however,arethecomputerhardware,software,andhumanbodies,theirparts,andtheir

    comingtogetherintheintenseandintimatecircuitsofgameplay.

    Amicroethnographicapproachsuggestsmethodologicalstrategies,bothforanalyzing

    gameplayandforidentifyingandconceptualizingrelationshipsbetweentechnologyagency

    andaesthetics

    in

    everyday

    technoculture

    across

    and

    between

    the

    virtual

    and

    the

    actual.

    It

    drawsonconceptualandempiricalworkfromcyberculturalstudiesandscienceand

    technologystudies.Thesefieldsofstudyareconcernedwith,ontheonehand,the

    questioningofsecuredistinctionsbetweenpeople,culture,technologies,andthematerial

    world;andontheotherwiththetracingofthetransmissionortranslationofagencyamong

    humanandnonhumanentities.Assuch,amicroethnographyapproachhastoaddressand

    challengetheanthropocentrismofethnographyandanthropologytoattendtononhuman

    aswellashumanagenciesinplay.

    EventTheobjectofstudyforamicroethnographyofvideogameplaythenisnotamediacultural

    practice,

    a

    human

    subject,

    or

    a

    set

    of

    technologies,

    but

    rather

    the

    event

    in

    which

    the

    three

    cometogether(withthehumanandnonhumanresearchers).Or,moreaccurately,itisthe

    eventthatisconstitutedby,andconstitutes,thesepart(icipant)s.Moreover,theevent

    foregroundsthetemporaldimensionofvideogameplay,emphasizesthedynamicbetween

    theelementsinplay:entitiescomingtogether,materialandaestheticchainsofcauseand

    effectorfeedback.DanFlemings(1996)considerationoftheeffectsofdiversecontextsfor

    (inthiscase)toysinplayisrelevanthere:

    Theeffectswearegoingtobeinterestedinaresimultaneouslyintheformationof

    anobjectandinthatobjectsconsequenceswithintheprocessesthatformedit.Ina

    way,therefore,itmightbebettertotalkabouteventsratherthanobjects.(pp.

    10

    11)

    Thisresonateswithactornetworktheorysinsistenceon,ontheonehand,theindivisibility

    ofhumanandnonhumanagentsandforcesinanytechnosocialnetworkorevent,andon

    theother,theimportanceofthenetworkoverindividualobjectsorsubjects.Totakethe

    eventastheprimaryobjectofstudy,then,istolookfortherelationshipsconstitutedby,and

    constituting,hybridandheterogeneousagents,ratherthanmakingassumptionsaboutthe

    primacyofeitherhumanortechnologicalactors.AsBrunoLatour(1992)putsit,

    Thedistinctionsbetweenhumansandnonhumans,embodiedordisembodiedskills,

    impersonationormachination,arelessinterestingthanthecompletechainalong

    whichcompetencesandactionsaredistributed.(p.243)

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    Actornetworktheorydemonstratesthattakingtherelationshipsandnetworksthat

    constituteobjectsandsubjectsasthefocusofenquiry,ratherthantheobjectsandsubjects

    themselves,isapplicabletoalltechnoculturalphenomena,largeandsmall,synchronicand

    diachronic.WhereasIwouldarguethatanemphasisontheeventualcouldinformthestudy

    ofalltechnoculturalphenomena(notonlythoseinvolvingsophisticatedtechnologies),itis

    particularlyuseful

    in

    the

    description

    and

    analysis

    of

    videogame

    play.

    Gameplay

    is

    avivid

    exampleofthegenerationofnewrelationshipsanddistributionsofeffect,affect,and

    feedbackineverydaydigitalculture,oftechnicitiesnotreducibletohumanidentityand

    competence;aphenomenonthatcanonlybeadequatelyaddressedthrough

    acknowledgementofitsbringingtogetherofheterogeneouspart(icipant)s.

    Toexplainthismoreclearly,Iwillreferbrieflytoavideomicroethnographicstudyofthe

    playingof,andaround,thePCgameLegoRacers2bymytwosons(thenaged3and4years;Giddings,2003,2007).Thecomputergameoffersbotharacetrackanditssurrounding

    islandenvironmentforexplorationbyvirtualLegocarsandpeople.Afterenthusiastically

    exploringthevirtualenvironmentofthegamesfirstlevel(SandyBay),theboys

    transposedits

    topography

    into

    actual

    Lego.

    Those

    features

    of

    the

    game

    that

    afforded

    them

    themostpleasure,mountains,cliffs,abeachandthesea,wereeitherconstructedwithLego

    orMegaBlocksordrawnonpapertobelainonthefloor.Carsanddriverswereassembled

    fromactualLegoandthevirtualracewasnoisilyactualizedinandaroundthenewgame

    world.

    Childrensplayisoftencharacterizedbythetranslationortranspositionofcharacters,

    topographies,andactionfromliteratureandmedia.Inthiseventthough,itbecameclear

    thatitwasnotonlythegeographicalfeaturesofSandyBaythatwereactualized(its

    mountains

    and

    coast)

    but

    also

    elements

    and

    forces

    arising

    from

    its

    existence

    as

    a

    ludic

    virtualworld.Thisgameworldiscodedtogenerateparticularphysicalforcesand

    behaviours,notablyfriction,accelerationandgravity,simulatedforcesdesignedtofacilitate

    gameplay,andexplorationratherthancloselyreplicateactualworldphysics.Thereare

    resonancesherewiththemushroomstoryrecountedearlier:IntheDooneValley,the

    powerupfeatureofvideogames,andits(virtual)dynamicconsequences,weretransposed

    fromgameworldtoactualworld.Theemblemmushroomcarrieditsaffectandeffect,

    fromthevirtualtotheactual.

    Videogameworldsareconstitutedbydifferentpart(icipant)s,differenttypesofvirtual

    phenomena,includingobjectsandforces.ThevirtualspaceofLegoRacers2subjectsitsplayerstoarangeofsimulatedphysicalforces.Mostnotably,theboysquickly(and

    apparentlyunselfconsciously),acclimatizedthemselvestotheeffectsandpossibilitiesof

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    weakenedvirtualgravity.Inbalancingtheforwardmomentumofthecarsinresponsetothe

    playersinputwithalunardownwardpull,thisvirtualphysicsbecamealudicelementinits

    ownright,asevidencedbytheseboysdelightindrivingtheiravatarcarsupsheercliffsand

    plungingthemintothesea.Andagain,theirtranslationofthisvirtualphenomenoninto

    actualmovementanddynamicsastheyshifttheirplasticcarsbetweenthebreakneck

    velocitiesof

    the

    living

    room

    circuit

    and

    the

    slow

    motion

    bounce

    and

    plummet

    over

    the

    brick

    mountainshighlightsthesevirtualoperations.Aplayfulandvertiginouskinaesthesiais

    codedintothegameworld,affordingnewkindsofgames.Itexistsbetweentheoperations

    ofalgorithmsandvariablesandtheirengineeringofembodiedsensesofcontroland

    resistance.Inthestudyofthisevent,itbecameapparentthatclearconceptualdistinctions

    betweenvirtualandactualspaceareunsustainable.Throughplay,theseboysshiftedacross

    thesetwospaceswithease,theirplayadaptingtothedifferentenvironments,

    environmentalresources,andthecapabilitiesandpossibilitiestheyafforded.Thevirtual

    spaceinthiseventofgameplaydoesnottranscendtheeverydayandembodied,itisareal

    spacetobeexploredandinwhichtheplayercanact,andbeactedon.Thevirtualandthe

    actualarebothreal,andinthiseventwereeachcontainedwithintheother,intertwining,

    eachinflected

    by

    the

    other.

    Neither

    pre

    exist

    the

    play

    event

    itself

    though,

    rather

    they

    are

    reciprocallygenerated,producedinandthroughplayevents.1

    Videogamesareoftencelebratedasinteractivemedia,asfacilitatinghumanactivityand

    agencyinmediacultureandonthescreen.Yetitbecomesclearherethatvideogameplayers

    areactedonasmuchastheyact,thattheymustworkoutwhatthemachinewantsthemto

    do(orwhatitwillallowthemtodo)aswellasengagewithitimaginatively.Akeytermhere

    isagency,orperhapsthelesspoliticallyloadedbehaviour.Neitheragencynorbehaviourcan

    berestrictedtothehumanparticipantshere.Moreover,wearenotlookingatclear

    distinctionsbetweenhumansubjectsandnonhumanobjects,butthegameeventasone

    constitutedbytheplayfultranslationofagency,theeccentriccircuitsofeffectandaffect,

    between

    human

    and

    nonhuman

    components.

    MicroethologyThetermethnographythewritingofpeopleitselfestablishesthehumanasthekey

    objectofresearch.Assuch,itisnotadequatetothestudyofeventsconstitutedbyhuman

    andnonhumanactors.2InitsplaceIadoptandadaptethology.Thetermethologyoriginates

    inthestudyofanimalbehaviour,theaffectsandcapacitiesofanimalsandtheir

    environment.GillesDeleuze(1992),withhisrejectionofontologicaldistinctionsbetween

    animalandhumanbodies(andpartsofbodies)aswellasbetweentheartificialandthe

    natural,extendsethologytostudies,

    Which

    define

    bodies,

    animals

    or

    humans

    by

    the

    affects

    they

    are

    capable

    of

    .

    .

    .

    Ethologyisfirstofallthestudyoftherelationsofspeedandslowness,ofthe

    capacitiesforaffectingandbeingaffectedthatcharacterizeeachthing.Foreach

    thingtheserelationsandcapacitieshaveanamplitude,thresholds(maximumand

    minimum)andvariationsortransformationsthatarepeculiartothem.Andthey

    select,intheworldorinNature,thatwhichcorrespondstothething;thatis,they

    selectwhataffectsorisaffectedbythething,whatmovesorismovedbyit...an

    animal,athing,isneverseparablefromitsrelationswiththeworld...Thespeedor

    slownessofmetabolisms,perceptions,actionsandreactionslinktogetherto

    constituteaparticularindividualintheworld.(pp.627628)

    ItshouldbenotedthatDeleuzes(1992)useofthetermaffectisnotlimitedtothe

    experientialandemotionalaspectsofhumanembodimentandsubjectivity,althoughthese

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    latterwouldbeincludedwithinit,or,rather,constitutedasparticularproductsofit.

    BodiesforDeleuze(followingSpinoza)arealsoanimals,microscopicparticles,organs,

    machines,abodyofliterature,andchemicals.Asthequoteaboveindicates,bodiesare

    definedinpartbytheiraffectonthebodiesaroundandwithinthemandbytheaffectthese

    otherbodieshaveonthem.Ethologysconcerntheniswithbehaviour.

    Animalsaredefinedlessbytheabstractnotionsofgenusandspeciesthanbya

    capacityforbeingaffected,bytheaffectionsofwhichtheyarecapablebythe

    excitationstowhichtheyreactwithinthelimitsoftheircapability.(Deleuze,1988,p.

    27)

    Ifthehumanistetymologicalrootsofthetermethnographyareshedalongwithits

    anthropocentricpractices,thenwhatthestudyofgameplayneedsisamicroethology,a

    studyanddescriptionofthebehaviours,affects,andmutualbecomingsofamicroworldor

    themicronatureofpart(icipant)s,offingersandthumbs,mushroomsanddataprojectors,

    algorithmsandaptitude,playingbodiesbothhumanandnonhuman,ratherthantheapriori

    establishmentof

    human,

    machinic,

    or

    textual

    bodies

    as

    the

    objects

    of

    study.

    BeyondIdentificationConventionally,infilmandmediastudies,anyeventofscreenmediaengagementis

    primarilyreadintermsofpsychicidentificationbyahumansubjectwithrepresentationsof

    humansubjectsonthescreen(e.g.,Metz,1985).Inthesmallstudiesunderconsideration

    here,suchassumptionsareundermined.Invideogames,ononelevel,theshiftingofplayers

    identificationwithscreenimagesisdrivenmorebythedemandsofthevariousgamesin

    playthananysenseofideologicalinvestmentbyasubjectpositionedinrelationtoafictional

    protagonist.

    Otheragenciesareimaginativelydisplacedontoothernonhumanpart(icipant)sintheshift

    fromplayinvirtualtoactualworlds.InSuperMonkeyBallforexample,althoughtheplayerchoosesamonkeycharacteraccordingtopersonaltaste(allareextremelycute),to

    undertaketheadventureforthem,themonkeysarenotavatars.Thegamedynamicrequires

    theplayertocontrolthemonkeysenvironment:itisthevirtuallandscape/architectureor

    platformthatistippedandtilted,themonkey(initsball)thatrollsforwardthroughthe

    level.Thegamemechanicisbasedinconflictbetweentheplayerandtheveryelementof

    thegameimmediatelyengagedwithbytheplayer.Theplatform,whethernarrowbridgeor

    trickyjump,

    would

    seem

    to

    be

    at

    once

    the

    avatar

    (the

    game

    element

    under

    the

    players

    control)andtheenemy.Theoriesofidentificationwouldlooktotheplayerssubjective

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    investmentintheanthropomorphicmonkeyinhisorherbattleswithhisorher

    environment.Yetinthegameworld,theplayersagencyisexercisedthroughthe

    environment:theplayerandplatformarelockedtogetherinafeedbacklooptopropelthe

    monkey(motivatedonlybyvirtualgravity)toitsgoal.

    Anothermicroethnographic

    study

    illustrates

    how

    identification

    with

    (or,

    at

    least,

    pleasure

    in

    playingwith)screenmediacharactersbecomes,invideogameplay,onlyoneaffectional

    relationshipamongmany(Giddings&Kennedy,2008).Inthisstudy,twoplayers(the

    researchersthemselves)cooperativelylearntoplaythevideogameLegoStarWars.Theresearchaimwastoidentify,describe,andtheorizethevariousagentsatplay,particularly

    thegameworldanditsnonplayercharacterdenizensandtheireffectsandaffectsonthe

    humanplayers.Onemomentinthisplayeventillustratessomethingoftheapplication,and

    limitation,ofthenotionofidentificationinvideogameplay.Italsoindicatessomethingof

    thefrustrationsandexcitementofconstitutinganewgameworld:

    H:ImChewie!

    H:Youre

    Yoda!

    You

    get

    to

    be

    ...Mr.

    Wise.

    H:ShallIseeifyoucangetkilled?[ratherthanshootingatSeth/YodaasHelen

    intends,Helen/Chewiejumpsupanddownonthespot]

    S(laughing):Deathbyleapfrog!

    H(laughing):Youmayhavethewisewords,butIhavethefancymoves!

    [untilthispointSeth/YodahadbeenwalkingslowlyaroundS.findsthatusingthe

    jumpbutton(X)andtheleftanaloguesticktriggersamoreenergeticmovement]

    S:Imjustmovingthestickalittlebit...Andhesflippingout...

    H:Woohoo!Hesfantastic!

    H:Yoda!Calmdown!(Giddings&Kennedy,2008,p.23)

    Here

    then,

    the

    initial

    pleasure

    of

    the

    players

    in

    recognizing

    their

    avatars

    from

    their

    knowledgeofthecinematicworldofStarWarsquicklyshiftstoanexplorationofthematerialaffordancesthattheseavatarspossesswithinthegameworldaselementsofthat

    softwareworld.Aestheticpleasuresfamiliarfromcinemaandtelevisiondonotdisappear;

    rathertheybecomeonepleasureinaset,someofwhichareuniquetodigitalmedia.Or

    rather,theyenterintocircuitsofeffectandaffectwiththesenewerpleasures.Hence,the

    playershilarityattheYodaavatarsflippingoutisdrivenbytheincongruityofthe

    meditative,sagelikefilmcharacterexplodingintospectacularcyberneticactionatthe

    slightestnudgeofananaloguestick.

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    Ananalyticalfocusonavatarsandnonplayercharacterdenizensrunstheriskofreinforcing

    anthropocentrismhowever.Itshouldbenotedthatmuchoftheprogresstowardthe

    successfulinstantiationoftheLegoStarWarsgameeventwasachievedbyonesetofactualcomponents(eyes,brains,thumbs,controllers,buttons,etc.)respondingtothesuggestions

    ordemands

    of

    virtual

    components.

    Grates,

    levers,

    vents,

    and

    doors

    glow

    as

    avatars

    approachthem,willingtheuseoftheForce(thecirclebuttononthePlayStation2

    controller)torevealsecretsortreasure,ordirectingthumbstonudgesticksthatinturn

    propelavatarsinthedirectionsofactionsthatthegameasludicsoftwaresystemasa

    wholeprefersordemands.Thathumanpart(icipant)sarealsocomposedofpartsthatcome

    intoplaywiththepartsofthegamesystemisevidentinthenumerousoccasionsinwhich

    theplayersbrainattemptstofireasoftweapon,buthisorherthumbinsistsonmakingthe

    avatarjump,whereashisorhereyesmaywellbetrackingacharacteronscreenthatisnot

    actuallytheiravatar.

    Ashasalreadybeenobserved,toconductamicroethologyimpliesaconcernwiththe

    materialoperations

    of

    affect

    as

    well

    as

    (or

    before)

    any

    concern

    with

    psychic

    engagement

    withavatarsorotherdiscretegameelements.Asthetermidentificationindicates,notions

    of(human)identityandsubjectivityproveveryresilient.Studiesofvideogameplayand

    playerstodatenearlyalwaysreproduceaprioriassumptionsoftheprimacyofhuman

    agencyandidentity.Theseassumptionsshouldbequestionedon(atleast)twocounts.

    First,theplayfulandaestheticrelationshipsbetweenthehumanandthenonhumanthat

    constitutethevideogameplayeventarenotonlypsychic,imaginary,significatory,ortextual.

    Theyarealsomaterial:mechanicalandcyberneticcircuitsofembodiedfeedbackacrossthe

    virtualandtheactual.Second,despitepostmodernistandpoststructuralistclaimstoits

    multiplicityoritsdecentring,thecoherenthumansubjectremainsafoundationalobjectof

    knowledge

    in

    cultural

    theory.

    Although

    the

    part(icipant)s

    in

    and

    of

    Aarseths

    (1997)

    game/systemarebyandlargenonhuman,theirrefusaltobeamalgamatedintoacoherent

    objectorwhole(thegameoracomputer)resonateswithrecentworkinsciencestudies

    andmediastudiesthateffectsanalogousoperationsonthefigureofthecoherenthuman

    subject.DonnaHaraways(2004)workinthisfieldiskey.Shedescribesobject/bodiesthat

    donotpreexistbutwhoseboundariesmaterializeinsocialinteractionamonghumansand

    nonhumans,materialsemioticactorsthatincludethemachinesandotherinstrumentsthat

    mediateexchangesatcrucialinterfacesandthatfunctionasdelegatesforotheractors

    functionsandpurposes(p.68).MatthewFuller(2005),inhisstudyofthetechnocultural

    ecologyofpirateradio,paraphrasesNietzschethus,

    The

    subject

    is

    merely

    a

    regent

    at

    the

    head

    of

    a

    communality

    of

    processes

    all

    of

    whichareinacontinualstateofagitation,inandoutsideofanynamedbody,with

    relationsbetweenthemfluctuating.Thesubjectthusemergesfromthesustained

    interactionsofthesesubordinateforms...Thesubjectisacaseofperspectival

    positionratherthanacategoricalaprioriconditionofknowledge(p.63).

    IntheLegoRacersevent,theboyswouldseemtoslipbetweenanumberofidentifications:beingthevirtualLegomenandbeingthevirtualLegocardriverdyadorthe

    caritself;beingtheconstructorsofthesemen,cars,andcarmen;beingatoncethechild

    playingwiththeactualLegocarmenandcoextensivewiththecarorcarmentheyare

    propellingaroundtheroom;beingtheplayerofavideogameandbeingametaplayer

    perhapsthecomputer(orgamesystem)itselfinanactualgame.Thenamingofthese

    hybridentitiesisnotarhetoricalormetaphoricalmovehowever:amicroethological

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    approachwouldlookfortheaffectedandaffectingbodies(orpart(icipant)s)inthisevent.

    Thustheplayersherearegeneratedbythegameevent,compiledfrompartsthatare

    humanandnonhuman,virtualandactual.

    Conclusion:CollusionMicroethnography/microethology

    bring

    to

    cybertextual

    analysis

    an

    attention

    to

    the

    operationsofvirtualcircuitsandcomponentswith,andas,theirrelationshipstohuman

    players,hardware,andactualenvironments.Akeychallengeforamicroethologyof

    gameplayistodescribeandanalyzethesematerialeventsasgeneratedandconstitutedby

    variousbodiesandagentspart(icipant)sbothhumanandnonhuman,hardandsoft

    withoutreinscribinghumanistaprioridistinctionsbetweensubjectandobject.Assumptions

    orassertionsofsubject/objectdistinctionsingameplay,atbestallowattentiontoonly

    someofthegameplayeventscomponents:thescreenimagesbutnotthehumanplayers

    behaviours;physicalmovementsbutnotrulesets,andsoon.Butatworse,suchdistinctions

    denythecoconstitutionalnatureofgameplayasintense,intimate,andcyberneticas

    relationsandtransformationsofspeed,slowness,andaffectbetweenallpart(icipant)s:they

    breakthe

    circuit.

    Whatmightthestartingpoint,thefocus,beofamicroethologyofgameplay?Inplaceof

    identificationastheprivilegedtermfortherelationshipofhumanandnonhumanin

    videogameplay,Isuggestcollusion.Thewordhasaludicetymology(colusion),soto

    colludeisnotonlytoworkwithanotheroractinconcertwith,butalsotoactinplay,

    tocometogetherin,andas,play.Theworddoesnotinitselfassumeanythingaboutthe

    natureofthecolludingentities,butindicatesthevideogamesmaterialdistributionof

    agenciesandthepositioningofagents,bodies,orpart(icipant)s.Theeventisconstitutedby

    thecomingtogetherinplay,thecollusionofmaterialandimaginaryelements:the

    operationsofgames(theirconventions,rules,andprescriptions),embodiedknowledgeand

    technicities

    (and

    pleasures,

    anxieties,

    frustrations,

    imagination),

    play

    practices

    (role

    play,

    toyplay),screenmediaimagesandcharacters,virtualgameworlds(andtheirphysics,

    automata,andaffordances),andallsortsofbodies.

    Questioningtheconceptualcentralityofthehumansubjectdoesnotmeanthathuman

    desires,anxieties,identifications,andinvestmentsarenotinplayinmediatechnoculture.In

    theeventsbrieflydescribedabove,thedifferentgamesarespunintobeing,throughthe

    tastes,personalities,andabilitiesthetechnicitiesofthehumanpart(icipant)saswellas

    thematerialaffordancesofcomputerhardwareandsoftwaresimulacra,andbeyondinto

    whateverresourcesareathandforplay,includingactualtoadstoolsandfields.Ifcodeand

    informationmustbeunderstoodasreal,material,oftheworld,thensotoocanthe

    intangible

    yet

    real,

    embodied

    yet

    distributed,

    monstrous,

    operations

    of

    human

    partsperception,imagination,creativity,anxiety,playwithoutalwaysalreadyreducingtheseto

    thereassuringsynechdochesofidentityandsubjectivity.

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    Notes1.SeeGiddings(2007)forafulleraccountofthisstudy

    2.Indeed,followingLatour(1992),thereisnoinstanceofcultureorsociallifeconstituted

    onlybyhumanactors:Theculturalisalwaystechnocultural.

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