I recently received word that my proposal for a roundtable on videogame studies was accepted for the annual Modern Language Association Convention, to be held next January in Seattle, Washington. I’m very excited for myself and my fellow participants: Ed Chang, Steve Jones, Jason Rhody, Anastasia Salter, Tim Welsh, and Zach Whalen. (Updated with links to talks below)
This roundtable is particularly noteworthy in two ways. First, it’s a departure from the typical conference model in the humanities, namely three speakers each reading twenty-minute essays at an audience, followed by ten minutes of posturing and self-aggrandizement thinly disguised as Q&A. Instead, each speaker on the “Close Playing” roundtable will briefly (no more than six minutes each) lay out opening remarks or provocations, and then we’ll invite the audience to a long open discussion. Last year’s Open Professoriate roundtable followed a similar model, and the level of collegial dialogue between the panelists and the audience was inspiring (and even newsworthy)—and I hope the “Close Playing” roundtable can emulate that success.
The second noteworthy feature of the roundtable is the topic itself. Videogames—an incredibly rich form of cultural expression—have been historically unrepresented, if not entirely absent from the MLA. I noted this silence in the midst of the 2011 convention in Los Angeles:
This is not to say there isn’t an interest in videogames at the MLA; indeed, I am convinced from the conversations I’ve had at the conference that there’s a real hunger to discuss games and other media forms that draw from the same cultural well as storytelling. Partly in the interest of promoting the critical study of videogames, and partly to serve as a successful model for future roundtable proposals (which I can assure you, the MLA Program Committee wants to see more of), I’m posting the “Close Playing” session proposal here (see also the original CFP).
We hope to see you in Seattle in January![divider]
CLOSE PLAYING: LITERARY METHODS AND VIDEOGAME STUDIES
(As submitted to the MLA Program Committee
for the 2012 conference in Seattle, Washington)
Nearly fifteen years ago a contentious debate erupted in the emerging field of videogame studies between self-proclaimed ludologists and the more loosely-defined narratologists. At stake—or so it seemed at the time—was the very soul of videogame studies. Would the field treat games as a distinct cultural form, which demanded its own theory and methodology? Or were videogames to be considered “texts,” which could be analyzed using the same approaches literary scholars took to poetry, drama, and fiction? Were games mainly about rules, structure, and play? Or did games tell stories and channel allegories? Ludologists argued for the former, while many others defended the latter. The debate played out in conferences, blogs, and the early issues of scholarly e-journals such as Game Studies and Electronic Book Review.
In the ensuing years the debate has dissipated, as both sides have come to recognize that no single approach can adequately explore the rich and diverse world of videogames. The best scholarship in the field is equally attune to both the formal and thematic elements of games, as well as to the complex interplay between them. Furthermore, it’s become clear that ludologists mischaracterized literary studies as a strictly New Critical endeavor, a view that woefully overlooks the many insights contemporary literary scholarship can offer to this interdisciplinary field.
In the past few years scholars have begun exploring the whole range of possible literary approaches to games. Methodologies adopted from reception studies, reader-response theory, narrative theory, critical race and gender theory, queer studies, disability studies, rhetoric and composition, and textual studies have all contributed in substantive ways to videogames studies. This roundtable will focus on these contributions, demonstrating how various methods of literary studies can help us understand narrative-based games as well as abstract, non-narrative games (for example, Tetris). And as Jameson’s famous mantra “always historicize” reminds us, the roundtable will also address the wider social and historical context that surrounds games.
This topic is ideally suited for a roundtable format (rather than a panel of three papers) precisely because of the diversity of approaches, which are well-represented by the roundtable participants. Moreover, each presenter will limit his or her opening remarks to a nonnegotiable six minutes, focusing on the possibilities of one or two specific methodologies for close-reading videogames, rather than a comprehensive close reading of a single game. With six presenters, this means the bulk of the session time (roughly thirty-five minutes) will be devoted to an open discussion, involving both the panel and the audience.
“Close Playing: Literary Methods and Videogame Studies” will appeal to a broad swath of the MLA community. While many will find subject of videogames studies compelling enough by itself, the discussion will be relevant to those working in textual studies, media studies, and more broadly, the digital humanities. The need for this roundtable is clear: as we move toward the second decade of videogames studies, the field can no longer claim to be an emerging discipline; the distinguished participants on this panel—with the help of the audience—will survey the current lay of the land in videogame studies, but more importantly, point the way forward.
Mark Sample, George Mason University
Participants (updated with links to talks)
- Edmond Chang, Univ. of Washington, Seattle
- Steven E. Jones, Loyola Univ., Chicago
- Jason C. Rhody, National Endowment for the Humanities
- Anastasia Salter, Univ. of Baltimore
- Timothy Welsh, Loyola Univ., New Orleans
- Zach Whalen, Univ. of Mary Washington
[Pac Man photo courtesy of Flick user joyrex / Creative Commons Licensed]