Showing posts with label digital humanities. Show all posts
Showing posts with label digital humanities. Show all posts

Monday, June 14, 2010

+Humanities? (a reaction to Games+Learning+Society 6.0)

Plato's Cave A

I had the incredible privilege last week to serve as the designated classicist—perhaps even the designated humanist—at the Games+Learning+Society conference in Madison, Wisconsin. (It's an unofficial, self-appointed position.) My presence there, in the strange and wonderful space where the games industry and the burgeoning field of educational technology meet, would never have occurred without the close and immensely fruitful collegial relationship I've had over the past two years with Michael Young, who doesn't (I believe) get enough attention as a pioneer in his field of educational psychology and its relation to educational technology.

Others have reported broadly and emphatically about the sweep of the conference, from Kurt Squire's call to look at games as possibility spaces (my own take would be that we should start speaking of games as one kind of possibility space—or, better, practomime—in which learners gain the power to transform themselves) to David Wiley's call to realize the gains that only true openness of information can bring (my own take would be that, well, yeah—but with narrative, please). (Worth noting that Wiley is yet another teacher who independently started grading in XP; there must be something in the air—and the murmur that went through the room of what I'd call shocked approval at that slide indicates that that air's scent has been wafting over the lakes of Wisconsin.)

So my contribution to the post-conference conversation is to say "More humanities, please!"

I think there's enormous potential both for the new game/ed-tech inter-field (if you will) and for the ancient inter-field of the humanities in broadening their points of contact: ed-tech could gain a connection to the deep roots of culture; the humanities could gain the kind of traction over the modern world for which their practitioners have been longing. The new "field" of digital humanities (scare-quotes because it's widely agreed not to be a field but rather a set of methodologies) is questing towards some way of making the humanities relevant to the digital age; for a couple years now I've had the niggling feeling that there's something off about that quest—simply put, the humanities are relevant to the digital age, whether they're carried out digitally or in analog form. If Facebook is an instantiation of Plato's Cave, the way we describe it thus—that is, whether we prove it by data-mining or verbal argument in Latin on parchment—has no effect on the validity of the point, though of course it may well have an effect on how large an audience the argument reaches and persuades.

I don't mean to suggest that digital methods are not quite possibly the best methods available for humanities research—simply that we shouldn't look to them to assert the relevance of the humanities to those whom we'd like to keep us in business. Rather, I think what I saw at GLS last week can help us make a much stronger claim to relevance—a relevance that goes well beyond our tools, and into the very constitution of human culture—and even the survival and increase of culture's constructive elements (whatever we should declare those elements to be, a point on which reasonable people are always bound to differ despite general agreement that there are such constructive elements, and that they should survive and increase).

Helped by the absence of any formal educational institutions (as we conceive of them) to think past, Plato was able to see that learning and culture—and thus learning and the humanities, though of course the humanities were at that time many, many years from existing in the semi-formal sense in which we know them—are locked in a dance so intricate that it could be expressed metaphorically as the chains that hold the willing audience in their places in the Cave. As I've demonstrated elsewhere, Plato allegorizes cultural learning as something we can recognize under the current use of the word "game"—or, to put it purely functionally, under the prevailing use of that word by the GLS Conference's attendees.

Because we on the other hand do have formal educational institutions to think past, much of the energy at GLS is understandably taken up with figuring out how to think past them. How do we get administrators to let us bring games into the classroom? Above all, what's the evidence for the benefit of games in schools, and how do we use it, and then get more evidence? These questions are urgent ones, but I'd like to suggest another one, based on humanistic inquiry: if culture is itself, as Plato saw, a sort of game (or a practomime, or a possibility space), and thus school is already a game, how can we redesign this game, this cave, so that all the learners in the schools, in the universities, in the cities and towns and villages, gain the culture-skills they need to make the game a better one for all humanity?

That's the kind of thing I think humanists are best equipped to wonder about—and, I like to flatter myself, maybe classically-trained ones best of all. I'm pretty sure I'm going to spend the summer and the fall pondering precisely that question, since I'm putting together two practomimetic courses based on Plato's understanding (and perhaps misunderstanding) of Athenian culture and culture in general, and since I'm also working with my socii to develop a new practomimetic Latin curriculum for both high school and college classes. Expect more in this vein, as well as about Red Dead Redemption and (I fervently hope) Mass Effect 2 and DragonAge!

Wednesday, March 10, 2010

The table and the screen: a curious resistance



I've seen it frequently enough both in myself and in people I'm talking to—notably my students and my classicist colleagues—that it no longer surprises me. People who haven't spent time studying games seem to have a fundamental resistance to the nearly self-evident idea that video-gaming, or, as I've taken to calling it, digital practomime, is fundamentally the same thing as tabletop-gaming. Or, as Pete Border (whom I don't know except through this one post) put it in a post on the GLS Educators' Ning, "If a game isn't fun with everybody in a room playing it on a table, adding a computer won't help it."

It was a major breakthrough for me, which only occurred over the course of several months, to realize the absolute truth of the notion that ludic practomime (i.e., game-playing) doesn't really change in the essential elements of its construction of meaning as it goes from the Monopoly board, or paper-and-dice RPG's, or Live-Action Role-Playing, or even live-action sports, to those things' digital versions in what we usually call video games.

Just as that other kind of practomime, storytelling, is recognizably the same thing between book and computer screen, and even between oral composition and textual book, and even between book and film, the more obtrusively interactive kind of practomime that we call games is the same thing between table (and dice, and books, and board, and field) and screen. Which is not to say that books and movies themselves are the same--rather that storytelling as an act is consistent between them.

There are obviously things you can play easily on the screen that would be very difficult, if not impossible, to play on the table. If someone were able to drop objects of certain stereotypical shapes from a height down to you, and you were able to rotate those objects as they fell so that they fit together as efficiently as possible, it would be Tetris, and be recognizably the same as Tetris on the computer screen. But of course, as even the famous video of Live Action Tetris makes clear, Tetris is a game that's not possible in the physical world. Nor is it practical to get your friends to wear mushroom- and turtle-suits so that you can try to jump on them, a la Super Mario Bros., although it would—obviously, I think—be fun if it were possible.

And there's no question but that the integration of the verbal with the visual and the manual, and even the visceral, that comes in video games, along with the opening up of possibilities like jumping on Goombas and Koopas, has a role in our seduction into thinking that it is video games that are revolutionizing the way we think about art and education and even culture itself. But I don't think that the sheer impact of that integration, or those possibilities, can fully account for the resistance we find to seeing games (or practomime) as a single art form between table and screen.

So what does account for this difficulty, and why does it matter?

To a classicist trying to develop a field that I'm thinking of these days as "applied classics," the table-to-screen shift looks rather like the oral-to-written shift that leaves legible marks on the remarkable culture of 5th Century BCE Athens, in the works of the tragedians (Aechylus, Sophocles, Euripides), the historians (Herodotus, Thucydides), and the first philosopher, Plato. I could go straight back to Plato's cave, and then add a soupcon of the Phaedrus, to say that Plato was trying among so many other things to get people to pay attention to the bad things (and the good) about the changeover, but I'm sure you're sick of me on the cave by now.

Instead, let me point to Thucydides' hope that his work, by taking full advantage of the technology of writing, would become a possession forever, a ktema es aei, as opposed to what he saw all around him, contest-pieces for immediate hearing—that is, for oral delivery and auditory reception. Thucydides was clearly including Homer and Herodotus among those whose work would not survive, or at any rate would not be useful for future generations. Similarly, my students seem to think of their gaming as occurring in a world apart from the world of tables and classrooms.

(The ktema es aei passage has a very great deal to tell us about practomime, and I plan to come back to it soon, because the "contest-piece" side of the equation is also the practomime side of the equation, as opposed to cultural material like textbooks and [traditional] courses. Deconstructing that opposition has, I think, a lot of potential for understanding the power of practomime in culture.)

But Thucydides' resistance to seeing the traction that oral composition has over our relation to the past is also closely analogous to our characteristic failure to see that a Dungeons and Dragons module and DragonAge: Origins are fundamentally the same thing. Playing pretend on a tabletop in the "real world" is in crucial ways the same as playing pretend in a digital medium. Thucydides is seduced by the textual as we are seduced by the digital. (Plato, notably, is not seduced this way, and his ability to break through the resistance to seeing the continuity of oral and written—and thus also the actual discontinuities—is perhaps what permits him to formulate the cave.)

It's important to fight against this seduction, I think, for at least two reasons, one of them metaphysical and the other eminently practical.

Metaphysical first: if we fail to grasp that digital practomime (i.e. the video game) is a continuation of tabletop practomime, we lose an opportunity to see the practomimetic construction of "reality"—or, to put it in my usual terms, we fail to learn the lesson of the cave, and instead simply become more deeply implicated in the unnecessary fetters that Plato so vividly put on his prisoners' limbs.

To fail in this way is analogous to failing to see that the Matrix trilogy is about all of culture, not just about digital culture, and to failing to understand that Facebook is an extension of "real-world" social relations, not a new way to relate to other people. As a teacher of the Humanities, I see an urgent need for my students' cultural competency and for my own career-survival, to persuade the world of the truth that the "real" world is as virtual as the online world, and always has been. Such an understanding would make clear for example that terms like "the digital humanities" misunderstand both our opportunities and our challenges.

Practical next: if we fail to see that we can do practomime with nothing more than our imaginations and our voices, and can build the technology up from there, and that e.g. Googlewave is easily a more powerful technology for practomime than any currently functional 3D digital world, we lose an extraordinary opportunity for doing culture, whether we call our practices—that is, the culture we do—art, or education, or even entertainment.

I would really like to see more teachers, yes, playing around with the possibilities both online and off-, both digital and physical, both table and screen, of the huge strides people like Jim Gee and Kurt Squire have made in studying what video games tell us about learning. I would really like to see more developers understanding the implications in this area of the explosion of social games, which seek to obscure the connection between the table and the screen even as they trade on it (how else to characterize the constant updates about Farmville and Bejewelled, that use your friends as marketing materials?). Also, though, I would really like to play more practomimes that take me back and forth from physical to digital. Like Wii Fit. But with gods and monsters.