Checking in from Lisbon

Portugal is a fascinating place, and I wish I had more time to write about it here at length. I wanted to check in briefly, though, to share some notes that seemed relevant.

I have been trying to get a sense here of the Portuguese image of the geek/nerd and, more specifically, the image of the “hardcore” gamer. I’ll be conducting phone interviews after I get back to the states, but in the meantime, I’m visiting places that sell video games and comics, chatting with people from the Portuguese Catholic University (Universidade Católica Portuguesa, or UCP) and reading whatever I can on Portuguese websites and magazines. (I picking up some Portuguese grammar, spelling, and even the occasional unexpected pronunciation, but mostly I’m just stumbling through thanks to its similarity to Spanish.)

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Histories of Fandoms

I’m trying to find an article or book that explains the process or timeline along which so many seemingly disparate fan groups found themselves at the same conventions and reading the same fan-oriented (even if not fan-produced) publications. An academic source would be preferable, but beyond Wikipedia, I’ll take what I can get; I’m surprised that there seems to be so little on this, from what I’ve found so far using Google Scholar.

There’s been a lot written about individual fan groups, like mainstream comic fandom, Trek fandom, and SF fandom (focusing around SF fan zines and World Con between the ’30s and the late ’70s), but I haven’t really found anything illustrating how and when these things started to overlap. Have there always been people dressed up as Storm Troopers at comic book conventions or playing D&D at SF conventions? I’m mildly concerned that I may have to write this if nobody else has yet, though it’s obviously not my strongest area of expertise. Any resources you can send my way would be much appreciated.

A Purposive Sampling Method for Internet-based Research

Yesterday, I wrote a post about Gizmodo readers commenting on Transformers costumes. I linked to Joachim Bengtsson, who commented to ask why people feel the need to qualify their praise of the elaborate costumes by declaring that the costume designers were really nerdy (not to mention that the video had been posted in Gizmodo’s “Too Much Free Time” category). And I wondered aloud: If there are tens of millions of self-identified geeks in the US alone, and if (it seems pretty safe to assume that) most of them aren’t doing cosplay, fan fiction, machinima, or the other super-involved activities that receive a disproportionate amount of attention among fan scholars but get derided as “too nerdy” by so many fans, then what are these geeks doing that’s so geeky? Well, I think I stumbled upon one way to find out.

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Dumb Luck as an Ethnographic Method

As I’ve been writing up the methodology section for my dissertation proposal, I realize that the degree to which rather successfully I rely on happenstance probably seems unbelievable. Ethnographers are supposed to go out into the world to immerse themselves in the culture of interest, and so I spend thousands of dollars (largely out of my own pocket) to visit fan and tech conventions. The thing is, though, that ethnographers are really easy to switch into “researcher mode”—so every time I bump into something that seems even remotely relevant to my dissertation, I take a closer look. Nowadays, as it turns out, you can’t take two steps in any direction without stumbling over something geeky.

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Game Thesis Downloads

While browsing around Gamasutra, I came up on a master’s thesis that had been originally posted at Game Career Guide. I followed that back to its source and found a smorgasbord of fascinating video game theses on a variety of topics, such as:

There are a number of technically-oriented theses too, as you would expect. I’m excited to see so many theses collected together that view gaming from an analytical perspective rather than a developmental perspective, however, just because the latter is so much easier to find.

Reflecting on ICA 2007

I just got back from a very long trip, visiting family and then attending the International Communication Association’s 2007 Conference in San Francisco. I spent most of the weekend attending panels in the Game Studies interest group, where I met a number of friendly people whose work I admire. Many of the panels gave me food for thought, so I thought I would write some specific notes here to get a dialog going (or at least remind myself of things to write about more in depth later).

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Considering Bubble Tanks (cf. flOw, 2006)

Ian Schreiber muses on the tricky issue of video game citations. Generally, you don’t openly cite sources when making games, even if you’re making a barely-modified clone (e.g., as Bubble Tanks is to flOw)—but how do you reconcile this with academic honesty practices when teaching people to make games? It seems like a good idea to address this in an academic setting, and yet it’s not something that will really come up for students once they’ve moved beyond that setting into game design jobs (but perhaps it should).

Media in Transition 5

I just spent the weekend at a conference hosted by MIT, Media in Transition 5. I presented my paper “The Well Dressed Geek: Media Appropriation and Subcultural Style” on Sunday. I just want to make a couple quick revisions before I send along the paper to upload, but you can see the abstract on MiT5’s site; here are my slides and presentation notes, if you’re interested. (Update: the full paper is now available online. I’ll be revising it for publication shortly, so please feel free to email with any comments.)

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Geek Culture Bibliography

While googling around for stuff to add to my lit review, I came upon an interesting geek culture bibliography by William L. Svitavsky in Reconstruction. Svitavsky hits on some of the points I’ve wanted to consider further in my own work, and pretty concisely sums up why I have been hoping to help bridge the gap between popular knowledge and academic consideration of media cultures:

When a study profiles a group engaged in one of these activities, it is not unusual for the group’s participation in the other activities to be mentioned as well. In popular culture (as opposed to studies of popular culture), this overlap has been recognized all along. Each of these groups has been ridiculed as “geeks” or “nerds”, and each has subverted those terms into proud self-identification. In his work on media fandom, Henry Jenkins observes that active audiences are “textual poachers” who move from one text to another, and cannot be accurately defined by their relationship with a single text; it may be useful, then, to study geek culture as a whole rather than to focus exclusively on its component areas of interest. This bibliography is an effort to support such a study of the interrelated “geek” subcultures.

Most studies of fandom, in other words, focus on a particular fan group or attempt to give a broad picture of “fandom” as a concept. But how do we account for overlapping subgroups of fans?

I wish I had the time right now to propose some amendments to Svitavsky’s list, such as the inclusion of Hills’s Fan Cultures and an entire category for video games, but I’ll have to cut the blogging short today. Maybe this is something worth returning to for a future project, though. The plan for this article (noted in the journal’s table of contents for that issue) was to make this a “living bibliography” that the author could update over time. This was back in 2001, and the last update was 2002, so perhaps a geek culture wiki would make more sense. Arguably, Wikipedia is already a geek culture wiki, seeing as how the entries for things like Star Wars are more extensive than entries for things like some state legislatures or the entire Pacific Ocean. A specifically academic bibliography wiki, however, formatted somewhat like Svitavsky’s article, would fill a niche that may not be filled elsewhere, and would certainly be less cluttered.

Mario T-Shirts vs. Corduroy Jackets

I find it interesting that the recently-linked Joystiq article about a game club at Harvard seems so openly suspicious of (if not hostile to) the idea of academics discussing video games. This isn’t the first time I’ve noticed that kind of reaction, either.

When I was doing participant observation research in arcades, a lot of the people I chatted with (mostly the younger guys) seemed impressed that I was getting graduate credit to write papers about video games. People I chat with at video game conventions seem less impressed. When I told one game developer at the Penny Arcade Expo that I research video games in grad school, he replied, “I’m sorry.” I’m not sure I convinced him that it’s actually a pretty good gig. Perhaps “living the dream” is, for adult gamers, to actually be making games full time, whereas the young gamers who feel stuck in school indefinitely are more likely to see my career path as an acceptable compromise.

That said, I’ve been impressed by how many academic game researchers and critics attend the same conferences as game designers, not to mention those who do some design of their own. Part of what I find appealing about academia is the flexibility to work on a variety of projects, without a corporate master breathing down your neck and diluting your best ideas. Also, I find corduroy jackets very comfortable (best if worn with a fun t-shirt underneath).