Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Saturday, 1 December 2012

Reality Stretched: Identity versus the Digital World

This post is a response to reading the chapter 'Collaborative Selves, Collaborative Worlds: Identity in the Information Age' by Sherry Turkle, taken from the book Electronic Collaboration in the Humanities.

This chapter blends discussions of psychoanalytics, with which I am familiar from Modernist and Postmodernist debates, and role-playing virtual games. It simultaneously handles the debates concerning surface and depth of identities in an online world. One could also refer to these in 'techy' terms as front end and back end identities.


An area which caused me some concern was the apparent lack of discussion in this chapter on actual collaboration. All of the examples given, concerning both 'Case' and 'Shakespeare' lacked an apparent group element. Therefore the chapter became slightly confused in linking its discussions of identity back to the many, other than the multiplicity of identities theory. I felt that Turkle got slightly lost in conveying the ideas of the MUD and telling the story of Case, letting the main focus of collaborative work fall flat. While I understood that this chapter is probably an introductory, 'setting the scene', piece of writing, I did not think that its message jelled fully with the overarching themes of this book.

I found the metaphor for Windows to be of great use in visualising the multiple self that Turkle was arguing for. The notion that every window open on our desktop conveys a separate identity rang quite true to me and I'm sure for many. For example, on numerous occasions, I will have various academic windows open, speaking in my scholarly voice, while at the same time I will have my personal Facebook open to speak to my friends, in my 'casual' voice. The fusion of technology and identity is at the core of what Digital Humanities if trying to assemble. Julia Fraser conceives that:
 Digital humanities as a whole has revealed precisely how interwoven and mutually consequential 'technical' and 'disciplinary' standards often are (Collaborative Research in the Digital Humanities, 68).
This piece reminded me of the struggle within DH, to merge the identity of the humanities, with the imposing egos of both technology and the regulation of scholarship.

The emotional connection of Case to his MUD character Mairead is something which I can identify with, although on a smaller scale than gender dynamics. As I have mentioned in a previous post, my last foray into gaming was playing the Sims 1,2 and 3. These were probably the only games that I played thoroughly enough to comment on. I agreed with Turkle's example because I did have slight emotional reactions to my own gaming experiences. The Sims has a similar concept in that you can play as a completely different persona to your true self. I felt proud when my Sim got a promotion in their job, or had a child, mainly because I had progressed in my gaming abilities.

Arguably, these types of gaming can act as a method of escapism, in the sense that the player usually acts out   something which they are unable or unwilling to attain in their own life at that moment.
This conjures the question of whether digital identity is in danger of becoming miskewed?
It also begs the question of whether digital identity can be taken as seriously as our own identity,which is proven on our passports?

The Digital Multiplicity of Personas serves to fuel the debate on facing up to reality.

Works Cited

Deegan, Marilyn, Willard McCarty. Collaborative Research in the Digital Humanities: A Volume in Honour of Harold Short. Surrey: Ashgate Publishing Ltd, 2012. Print.


Tuesday, 27 November 2012

DH and Gaming: Closer than we thought?

So I'm not really much of a gamer, the furthest my foray into the world of gaming went was The Sims (1,2,3). I have to admit though, I was quite obsessed with those games. For me it has become a case of simply not having the time to appreciate the world of gaming. For the last five years I have bounced from one degree to the next, which really eats into your 'me' time.



However, I have recently discovered a game which has been getting a lot of attention on the web. I'm probably, most definitely, late to the game on this one but I was interested in it from an open access perspective. The game in question is Slender. This is a prime example of good quality, FREE gaming. Did I mention it's free to download! And no I am not being paid to promote it. I am a big horror genre fan, so the concept of the game piqued my interest immediately. The premise of the game is to travel through a forest in the pitch black of night, gathering 8 pages from various locations, while all the while trying to avoid being caught by the 'Slender man'. It also includes very eerie music which increases in volume as the Slender Man draws near to you, and the tendency for your flashlight to fail at this exact moment.

The creation of the legend of the Slender Man is described on the games homepage. Although the creator is named as Victor Surge, it shows the manipulation of forums and blog threads to create something sharable:
 The Slender Man was created at the Something Awful Forums in a thread entitled "Create Paranormal Images." He is described as wearing a black suit strikingly similar to the visage of the notorious Men In Black, and as the name suggests, appears very thin and able to stretch his limbs and torso to inhuman lengths in order to induce fear and ensnare his prey. Once his arms are outstretched, his victims are put into something of a hypnotized state, where they are utterly helpless to stop themselves from walking into them. 
(The Slender Man)

Not only is this game an example of the power of collaborative efforts  via the 'Something Awful Forums', but it shows the incredible work which is being done in terms of open creative endeavours.


It also encompasses some key elements of the movement in digital humanities: Interdisciplinarity, collaboration and creativity. Examples of these functions can be seen in the assembling of the Slender Man story. Aspects of the digital manipulation used in the paranormal pictures photoshop competition run on the Something Awful Forum, Cabadath from the Chzo Mythos games, and German folklore tales about Der Grobmann, often translated as the tall man, all influenced the creation of this game (Slender Man-Know Your Meme).

(Der Grobmann, from German folklore tales)

Personally, this game conjured images of Jack Skellington from Henry Sellick and Tim Burton's A Nightmare Before Christmas (1993). 

It also links rather nicely to the argument that I was making in my last post about the purpose within Digital Humanities of Deforming for Reforming, or what I like to refer to as digital flattery. In this sense, I would argue that this game was conceived of through the deformation of various representations of this tall figure and folk tales about such figures, in order to create a new digital, gaming version of this figure. 

The site which hosts the game also provides connections between DH and the gaming community. It seems that DH has taken a lot of inspiration from the world of gaming, in terms of their methods of communication and discussion. The forum, is now a large part of the gaming culture, in which tactics can be discussed and help can be received to get past a certain level. This site houses a very well frequented forum which would put many DH forums to shame. 

So next time you DHers play your games, whether on your console or online, remember that you are contributing to the long relationship which exists between the world of gaming and its influence on concepts within Digital Humanities.

With thanks to the Slender Man game for influencing this post.