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	<title>Gaming the System: Tanner Higgin &#187; rhetoric</title>
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	<link>http://www.tannerhiggin.com</link>
	<description>Race, Gender, and Power in Videogame Culture</description>
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		<title>A Case for Narrating Gameplay</title>
		<link>http://www.tannerhiggin.com/2010/08/a-case-for-narrating-gameplay/</link>
		<comments>http://www.tannerhiggin.com/2010/08/a-case-for-narrating-gameplay/#comments</comments>
		<pubDate>Thu, 19 Aug 2010 20:04:00 +0000</pubDate>
		<dc:creator>Tanner</dc:creator>
				<category><![CDATA[Theory]]></category>
		<category><![CDATA[dissertation]]></category>
		<category><![CDATA[feminism]]></category>
		<category><![CDATA[game studies]]></category>
		<category><![CDATA[ngj]]></category>
		<category><![CDATA[rhetoric]]></category>
		<category><![CDATA[writing]]></category>

		<guid isPermaLink="false">http://www.tannerhiggin.com/?p=390</guid>
		<description><![CDATA[1982 I begin on the shaggy tan carpet of my living room in front of a wood paneled television flickering the image of a game I later find out is called Missile Command. My hands grip the rubber of the joystick and click it violently left and right, smashing the big concave red buttons in [...]]]></description>
			<content:encoded><![CDATA[<p><strong><em>1982</em></strong></p>
<p><em>I begin on the shaggy tan carpet of my living room in front of a wood paneled television flickering the image of a game I later find out is called <em>Missile Command</em>. My hands grip the rubber of the joystick and click it violently left and right, smashing the big concave red buttons in a vain attempt to stop the onslaught of lightning bolts sent from some undefined 	elsewhere. The bolts accumulate and splatter across the ground in fuzzy blasts of sound and flashes of light. Some time later my next door neighbor peaks my curiosity when he playfully raps the line “I drop bombs like Hiroshima” in a cartoonish Japanese accent during a street hockey game. That night I learn about the violence of those flashes of light.</em></p>
<p><strong>Writing the Body in Play</strong></p>
<p>The reflection above is the first bit of writing in my dissertation and is similar to various bits of first person reflection at the beginning of every chapter and scattered throughout the rest of the project. My influence for this style is feminist work in the 70s and 80s, specifically Trinh T. Minh-ha&#8217;s <em><a href="http://www.amazon.com/Woman-Native-Other-Postcoloniality-Feminism/dp/0253205034" target="_blank">Woman, Native, Other</a></em>. This diverse critical tendency intervened into dominant patriarchal and masculine discourses within academic writing that privileged abstraction, reasoned distance, and logical analysis. As with many institutions, <strong>academia has been structured in such a way as to valorize a masculine disposition and its attendant rhetoric</strong> in order to systemically exclude dissent from women, people of color, and the economic underclass.</p>
<p>I believe similar oppressive tendencies exist in game scholarship and maintain exclusions that undermine the potential of the field. However, I think it is perhaps even more damaging within game studies because <strong>writing about games can benefit immensely from more embodied, personal, and affective critical engagement</strong> since games are <em>played</em> or interactive or actions or ergodic or whatever you want to call it. For feminist critics, struggling over what counts as scholarly work is primarily a way of exposing and giving voice to feminine perspectives. But when applying the same strategies of critical reflection to games, we both provide an outlet for diverse perspectives and are more traditionally rigorous in our understanding of the games themselves. We can do the impossible; we can satisfy the formalists and the experimentalists! </p>
<p>Writing the body was one of the most productive approaches developed by feminists. Scholarship that practiced this tradition worked to use the embodied and visible nature of feminine subjectivity (as opposed to the abstract/universal white male subject) to expand the possibilities of affect, sensation, and consciousness beyond the cerebral. Feminist writing focusing on the body also reclaimed the power of the body from scopophillic pleasures and the masculine gaze. For clarification, let me differ to the far more elegant summation of Trinh:</p>
<blockquote><p>&#8220;Writing the body&#8221; is that abstract-concrete, personal-political realm of excess not fully 	contained by writing&#8217;s unifying structural forces. Its physicality (vocality, tactility, touch, resonance), or edging and margin, exceeds the rationalized &#8220;clarity&#8221; of communicative 	structures and cannot be fully explained by any analysis. It is a way of making theory in gender, or making of theory a politics of everyday life, thereby re-writing the ethnic female subject as site of differences. 44</p></blockquote>
<p>I think there&#8217;s immense untapped analytical and political potential in mining the voices of critics and members of the game community. In a medium infamous for, at best, its reductive representation of non-white male subjectivity and characters or, at worst, the outright exclusion of diversity, <strong>consider the value brought to games when we actively encourage the exploration of difference through personal reflection on gameplay experiences</strong>.  The writing of the personal is not limited to a specific subject either. As Trinh is careful to parse, personal writing is about a kind of embodied experience that is not attributable to a specific author (a designation that kills potential) but a voice that is specific, real and, paradoxically for those very reasons, generalizable. It allows for connections and affinities. &#8220;For writing, like a game that defies its own rules, is an ongoing practice that may be said to be concerned, not with inserting a &#8220;me&#8221; into language, but with creating an opening where the &#8220;me&#8221; disappears while &#8220;I&#8221; endlessly come and go, as the nature of language requires&#8221; (35).</p>
<p><strong>Affect, Difference, and What a Game Does</strong></p>
<p>Moreover, this style of writing will work to uncover and unpack how <strong>difference is not just a matter of visualization onscreen but a product of a player&#8217;s affective experience</strong>. There&#8217;s been robust debate over precisely what a game object is or isn&#8217;t and what we should be studying or not. I think one of the  biggest omissions in this work is affect. Just as important as rules, mechanics, or narrative is the player&#8217;s visceral, phenomenological, and sensational reception of the experience within specific contexts. Writing about games not as objects outside us but as experiences we&#8217;ve had makes affect central to what the object is and how its meaning circulates. We need to stop writing instruction manuals and start writing play.</p>
<p>Consider how frustrating it is when writing about games to describe the game in the traditional mode of literary or film studies. What precisely are we describing? Working within the conventions of traditional academic writing we rely on a description of the plot, setting, and controls and some cursory depiction of visuals perhaps bolstered by screenshots. But this ends up being ultimately unsatisfying because this is only a partial explanation. We&#8217;re not getting at what a game <em>does.</em></p>
<p><strong>Now think about how you talk about games to your friends&#8212;you narrate experiences</strong>. And in these narratives you describe the visuals, the sound, the controls, the key mechanics, and, most importantly, what you did and how it made you feel. You get at the play of the political in its activity on the body and mind. And I phrase this as &#8220;the play of the political&#8221; because emotional engagement and personal reception tie directly to a kind of politics where your body and its reactions are in contest with the desires of the game.</p>
<p><strong>A New New Games Journalism?</strong></p>
<p>What I am proposing is not revolutionary. Many of us were excited at the possibility of <a href="http://gillen.cream.org/wordpress_html/?page_id=3" target="_blank">New Games Journalism</a> (NGJ) and its attempt to do something similar to what I am describing here. And it&#8217;s no surprise given the marginal focus of the form that one of the most famous pieces of NGJ was <a href="http://www.alwaysblack.com/blackbox/bownigger.html" target="_blank">&#8220;Bow, Nigger&#8221;</a> a first person narrative recounting the response and reflections of the author to a racial slur while playing <em><a href="http://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight_II:_Jedi_Outcast" target="_blank">Jedi Knight II: Jedi Outcast</a> </em>online. Within the confines of old style games journalism this piece&#8217;s affective power would have been neutralized (not to mention never accepted as a pitch or solicitation (although it was eventually published in <em>PC Gamer</em> UK)). Unfortunately the NGJ movement dissipated and its practitioners, like <a href="http://www.rockpapershotgun.com/" target="_blank">Kieron Gillen</a> and <a href="http://www.amazon.com/This-Gaming-Life-Travels-Cities/dp/0472116355" target="_blank">Jim Rossignol</a>, are now doing the equivalent of NGJ elsewhere. While NGJ is often described as having disappeared it continues to have tangible impact. Certainly games journalism is still incredibly infantile and market/value driven, but the discourse is maturing and there are <a href="http://www.killscreenmagazine.com/">new publications</a> and voices representative of a more mature and critical engagement with games.</p>
<p>So what I am asking for is an intervention in the field of game studies similar to NGJ but with the political acumen of feminist critique. At its best, this new discursive mode will use the experiential perspective to combat marginalization, encourage difference, and exponentially expand the boundaries, capabilities, and meanings of game objects and the people that create meaning out of them. Furthermore, <strong>personal writing about games might be located historically and extend the act of play beyond the confines of the screen to the everyday contexts in which games are experienced</strong>, particularly in the play of affect and sensation. If we&#8217;re really lucky this writing might also surpass the confines of the digital game object to play&#8217;s myriad forms throughout life experience.</p>
<p>But most of all, it&#8217;s less boring.</p>
<p><em><font size="1">Caption image via <a href="http://patrickmccoy.typepad.com/lost_in_translation/2006/09/one_party_at_ve.html" target="_blank">Lost in Translation</a></font></em></p>
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		<title>Are Twitter Trends the New Barbershop?</title>
		<link>http://www.tannerhiggin.com/2010/05/are-twitter-trends-the-new-barbershop/</link>
		<comments>http://www.tannerhiggin.com/2010/05/are-twitter-trends-the-new-barbershop/#comments</comments>
		<pubDate>Mon, 17 May 2010 13:49:20 +0000</pubDate>
		<dc:creator>Tanner</dc:creator>
				<category><![CDATA[Culture]]></category>
		<category><![CDATA[race]]></category>
		<category><![CDATA[rhetoric]]></category>
		<category><![CDATA[signifyin]]></category>
		<category><![CDATA[twitter]]></category>

		<guid isPermaLink="false">http://www.tannerhiggin.com/?p=331</guid>
		<description><![CDATA[Recently, a friend of mine joined Twitter and the first direct message he sent me was a simple question: &#8220;Why are all the people posting on Twitter trends black?&#8221; It was an intentionally exaggerated but honest and innocent question and one I had been thinking about a lot lately. In the past few months, I had [...]]]></description>
			<content:encoded><![CDATA[<p>Recently, a friend of mine joined Twitter and the first direct message he sent me was a simple question: &#8220;Why are all the people posting on <a href="http://search.twitter.com/">Twitter trends</a> black?&#8221;</p>
<p><a href="http://www.tannerhiggin.com/wp-content/uploads/2010/05/hash2.jpg"><img class="aligncenter size-medium wp-image-337" title="Trends 2" src="http://www.tannerhiggin.com/wp-content/uploads/2010/05/hash2-300x276.jpg" alt="" width="300" height="276" /></a></p>
<p>It was an intentionally exaggerated but honest and innocent question and one I had been thinking about a lot lately. In the past few months, I had unscientifically noticed there was a a new topic trending each day supported by tweets from predominantly black users. (And let me note here that my trends are geolocated and cover the LA metro area so this may be different, or perhaps not even apply, depending on where you&#8217;re living. If so, please leave a comment.)</p>
<p>A <em>few</em> examples of the trends I took note of in the past week or so: <a href="http://twitter.com/#search?q=%23bottomlineis">#bottomlineis</a>,<a href="http://twitter.com/#search?q=%231thingaboutme"> #1thingaboutme</a>, <a href="http://twitter.com/#search?q=%23whyyouattheclub">#whyyouattheclub</a>, <a href="http://twitter.com/#search?q=%23LaughAtEm">#laughatem</a>, <a href="http://twitter.com/#search?q=%23oldassnames">#oldassnames</a>, <a href="http://twitter.com/#search?q=%23thingswesaytopolice">#thingswesaytopolice</a>, <a href="http://twitter.com/#search?q=%23blackmamaquotes">#blackmamaquotes</a></p>
<p>I imagine the reason why my friend sent the message to me privately is the reason why no one has written about  this: we&#8217;re worried that making this claim is somehow racially insensitive. However, it&#8217;s quite the opposite. <strong>Taking note of, and understanding how, black people are using Twitter  as a form of public discourse is important to combating inaccurate narratives about minority participation on the internet.</strong></p>
<p><strong>The Digital Divide and Black Technocultural Production</strong></p>
<p>Allow me to explain. The <a href="http://www.ntia.doc.gov/ntiahome/fttn99/">rhetoric of the digital divide</a>— that is, <a href="http://www.pewinternet.org/topics/Digital-Divide.aspx">a gap in access </a>between the haves and have-nots of cyberspace—continues to dominate discussion about minority use of computer and internet technology.  And while this divide does exist (according to Pew, in 2008 56% of whites have broadband access vs. 41% of blacks and 55% of English-speaking Latinos), many have complicated this simplistic narrative of access and exclusion. Thuy Linh N. Tu,  Alondra Nelson, and Alicia Hedlam Hines emphasized in the introduction to their foundational <em><a href="http://www.amazon.com/exec/obidos/ASIN/0814736041/ref=nosim/thecrimsonbirdbo">Technicolor</a></em> collection that we need to think beyond simplistic solutions of access and consider the politics of access, i.e. what kind of access is granted and in whose interest is it being structured?</p>
<p>Also, as <a href="http://muse.jhu.edu/login?uri=/journals/social_text/v020/20.2everett.html">Anna Everett has argued</a>, the rhetoric of the digital divide tends to devalue, defame, and discount a robust tradition of black technocultural production. Along with Everett&#8217;s critique, many writers (see Ben Williams&#8217; chapter on Detroit techno in <em>Technicolor</em> and Alexander Weheliye&#8217;s <em><a href="http://www.amazon.com/Phonographies-Grooves-Afro-Modernity-Alexander-G-Weheliye/dp/0822335905">Phonographies</a></em>) have worked to expose the proud, novel, and influential ways African diasporic cultures have expertly manipulated and innovated digital technologies, particularly music production, but are often forgotten amidst the focus on white dominated modes of production (such as computer programming).</p>
<p><strong>Digital Dozens: Twitter Trends and Signifyin&#8217;</strong></p>
<p><strong>The overwhelming participation of black users in the creation and proliferation of Twitter trends is yet another example of the well documented history of black use of technology.</strong> But what is especially fascinating about the discourse of Twitter trends is its similarity in tone and content to African American rhetorical traditions, particularly signifyin&#8217;. Henry Louis Gates, Jr. <a href="http://books.google.com/books?id=BRXXrVQEjHcC&amp;printsec=frontcover&amp;dq=signifyin&amp;source=bl&amp;ots=40BUareJsn&amp;sig=sWGtotckBoXrsDf-021HwxPTU2I&amp;hl=en&amp;ei=R6vtS43KGYSCswOqzbWrDw&amp;sa=X&amp;oi=book_result&amp;ct=result&amp;resnum=5&amp;ved=0CCsQ6AEwBA#v=onepage&amp;q=signifyin&amp;f=false">defines signifyin&#8217;</a> over the course of his book <em>The Signifying Monkey: A Theory of African-American Literary Criticism</em>. According to Gates, signifyin&#8217; replaces semantics with rhetorical style stretching and doubling (even tripling, quadrupling, etc.) the meaning of signifiers in an effort to parody, misdirect, and/or encode. Perhaps the most recognizable form it takes is in the irreverent vernacular verbal confrontations called <a href="http://www.youtube.com/watch?v=Yn5pbHxvChU">the dozens </a>(e.g. &#8220;Yo momma&#8217;s so ______, she(&#8216;s) ______!&#8221;  duel). The importance of the exchange of the dozens is not in the denotative meaning of the exchange but in the creative manipulation of style within the defined rhetorical tradition. A very similar exchange occurs within the bounds of the Twitter trend topic. The hash tag and phrase that compose the trend provide the framework within which participants can play with style.</p>
<p><a href="http://www.tannerhiggin.com/wp-content/uploads/2010/05/hash1.jpg"><img class="aligncenter size-medium wp-image-335" title="Trends1" src="http://www.tannerhiggin.com/wp-content/uploads/2010/05/hash1-300x271.jpg" alt="" width="300" height="271" /></a></p>
<p>Signifyin&#8217; and the dozens are most often associated with street corners, school yards, and barbershops and are defined by a very distinct rhetorical tradition and set of codes and practices that are protected and safe from surveillance and policing by those outside of the discourse community, i.e. women, men, whites, etc. To account for the protected discursive exchanges within these public places<a href="http://www.amazon.com/gp/product/0809327457/ref=pd_lpo_k2_dp_sr_1?pf_rd_p=486539851&amp;pf_rd_s=lpo-top-stripe-1&amp;pf_rd_t=201&amp;pf_rd_i=0809325659&amp;pf_rd_m=ATVPDKIKX0DER&amp;pf_rd_r=1355SMTJP8TTMYT99KHF">Vorris Nunley</a> has expanded the definition of the hush harbor, a secret place for African American slaves to engage in religious practice, to these other spaces defined by the rhetorical traditions of black culture. Within this context, signifyin&#8217; is not simply a play of language but a rhetorical performance that provides access to a politically protected discourse community. Within this community, using this rhetorical tradition, black people have employed the dozens and other modes of signifyin&#8217; as a means of entertainment, communication, and political negotiation. Consider the trend<a href="http://twitter.com/#search?q=shutyobrokeassup"> #shutyobrokeassup</a>. While it&#8217;s clear this discussion is meant to engage in the humorous one-upmanship of the dozens, the subject is of class interest and the language is distinctly black vernacular. <strong>It might be easy to dismiss these tweets as silliness but within the context of class struggle they also serve as a coping mechanism and shared acknowledgment of political inequality, however slight or unconscious that intent may be.</strong></p>
<p><a href="http://www.tannerhiggin.com/wp-content/uploads/2010/05/hash3.jpg"><img class="aligncenter size-medium wp-image-341" title="Trends 3" src="http://www.tannerhiggin.com/wp-content/uploads/2010/05/hash3-243x300.jpg" alt="" width="243" height="300" /></a></p>
<p><strong>The Not So Hush Harbor</strong></p>
<p>But given those similarities,<strong> Twitter seems to be fundamentally transforming the traditional safe physical space of the hush harbor</strong>. For one thing, the trend discussion is explicitly public, so much so that it&#8217;s a point of pride to get a discussion so popular that it begins to appear on the left hand side of the Twitter main page. In this way, Twitter trends are less a traditional hush harbor and more in line with mass market reconfigurations of black culture wherein other discourse communities have access to the performance but not necessarily the code or lived experience that makes the performance politically or culturally significant. Here I see some alignment between commodified forms of black discourse (for example, blaxploitation film) and <a href="http://en.wikipedia.org/wiki/Camp_(style)">queer camp</a> which provides a distinctly different experience to audiences depending on their subjectivities and social identifications.</p>
<p>Twitter facilitates a large scale, distributed, and exponentially more populated arena in which to signify but at the cost of greater surveillance and, it seems, less discussion between participants. But, just as in queer camp, the codes which provide a barrier of access work to maintain the appropriate discursive boundaries within which to communicate. <strong>Without the walls of the barbershop, rhetoric becomes even more important as a proof of authenticity.</strong></p>
<p>Thus, Twitter, as new configuration of the barbershop, is a prime example of how black people are not invisible on the internet but are emblematic of the tightrope of privacy we all walk in taking our sociality to the net.</p>
<p><em>UPDATE (8/14/2010): This topic has caught fire recently due to a post by Farhad Manjoo on Slate called</em><a href="http://www.slate.com/id/2263462"><em> &#8220;How Black People Use Twitter.&#8221;</em></a><em> See that post as well as </em><a href="http://www.lynnedjohnson.com/diary/reading_responses_to_how_black_people_use_twitter/index.html#comment-68768426"><em>a response by Lynne d Johnson</em></a><em>.</em></p>
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		<title>Games, Learning, and Society 5.0 Talk: Analyzing Race in Games</title>
		<link>http://www.tannerhiggin.com/2009/06/games-learning-and-society-5-0-talk-analyzing-race-in-games/</link>
		<comments>http://www.tannerhiggin.com/2009/06/games-learning-and-society-5-0-talk-analyzing-race-in-games/#comments</comments>
		<pubDate>Thu, 18 Jun 2009 07:46:29 +0000</pubDate>
		<dc:creator>Tanner</dc:creator>
				<category><![CDATA[Theory]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gls]]></category>
		<category><![CDATA[race]]></category>
		<category><![CDATA[rhetoric]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.tannerhiggin.com/?p=123</guid>
		<description><![CDATA[Last week I attended the Games, Learning, and Society conference.  I also presented a talk there on a panel entitled &#8220;Representations of Self and Other in Games&#8221; which was a pleasure because it was one of the few explicitly political panels at the conference. Given the educational focus of the conference and the large attendance [...]]]></description>
			<content:encoded><![CDATA[<p>Last week I attended the<a href="http://www.glsconference.org/2009/index.html"> Games, Learning, and Society</a> conference.  I also presented a talk there on a panel entitled &#8220;Representations of Self and Other in Games&#8221; which was a pleasure because it was one of the few explicitly political panels at the conference. Given the educational focus of the conference and the large attendance by designers and educators, much of the dialogue was about how to design educational games and the consequences of learning in gamespace. It was interesting to compare the investments of these approaches to my own more theoretical and politically radical concerns. But more on this later in subsequent blogs.</p>
<p>Those of us presenting on my panel were tasked with offering our thoughts in a micro-presentation format that translated into a provocative but often frustrating six minutes and forty seconds per speaker. Unfortunately, I had prepared a longer talk and had to trim my content down to three minutes since I was co-presenting.</p>
<p>Therefore, I went ahead and recorded the full length version of my talk.</p>
<p><object width="600" height="450"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=5212841&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=5212841&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="600" height="450"></embed></object>
<p><a href="http://vimeo.com/5212841">Link to video</a>.</p>
<p>You can also view the presentation itself <a href="http://prezi.com/95881">here</a>.</p>
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