DiGRA 2015 in Lueneberg

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Much has happened in these many days when I have been away from ‘Ludus Ex’. I write a (fairly) regular column in the Times of India, Kolkata edition and that has given me another non-academic outlet for my thoughts. A blog, however, has its own sense of freedom and flow. So here I am.

Here I am sitting on the upper floor of a cafe in Luneberg in Germany and telling you about it. Luneberg is a fairy-tale town with its houses seemingly made of chocolate and liquorice. Medieval German houses dating back to the 12th century and two huge solid churches that were ringing their bells when I entered the cafeteria. The many towers and turrets of these old houses are proper Assassin’s Creed territory and one expects that Ezio or Altair will be leaping off them and hiding in the haystack below. It is 10:30 a.m now and the streets are still empty. Germany is on holiday today - not sure, why. I am here for DiGRA 2015. By a quite strange quirk of fate, I have three presentations to make here. DiGRA begins this afternoon and I will be part of Mark Wolf’s panel on Videogames across the World. Mark himself is not here and the panel will be led by the eminent Dutch videogames scholar, Joost Raessens. 

I arrived yesterday and as I was taking in the sights and sounds of this very pretty toy-town and trying to survive conversations with my now very rusty German, a bunch of very varied English accents greeted me: DiGRA early arrivals had hit town. They had also hit the local brew - Heidegeist. With its deceptively After-Eightish taste, the minty Heidegeist was mighty enough to fell a couple of conference participants. Amongst the survivors and abstainers, too, one could feel that the DiGRA spirit was equally potent. 

[The organisers of DiGRA pulled off their game with so much poise and balance. Back centre:Mathias, the magister ludi, in front of him: Sonia Fizek, in that athletic position: Niklas Schrape and far to the left: Nina Cerezo]


Just before I met the others, Matthias (Fuchs), the main organiser of this DiGRA, popped out of one of those toy houses and said hello. The last time I had met him was in Calcutta when he visited in 2011.  I also met Tanya Krzywinska and Doug Brown shortly afterwards - I had last seen them in 2006 at Brunel University, I think.This DiGRA looks like its going to be one for reunions and I’m already walking down a mesh of many memory lanes and by-lanes.

Being at heart always the flaneur, I had signed up for a city tour organised by the hosts, Leuphana University. Bylanes again.  This time, however, these were real lanes through which we were taken around by our very capable student-guide, Ann-Kathrin Wagner. Excessive salt-mining in the Middle Ages had caused random subsidences in the town and the houses looked like prototypes for Hundertwasser’s designs. Apparently Heinrich Heine had lived here, Bach had practised on the organ at St. Johannes Kirche and the composer of a very famous German song (something with the moon in it) was born here. After an hour of time-travel around horse-drawn carriages, medieval cranes and a fascinating board-games shop, it was time for DiGRA 2015.


[The Johannis Kirche: Bach learnt to play here (the organ and not videogames!)]


DiGRA Day One

I started DiGRA with a panel on the present and future of Game Studies consisting of Frans Mayra, Sebastian Deterding, Joost Raessens and other Game Studies luminaries. The debate was around whether Game Studies could be expanded to include everything. The Humanities focus of Games Studies was duly noted (‘Does that make Game Studies a Humanities discipline? Should universities award a B.A in Games Studies?’ - these were the questions that came to mind then) and someone compared it to early media studies. There was a claim that gamification could be seen as exploding that temporal dispositif. Instead of focusing on the versus, as in choice versus play, rails versus sandbox, new ways to future-proof games research were called for. Someone used that magic word ‘assemblage’ and although I’m not sure whether it was used in the Deleuzoguattarian sense, I couldn’t help feeling smug.

The ‘Videogames around the World’ panel went well although I wish there were more people attending.  I learnt a lot about the gaming situation in Finland, the Netherlands, Australia and Venezuela. What I missed was more on how the local culture influenced the game design as this is something that I am interested in  given the Indian context (as I said in my own presentation). Frans Mayra did mention how the Norse legends were used in some Finnish games and how an Americanised version of the Norse legends was used in Max Payne (remember the Ragnarok Club). Tom Apperley gave a very lucid account of the scenario in Australia and Venezuela - apparently, in the latter, videogames are mostly only available through torrents. Especially, if they show the same weapons that are used by the army and the police. Another, albeit slightly lesser, surprise came when Joost (Raessens) exclaimed ‘Shah Rukh Khan’ when I showed an image from Ra-One. Bollywood and its ubiquitous fame. 

The first keynote was next. Tanya was at her best and the Gothic in gaming came alive again. As she linked up the Gothic in gaming to the history of the genre in ‘Monk’ Lewis, Radcliffe and later writers and moviemakers, she identified the five coordinates of the genre as: character / story-patterns, mise-en-scene and style, emotional modality, function and entropy (and the sublime). She describes the Gothic as a ‘grammar … and too complicated to call a genre.’ In a much-tweeted about academic twist, she redefined gamification as a form of genre remediation as she examined the links between Gothic videogames and their generic ancestors in earlier media.



DiGRA Day Two


Day One ended with a Gothic descent into the cellars of Lueneburg’s Maelzer pub where keeping one’s head unbumped against the low medieval ceilings was the ultimate test of sobriety. Despite the adventures that ensued, I was up early and ready for Astrid Ensslin’s talk on ‘Unnatural Narratology’. After this, more on lit and gaming in Inderst and Goergen’s talk on utopia and Feng Zhu on the ‘Implied Player’. Had a fairly long conversation with Feng on ‘minor literature’ and also my problems with Iser and reader-response. Bear in mind though that this was how I came to Game Studies in the first place! Because of my clumsiness with finding things, I missed part of Rudolf’s presentation which he co-authored with Arno Groegen. Have much to discuss re: utopia with Rudolf. However, we missed each other again this time as he is in faraway Canada.

[I used the example of Thralled -  game based on slavery that Shailesh Prabhu told me about. A Brazilian delegate at the conference told me that Isaura is based on a real-life character]


Then there was my own paper on slavery in videogames. Kind of in the spirit of Tanya’s use of ‘gamification’, I had framed it as a remediation of the slave narrative via the computer game medium. In the paper, albeit still in its early stages, I stress the ambiguity of the slave-narrative - that is the experience of the total lack of agency and the simultaneous ‘illusion of agency’. This, according to me, emerges even more clearly in the videogame than in earlier media. The other point that I half-raised but that was taken up by Sonia Fizek (postdoc at Gamification lab and a longtime friend) was regarding how the slave’s non-agency and trauma could be seen as a metaphor for rethinking agency in games. She mentioned Stefano Gualeni’s game (Stefano was there in the audience, by the way!), Necessary Evil, as an illustrative example. I’ll have to play it to know. However, all thanks to Sonia, I will now explore the agency/ illusion of agency from the point of unfreedom and ambiguity. 

Sonia’s own paper followed mine. Presented together with CERN anthropologist Ann Dippel's paper, her work looks at using games to make people perform scientific work (especially involving participation in experiments) and then analysing the big data. Sonia and Anne came up with the concept of ‘labourisation’ instead of gamification in an article they wrote together. The following two papers were on videogames in Eastern Europe. Jaroslav Svelch presented on how videogames were used for subversive protest against the repressive Communist regime. Indiana Jones in Wenceslas Square is one of the games that I remember from this presentation. Svelch’s earlier work on adventure games that address problems in Czech history an be found here (http://web.mit.edu/comm-forum/mit7/papers/Svelch_MiT7.pdf). Pyotr Sterczeweski, another new face at DiGRA, presented on construction of the notion of the political in Polish board games using Chantal Mouffe’s theory of the agonistic versus the antagonistic. I was surprised and impressed to learn that board-games in Poland are so deeply connected to their national history. 

[Wenceslas Square: Indiana Jones cometh!]

From history board-games, I moved to an entire panel on games and history with Adam Chapman, Esther Macallum-Stewart and Tom Apperley. This was one of the highlights of the conference for me. The opportunity to hear Esther meld her knowledge of the First World War and videogames through her analysis of Valiant Hearts was pure pleasure. She argued that there has been a certain stereotypical representation of the war in European historiography and that videogames too have taken that on. In contrast the comic / graphic novel such as Charley’s War are perhaps more realistic models that any such presentation of history could consider. Adam also focused on how a particular type of presentation of history was privileged in the triple-A games and how it seemed to back up the ‘great men’ approach to history. Tom’s paper focused on the alternative reality aspect of history games and he started with a challenge to the Marxist historian Edward Hallett Carr. 

After this, of course, there was three-sided football, beer and barbecue. And there was the young game designer from Copenhagen, Sabine Harrer, asking me to play her game (modelled on a similar thing created by a Feminist theorist) which involved colouring images of female genitalia. It also uses the C-word in its title. While this was, I admit, quite a shock to me at first, watching the reactions of all the others who played was really really interesting.

I also got to meet Chris Bateman with whom I hope to have many more conversations and also perhaps play the Royal Game of Ur someday. The night ended at around 2:30 a.m for me with a walk from the University to town through a rather spooky bridge and a park full of chairs. After catching up with friends such as  Sebastian Moering, Rune Klevjer and Emil Hammar, it was time to call it another day.


DiGRA Day Three

Karen Palmer’s keynote ‘Is Hacking the Brain the Future of Gaming?’ was a breath of fresh air in that it pointed at possibilities for videogames using her neuroscience-based aids to games. Her syncself game of Parkour is aimed to provide players an environment where they can explore the concept of self.  She calls it ‘not just art, not film but a whole trend towards mindfulness’. Palmer also discussed the example of Nevermind , a biofeedback-enhanced adventure horror game -exactly what I conceptualised in NTU with Russell Murray.

After this, I went for the session that I was waiting for for months  - Mia Consalvo and Chris Paul on teaching videogames. The takeaways were many: from Conway’s game of life on paper to writing prompts on playthroughs there were many suggestions across the board. I was quite happy to see that I use the same initial texts that were recommended by Mia. Hanli Geyser from South Africa said she used African board games to get gaming across to students who are unable to access games technology. This is similar to my situation here in India although unlike in South Africa, I rarely have university computers available for my students. Recommendations came in from all around: Marsha Kinder’s Playing with Power, the first issue of Games and Culture and Ian Bogost’s ‘Here is How Games Persuade’ are some that I noted. I have much more in my notes but I feel that this session requires a separate post sometime. My only regret was that I had a paper to present in a parallel session afterwards and therefore, missed the discussion on setting assignments. All in all, a great takeaway from a great conference.

My own paper on minor literature as a framework for reading games comes out of my earlier work. Here’s Claire Colebrook on what it means for Deleuze and Guattari:

A minor literature, also, does not appeal to a standard but creates and transforms any noFon of the standard. If I seek to write a film script that is just like the popular and financially successful Star Wars (appealing to the spirit and tradiFon of American science ficFon), then this is a major work. But if I aim to produce a film that criFcs may not even recognise as a film, or that will demand a redefiniFon of cinema, then I produce a minor work. For Deleuze and GuaTari all great literature is minor literature, refusing any already given standard of recogniFon or success. (Colebrook 2002, 25)

In my paper, by looking at paratexts of videogames as exemplary of the ‘minor’ character of the games, I raise questions about the very distinction of the text and paratext (by the way the latter was a popular word in this DiGRA) as leading to the basis of narrativity in games. This paper is going to be out as a much reworked version in my forthcoming book, Videogames and Storytelling: Reading Games and Playing Books. The other paper in the session that I attended was on the use of Genettian focalisation in videogames. Interesting but something that could be expanded as a framework, perhaps.

The conference party at the Salon Hansen was nice. There was videogame art on the walls and I got to do something that is one of my main reasons behind going to conferences: speak to younger researchers. There was Ea (like in EA Sports she said she challenged everything) putting up a spirited defence of Espen Aarseth’s take on gaming and others who disagreed. After a relatively productive networking time when I also got to see some eminent names in game studies charging up the dance floor, I thought I’d beat a retreat after realising that the shots in my hand were jaegermeisters!


DiGRA Day Four

Eros and Thanatos - the creation and destruction of everything human. DiGRA was coming to an end and Tom Apperley was there to see that the world of game conferences was to be shaken up. Speaking on ‘nerdcore’ or representations of porn in videogames,  Tom managed to shock quite a few people in there with a couple of photos of pin-up models wearing videogame gloves (and nothing else, just in case you had doubts). Making a case for viewing this as an excessive projection of masculinity, he highlighted the archiving and the legitimising characteristics of nerd core. 

Tom’s talk was followed by the thanatos part - Markus Rautzenberg’s keynote on uncertainty and death was entertaining and thought-provoking. Some of this, I felt, connects to my own work on death (https://www.ntu.ac.uk/writing_technologies/back_issues/Vol.%202.1/Mukherjee/62762gp.html) although I connect more to the uncertainty and the temporal multiplicity of death in videogames and not so much the psychological experience. Bringing in a whole group of philosophers, such as Lacan, Bateson, Wittgenstein, Heidegger and Deleuze, Rautzenberg provided a deep, dense and thought-provoking angle on uncertainty. They video recorded the talk and I must watch it whenever they have it online.

I also need to quickly mention Olli Leino and Sebastian Moering's paper on applying existentialist philosophy in videogames. The talk left me with me many questions but I am only going to say that someone finally decided to bring up Sartre in Game Studies. 

DiGRA Things-that-I-missed

All conferences are about missed connections and papers that you really wanted to hear but couldn’t. My biggest miss was Niklas Schrape speaking on Georg Klaus and games. Also Emil Hammar on ethical diversity, the panel with Jesper Juul in it and of course, the second session of Teaching Game Studies were big misses. I didn't know William Huber was at the conference until today when I started looking at the Twitter feeds more carefully.  However, because I didn't bother too much with Twitter this time, I also missed the GamerGate trolls - happily.

Lueneberg memories

I can still hear the bells of Johanniskirche and see the huge organ when I close my eyes. Living in the 150-year old house owned by the Dartennes was a treat in itself. Finally, the dark beer at the Pons pub and the nice sushi at the bizarrely-named Pearl Harbour restaurant with my new-found friends are memories to cherish. And for once, I held the chopsticks right!

[A Sushi restaurant called Pearl Harbour: the name kinda shocked me into holding my chopsticks right - a feat that I've never managed elsewhere]

As I sit in Calcutta now, listening to the endless sea of traffic outside, it's time for that game called university teaching and exam-invigilations (labourisation, someone?). The next DiGRA is to be held in Dundee, Scotland. Strangely, I was in Dundee less than two weeks ago - so Reload!


Rediscovering Gaming at Khoj

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My second time at Khoj. The place of discoveries. In the middle of an area called Khirkee - the door to no one knows what. No doubt there was a gate here or a door there in the days of yore. Now, the landscape is a heap of broken images - very wasteland, post-apocalyptic almost.  on entering you pass a huge garbage heap where cows, horses and humans on charpoys are equally at ease with each other and the rubble around them. It has rained and the mud pools make the contrast with the swank mall opposite so much more sharp. The community in Khirkee, they tell me, is a mix of the migrant poor and expats from the not-so-rich countries. The walls are full of bizarre graffiti - the Buddha with a gas mask ( which was there last year too) and another which the words 'red', 'pink' and 'green' on a whitewashed wall. Behind it, a huge house lies derelict and has opened its innards for the world to see. In front, a man is busy making samosas on top of a hand-cart. Kind of breaking into my reverie, there was this game called Home. I'll come to it in a moment. For now, it is the hotel where I lived that must speak of ... Flourish Inn, an intelligent pun on the purpose for which it has been built. Apparently, it serves those who come to India for health tourism as I found out later ( to some trepidation I admit). The Max hospital is close by. The doorbell rang and I answered it to find a Central Asian looking woman with a hijab standing at the door. Seeing me she vigorously shook her head - wrong country. In the hallway I heard someone speaking some unknown language. A dark man with dreadlocks was on  the phone.  Why Khirkee and its environs form such a multicultural hub I do not know but in the general assumption that one has of the ever assimilating and welcoming India, this diversity is almost a given and one wouldn't blink really to see foreign and unfamiliar faces in the middle of the capital city. Recent events, however, have changed things drastically with a political leader encouraging acts of racism against two African residents.


The story of Indians being deported from Africa is not new. My friends who escaped  Amin's regime will have many stories. The  reverse, however, albeit unknown until now, might well have its seeds being sown: Home, the game is about one's sense of belonging especially when one is uprooted from what one thinks one belongs to. Set in the Delhi of the future, in the aftermath of race riots and the consequent preventive deportation by the government, the game describes the dream that a Senegalese girl has about the place where she grew up and from where she has been deported. Sent back 'home' is what the governments call it though. She tells her brother about Khirkee where she lived and went to school. But she can only describe it in her dream. Set in the bloodshot red  background of a future -day Khirkee, the game shows that maze of narrow lanes where I keep losing my way. The two swank malls on the other side of he road have disappeared in the game's landscape. Instead you have huge billboards with scraps of text from the letters she wrote to her brother. You encounter no passers-by - only paramilitary personnel walking by in twos. Auto-ricks haws and cars whiz by and you can cross the road and enter the maze of  Khirkee. As you look for your home you find cut up pieces of the letters that you wrote and your journey within that red dream that you are having is your identity. Home is the creation of Vinit, who is an architect by profession and a game designer only sometimes. I played the game only when it was being set up and thereafter, I kept going back to watch others play. Yes, watch other get lost in the bylans of Khirkee and feel my head swimming as I too lost the bearings of identity. Especially when I remembered my own rootlessness or maybe 'hiraeth' that Welsh word for longing for a home that is not your home, when I had to leave Nottingham after those seven years when I felt I had finally had a home. 

'It's Khirkee that does things to people'. Shraddha was on her smoking break when I walked into her 'installation'. Although it's not one but many installations and you will still find them in unexpected corners of Khirkee long after the four-day exhibition is over. Did I tell you that the Khoj Artists' Residency ends on Monday. Do go and visit if you are in Delhi. So Shraddha has been painting game boards and leaving them for people to use and it is fascinating for her to see random people, adults even, gather at odd times to play a game of Bagh Bakri or Parcheesi on the streetside makeshift boards that she builds for them. In the extremely male world of nighttime Khirkee, to look at the huddles of tired textile workers suddenly coming to life over painted boards of all those games that we learn in childhood and then spend the rest of our lives forgetting. So as parts of Khirkee spring into action to become game boards at random points of time, I move on to the others designers at Khoj. 

Mohini Freya Datta is Bengali expat and lives in New York designing indie games. Very much on the Indiecade scene, Mohini now has had a good look at the Indian Indie developers. I look forward to a connect between Indiecade and the Nasscom GDC. Mohini's game board is a city but it's a city that becomes itself only when you decide so and how you decide so. It's a game space that is all about negotiating the game rules for yourself. Mohini has a slew of interesting games in her kitty and you can find out about them here:     . From Mohini's installation, and after a couple of cigarettes, I went over to look for Krishnarjun, who has this uber-cool board game where four mythical creatures each from a different cultural mythos, tries to become real. The game, a three and half hour board game played with 159 cards, had the players engrossed for over three hours and it was fun to see the flailing arms and the general mayhem around the game board. Krishnarjun has also written a book on an alternate reality Jadavpur University and I’m looking forward to visiting my alternate-reality alma mater. My own talk was on the broad and rather ambitious topic of videogames in India. A bit stats heavy (I was trying to make some sense of the industry with Padmini Ray Murray), it might have been a tad daunting for those who came for a more artistic discussion. I did introduce a few problem ideas about how India is (mis)represented in videogames and also how karma and avatar are words that are so loosely used in gaming parlance without exploring their roots.



As a very interesting mix of people milled around the passages of Khoj, I took a walk down Khirkee looking for those game boards that Shraddha has placed. A casual stroll turned into a memory-lane walk as I stood face-to-face with the Buddha of the gas mask.

Keynoting at Khoj

Spivacking the Digital: Top, Tap and Tup

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I much admire Gayatri Chakravarty Spivak although I haven't had much to do with her in my area of work barring my recent paper on empire and videogames. I did read her translator's introduction to Of Grammatology and, like many grad students before me, almost gave up on Derrida. Subsequently, I have read essays by her such as 'The Rani of Sirmur' (courtesy my partner's interest in these) and joined the band of Spivak-fans.

So it was to hear Spivak speaking at the Netaji Memorial Lecture (where I had heard Edward Said speak quite a few years ago) that I went. The talk was intriguingly titled 'Freedom after Independence?' and the question-mark was probably the most important part of the entire proceedings. However, as Spivak worked through the tangles of the conceptions of subaltern leanings towards freedom in a post-colonial world, she also had to bring in the digital. She had to. The digital is everywhere - as the purported solution par excellence and ergo the object of much criticism and fear. After criticising MOOCs, e-learning tools and their pedagogy, the great pedagogue (she said that she might not be a great intellectual but that she was the real thing) declared that the digital should be kept on tap and not on top.

So how does this represent the digital? The digital on top is the patriarchical (or 'top-archical') figure almost smacking of sexual dominance. Dominating productivity, dominating creation - the digital as the thing-on-top, the ding-an-oben (as opposed to the ding in sich). From the hierarchy of the database and the digital tool that is used to organise pedagogy and structure the way in which education is disseminated, the digital dominates how we think and produce. The digital-on-top is also imposed on us postcolonial subjects and it silences the subaltern non-digital modes of pedagogy. Now that is a very compelling image.

Spivak's suggestion is the 'digital-on-tap'. Does she mean a water tap where the flow can be regulated or 'on-tap' as in 'under pressure'? Or is it that she wants to tap away impatiently on her table waiting for the digital to behave itself? Let us stick to the 'digital-under-control' option. So you have an essence called the digital and every now and then you can regulate the flow of this using a proverbial stop-cock. Procreation under control. On tap.

Ostensibly, there's nothing wrong with this image. The man who was on top is now kept on tap. The digital, therefore, also needs to be kept on tap. What I was surprised about is that such a comment could come from Spivak. From the perspective of 'originary technicity', the concept proposed by Derrida, there's a problem with such a 'top-heavy' or 'tap-heavy' approach. Technicity is intrinsic and human; rather than being the prosthetic tool, it is that dangerous supplement. This, of course, is in contravention to the Aristotelian idea of technology. As Tim Clarke describes it:

The traditional, Aristotelian view is that technology is extrinsic to human nature as a tool which is used to bring about certain ends. Technology is applied science, an instrument of knowledge. The inverse of this conception, now commonly heard, is that the instrument has taken control of its maker, the creation control of its creator (Frankenstein’s monster). (Clark, 2000: 238)
Clark, in his essay on Derrida and Technology (in the collection edited by Nick Royle), uses Marvin Minsky's SF short story The Turing Option to illustrate his point.  This is an early morning blog post and I am feeling lazy so I'll use Federica Frabetti's summary as a shorthand:

In order to regain his cognitive capacities after a shooting accident has severely damaged his brain, the protagonist of the novel, Brian Delaney, has a small computer implanted into his skull as a prosthesis. After the surgery he starts reconstructing the knowledge he had before the shooting. The novel shows him trying to catch up with himself through his former notes and getting an intense feeling that the self that wrote those notes in the past is lost forever. Clark uses this story as a brilliant figuration of the fact that no self-consciousness can be reached without technology. (Frabetti 2011)
Clark's point is that '[n]o thinking – no interiority of the psyche – can be conceived apart from technics in the guise of systems of signs which it may seem to employ but which are a condition of its own identity.' (Clark, 2000: 240) Let us turn now to the digital. The digital as a form of technology has already figured in our discussion of technicity. Digitality, or call it what you will, does not work outside the human. As a supplement, it alters the centre, threatens it and is also part of it. Top, tap or whatever, it ain't something that is separate from what you are becoming.

Another Keynote Lecture: Videogames in India

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2014 started with yet another visit to Delhi. I was invited to be part of the keynote panel on Indian videogaming, together with Dr Padmini Ray Murray from the University of Stirling. It was great to be back at JNU and I had some productive discussions, especially with the team from the University of West Virginia and Siddhartha from the JNU team. It was a pleasure to meet Dr Lyle Skains after over three years now (we met in Bangor in 2010) and to skype with Dr Astrid Ensslin about LOTRO MOOC and its relevance to higher education. Dr Sandy Baldwin of UWV spoke on how his team played out (pun intended) Samuel Beckett's Endgame  within CounterStrike 2 and the artistic and philosophical implications of such theatrical interventions in the game-world. Dibyoduti Roy impressed me with his take on the experience of the quotidian in videogames. I felt that he has something new to contribute to how we think through gameplay. His colleague, Kwabena, spoke on WoW but I was more interested in what he had to say about gaming in Ghana (and in other African countries) when we had some time to chat over coffee. At the JNU end, I liked a paper on postcolonial representations in videogames  - something I've worked on recently (for my paper at Bergen). Sid, who was presenting the paper, focused on Far Cry 2 and Assassin's Creed and pointed at racial and imperial stereotypes made by Ubisoft. I did come to Ubisoft's defence though, as I seriously believe that the Ubisoft games are mostly fairly nuanced and good at problematising issues.  I shan't use this space to go into a sustained argument on this but I am happy to defend my position, any time.

I am getting into the habit of writing my conference reports rather late and as such, my memory plays tricks with me. The highlight of my stay was my meeting Quicksand, one of the most 'thinking'game developers I've met in India so far. These are the guys who made Meghdoot, which Murray describes thus:


Meghdoot: Using new technologies to tell age-old stories is a project that will be based around a prototype of a game Meghdoot that was developed in the first phase of the Unbox Fellowship. Meghdoot draws on features of Indian culture such as gestural movements from Indian dance in gameplay and is inspired by using narrative structures drawn from Indian mythology, making a conscious choice to move away from Anglo-Saxon linear sequences in the game's design and deploys an aesthetic that is inspired by Indian heritage artefacts but does not resort to usual tropes of the exotic or the oriental. Meghdoot will fall into the increasingly popular category of ‘serious art game’
I left Quicksand after making them promise that they would visit Calcutta and that some of the bylanes in Chitpore would feature in their next game (about which, mum is the word). Time to get away from fun and games and back to work.

NASSCOM Games Development Conference 2013, Pune

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Me: Marriott jana hay.
Taxi Driver: Kaun sa Marriott? Pune mein to chaar Marriott hay!
(I need to get to the Marriott in Pune and I ask the taxi driver to take me there. He asks me which one – there are four Marriotts in Pune!)

This was my second visit to Pune. The comparative opulence and cleanliness had me surprised. As had the women on scooties and in trendy clothes but with their face covered except for the eyes. I crossed the historic Yerawada Jail and then entered downtown Pune with its Maratha gateways and modern shopping malls. I had reached the right Marriott.

And inside it was gaming like I had never known before in India. There were stalls with mainstream game studios and indies showcasing their work; Julie Heyde, eminent indie designer from Copenhagen was letting people have a taste of the Oculus Rift. I saw a perfectly staid saree-clad PR lady who had never done any gaming go crazy with the virtual world coming alive around her.
I had to say hello to old friends. The videogame industry in India is a friendly place. Rajesh Rao of Dhruva (one of the pioneers of gaming in India) casually walked over and chatted for a bit. He was featured in a recent article on Indian videogaming by Adrienne Shaw, I told him. And of course in mine. I had just missed Yoichi Wada’s keynote (of Square Enix fame) because the plane was a little late. I walked into the ‘Project Heera’ presentation by Tanmay Chinchkar. The BAFTA tag drew me in automatically. So Tanmay, a student of DSK Supinfocomm, has designed this awesome game which is kind of in the ‘chor-police’ (cops and robbers) tradition and the multiplayer experience has you playing either as the cop or as the robber, protecting or stealing diamonds, as the case may be.  Simple mechanic and as Tanmay’s post-mortem revealed, there was quite a bit of excitement in the BAFTA stands when they got two leading gamers from Codemasters to compete against each other and win prizes. So clever promotion tactics, a decent GUI  and of course, an addictive multiplayer experience is clearly a winning formula. Whatever little I saw and played of Heera, I liked.



Posing with Lightning and the Halo gun


After a tea break and catch-ups with old friends, I came across Lightning from Final Fantasy – it was Niha Patil cosplaying and we weren’t friends yet. So dodging the sword of Lightning, I was back in the ballroom and ‘Gordon’ Gardeback or the ‘Go’ of Simogo, the celebrity indie developers from Scandinavia was speaking. If nothing else could have made me buy an iOS device, Bumpy Road, Year Walk and Device 6 would have been successful.  What surprised me was how quickly these games were made and of course, the concepts. So here’s a platformer where you are in an old car with your partner driving slowly through a cute Russian-fairytale landscape and collecting memories (which are placed in photoframes). Only you don’t drive the car, as the player you bump the road and the car trundles along. Normally, I have an aversion to overusing the word ‘cute’ but for this game I’ll make an exception. Simogo has also made other internationally acclaimed iOS titles such as Year Walk and Device 6. I haven’t played the former yet but Device 6 is about this story of a girl who finds herself in a tower and her story rolls out (literally) as the player turns and tilts her iPad (or iPhone) as the girl changes direction and the story asks her to do so. I did have to cheat a tiny bit – the puzzle element is hard and I was often confused. I liked Device 6  a lot though and I think that makes me part of a huge group of fans now.

After the Simogo talk, I went to watch those who were trying out the Oculus Rift that Julie Heyde had brought along. Julie had been one of the judges on the indie panel with me – the other being the extremely helpful and super-modest Divyendra Singh Rathore. Soon I was chatting with Divyendra and catching up with friends when I met. I was introduced to Arvind who is building his MMORPG called Unrest and has based it on ancient India. The game is still in development and we learned about the problems that Indian game devs have to face on a regular basis – power failures, low bandwidth, cut Internet cables and other joys of game dev in India. Unrest looked like it was heavily story-based and very similar to adventure games but I’ll wait and hold my breath. The project is on Kickstarter for any who wish to learn more. From there I went to a panel on Indie game development and again, the scenario was very well defined for us by Shailesh Prabhu and Yadu Rajiv. Funding still seems to be a problem but there is a lot of dedication and watch out for some good indie stuff from this part of the world.

As I said, I was a judge on the indie panel and none of us had any doubts about Yellow Monkey Studio’s Huebrix as the top choice of them all (we reviewed around twenty five games in all). Huebrix is, as its name suggests, about colours and bricks and the objective is to solve puzzles that involve covering pathways with bricks of a certain colour and specific affordances. Deceptively simple, says I. As you get through the levels with the designer’s subtle sarcasm talking back at your achievements, be prepared to tax your brains immensely.  Huebrix is now available on the iOS and Android stores. Our runner-up was Sandy Loisa’s pc game Save the Dummy. I have written about this at length in my Times of India column ‘Game Theory’ and as the developer hails from Calcutta (my hometown), I feel a surge of hope for game development in Eastern India. But of that, perhaps another day. I covered many talks – by Microsoft (who did a standard ‘why we are great’ spiel and never mentioned Xbox One), Facebook (much interest from young developers here) and Disney UTV (Hrishi Oberoi spoke of the need to have a Sholay of videogames to promote Indian gaming).  I also ended up at a session on game related laws in India and while this was very informative, the fact that the speakers hadn’t ever played a videogame was kind of disappointing.

Anyway, this is indeed a very late post – two months late in fact. Better late than never as they say, though. I have to thank Dr Padmini Ray Murray for making my trip possible in the first place (from her AHRC project , on which I am a consultant) and also Joel Johnson, that wonderful man behind organizing the NASSCOM Game Awards – the first time ever in the country. Finally, of course, Shruti Verma and Vijay Sinha, the two stars of Indian videogaming without whom I would have been very lost indeed in the huge crowds of game devs and others that filled up the halls of The Marriott.








Old Friends, Old Games: No One Lives Forever 2 in Kolkata

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Subhayu Mazumder is easily one of my oldest friends. We started in the same section at kindergarten, continued together throughout our schooldays and then went on to read English Lit together at university. We don't meet often but he's one of those people you have on your thoughts even during a random bus ride through this busy city and then, out of the blue, he's on the phone nattering away at breakneck speed, providing unnecessary explanations and spewing ideas (with which you might not always agree but then again, there's no deterring him). Together with Sanjay Banerjee, we had started our school's first (arguably) literary wallpaper, 'My Back Pages'  and had those many adventures that only extremely curious and creative (or so I'd like to think) teenagers can possibly have. Looking back now, they seem other lives, other videogames.

So Subhayu wanted me to write an article on gaming for The Times of India and I said I'd bite. Readers of Ludus Ex will know that I've been doing everything I can to push the importance of games research to the Indian academia, the videogame industry and the policymaking gods. The article itself needed a Kolkata focus so after saying the usual and making my case about the potential of gaming here, I remembered another old friend. A virtual one this time - Cate Archer from No One Lives Forever 2. NOLF seems to have disappeared even from the second-hand markets as Emil Hammar was telling me when we were in Bergen last month. NOLF is the only videogame I know with a direct Calcutta connection. So this is an excerpt from what I wrote:

Unknown to most gamers, this is the first Indian city (arguably) to have been featured in a major gaming title. Cate Archer, the British spy famous for her Bond-like skills and her lipstick spycam, comes to Calcutta in the 2002 videogame No One Lives Forever 2. For the first time in videogames, the gamer (a.k.a  Archer) can move around the bylanes of Kolkata and fight corrupt policemen and goons. Archer is sent to Kolkata to meet someone with the unlikely name of Balaji Malpani  and will have to pay a local the handsome sum of forty rupees to be given a city tour before she can start taking out the operatives of the criminal organization H.A.R.M. Archer then travels to Siberia, Japan and Greece to fight super-soldiers and Soviet troops.

Cate Archer in the bye-lanes of Calcutta

NOLF 2 has not had a sequel to date but from what the reviews  of the gameplay testify, Calcutta was a great game setting and one would hope that after the Cate Archers, the James Bonds and the Assassin’s Creed heroes would make the city their next stop.  So here’s raising a virtual glass to more videogames and a healthy gaming culture in Kolkata.

Philosophy of Computer Games Conference, Bergen 2013

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I didn’t ever think I’d make it this time. Backbreaking work at the university, very little research time  and certainly no gaming time meant that conference abstracts were super-impossible to write.  Imagine my surprise when I found that the PCG abstract had been accepted. Anita Leirfall, eminent game philosopher and PCG veteran, casually asked me whether I was going to Bergen and I answered with a crestfallen ‘no’; on second thoughts and on Anita’s suggestion, however, I emailed the organisers and there was a welcome email from John Richard Sageng saying that yes we would be meeting in Bergen.  The story goes on and involves battles with university admin and incompetent travel agents and a miraculous intervention by the VC whereby I was able to get my visa at the very last minute from the Norwegian consul’s residence!


The UNESCO heritage buildings in Bergen

Then I was in Bergen – adjusting to the sheer beauty of Bergen Bay, the colourful buildings and the beauty of the surrounding hills. Having arrived a day before the conference, I was able to go exploring on my own.  After a magical ride into the Floyen on the Bergen Funicular railway and then a desultory but very rewarding stroll around the city, I felt I had done enough sightseeing for the day and now it was time to locate Hotel Grand Terminus, the venue for the conference.

The first keynote by Stephan Guenzel outlined in detail the philosophy of space, taking us carefully from Euclidean and Newtonian space as understood and experienced in Game Studies and then moving on to Henri Lefebvre’s concept of the spatial trialectic. Agreeing and then differing with the spatiality concepts laid down for videogames by Michael Nitsche and Milaucic, Stephan spoke of the need to  identify the different concepts of space to be found with computer games, offering users an experience enabled by the intuitions of space as form. He mentioned Linda Henderson’s work on four-dimensional space and also made connections with how in videogames we have an inversion of the horror vacui or the medieval fear of empty spaces and the way in which this relates to videogames (such as Tetris which Janet Murray views as a metaphor for the overtasked lives of the American people).

Paul Martin from the University of Nottingham, Ningbo presented on the landscape and gamescape in Dwarf Fortress. For Paul, landscape is experienced as tension and the ‘over-thereness’ is not experienced; one interesting description of gameplay by Paul is that it is ‘souplike’ and the different ingredients cannot be separated. Paul was followed by Ivan Mosca who focused on social ontology as a means of analysing videogame spaces as maps vis-à-vis game-boards. Other presentations included Guglielmo Fels on truth in videogames, Jonne Arjoranta on mapping cognition spatially, Velli-Marti Karlulahti on defining videogames and Emil Hammar on postphenomenological play. I was intrigued by Arjoranta’s suggestion that we need to take cognition into account in our design of videogames and experiment with going against what we use normally. Emil Hammar, another very promising student of ITU Copenhagen, happened to be my roommate at the youth hostel where I put up and we had quite a few deep conversations about the field. Hammar discussed games as technology from the standpoint of Don Ihde (who, incidentally, was the keynote speaker at the previous PCG conference) and the phenomenological analysis of Merleau-Ponty. Karlulahti’s presentation started with the rather intriguing question about whether academics texts have an implied author but his main premise, the definition of videogames as anything that evaluates performance, is one that I cannot agree with and find limiting.

Equally problematic (albeit a masterful presentation) for me was the concept of analysing (literally ‘breaking down’) videogames into ‘ludemes’.  In his keynote, Espen Aarseth referred to the signified of the ludemes (which are units in the same manner as Levi-Strauss’s mythemes); the concept while appealing seems to me to assume what Derrida problematizes as a ‘transcendental signified’. In his talk titled, ‘Fictionality is Broken’ (after McGonigal’s book Reality is Broken), Aarseth questioned those who state that games are a form of fiction. This leads back in new ways to the old videogames as fiction (or not) debate and this is perhaps not the space to engage with it yet again. Talking of space in videogames, Aarseth put forward a more developed and robust form of his concept of ‘ludoforming’ that he had first introduced at the Ludotopia workshop in Copenhagen in 2010.

Daniel Vella’s Heideggerian take on game space in Minecraft and Proteus drew attention to the double ontology of spaces in these games – where trees are to be seen as trees (and part of the landscape) but as an arrangement of a resource block, simultaneously. He views the space in these games as the congruence of virtual and actual environments. Speaking about the virtual experience of space, Rune Klevjer spoke of the virtual as a positive entity rather than a negative and as an ontologically irreducible category. As he expresses it best, for him the solution ‘is to accept that the simulation of physical reality in computer games, unlike the abstract and concrete models of non-computerised mimetic play, is able to constitute its own irreducible ground of perception and action.’ Rune also made an interesting comparison, in passing, between the theological concept of transubstantiation (whereby the blood of Christ turns to wine at Communion) and virtuality: Christ’s flesh and blood although not present in front of us are nevertheless ontologically independent and irreducible entities. Some of the other presentations that I remember well are those of Patrick Coppock on aesthetics in videogame spaces, Olli Leino on ‘from game spaces to playable worlds’, Carl Mildenberger on evil in games, Kristin Jorgensen on the game interface and Daniel Milne on spaces of moral and narrative possibilities in videogames. Patrick’s presentation reminded me that I need to read up my John Dewey; regarding evil and morality in videogames, I have my own take as my article on videogame ethics illustrates – however, I guess I need to think through issues like griefing and suicide ganking within the framework that I have devised for myself to make sense of ethics and morality. Olli’s presentation, in his own words, dealt with the: ‘(post-)phenomenological tradition, I argue that while this terminology is useful for analytic projects seeking to shed light on the structure and form of the game artifact and the processes it facilitates, spatial notions do not necessarily resonate with the first-person experience of computer game play, especially in cases of playing games of genres which do not rely on simulated locomotion and proprioception in three-dimensionally modeled space.’

I had to leave before the conference ended and I missed two papers that I really wanted to listen to: the keynote lecture on mazes by Alison Gazzard (Alison’s new book on the subject has been published recently) and Anita Leirfall’s talk on orientation in computer game space. Other paper such as that by Ian Jones on the intersection of spatial knowledge and bodily skill  were also much praised, as I gathered from the comments on Twitter., afterwards. As I write this, it is all the more obvious that summarizing so many extremely and intensely learned papers and what I have provided here is a mere sampling of what I gleaned. The full papers are available here (http://gamephilosophy2013.b.uib.no/papers-and-slides/), except for the keynotes.



‘Give me a hundred battalions of British line infantry and I shall conquer your countries’

My own paper was on empire, its spatial understading and how it is portrayed in videogames. This is a new area for me but one that I have thought about often (especially since I come from India – with its centuries of British imperial rule).The key points that I made were as follows: spatiality in empire and that in videogames where you can play at empire have many similarities; however, although empire has become a politically dirty word elsewhere, videogames seem happy to celebrate it. One of the reasons why may be the ease with which empire builders used to perceive the machinery of empire as a game – rule based, competitive and fun with clear goals. I go on to examine how Creative Assembly, the designers of Empire: Total War have coded  in their own version of imperial history and how that it is still governed by the Western notions of the East and itself embodies a rhetoric of Empire. Countering the game’s construction of empires, players often subvert historical events through their gameplay. Could one call the player’s intervention a challenge to empire or another means of reinforcing the logic of empire? At this point, I discuss how the gameplay inevitably involves a ‘thirdspace’ ( a concept from postmodern geographer, Edward Soja)where the often unnoticed lived spaces (in the sense in which this is used by Henri Lefebvre) of the empire also constitute its spaces of protest and the spaces that strive towards an-Otheredness that challenges Empire intrinsically. I ended with a hint that such videogame spaces as in Empire: Total War are illustrative of the way in  which the logic of empire still pervades every aspect of our society, as Michael Hardt and Antonio Negri argue in their rather controversial book.

I was happy to have received many questions and support from those who were there. There was quite a bit of discussion afterwards and some solid suggestions for improving the paper. One of the questions that I could not answer too well was whether there were other games that addresses the logic of empire so well and Alison told me about High Tea, a game based on the opium trade in China and Olli mentioned a game (mod?) of Civilisation IV. When I came back home, I also saw the East India Company game staring at me from my shelves. I was also asked whether this concept of imperial spaces extends into other genres of the videogame, namely the FPS. Having limited my thinking to a particular scenario, I think that extending the argument sounds tempting but will need much more thinking.

And here’s what people were saying on Twitter:

@GauteKAndersen3 OctThe Empire Needs You! A concept of Empire entails protest. also the segahistory of british emp. S. Mukhrjee. #pcg2013 pic.twitter.com/FEbXuczBTY@d_nielv3 Oct Interesting - empire as female body, possession. cf Donne, "To His Mistress...": "My America! My new-found land!" @Prosperoscell #PCG2013 Favorited by Gaute K. Andersen@GauteKAndersen3 Oct S.Mukherjee critical look on Empire:total war, with postcolonial studies, possession of space as paramount feat. of empirial space #pcg2013@d_nielv3 Oct Envisioning an alternative history where Malta is a Barbary pirate nation. @Prosperoscell #PCG2013@boundedspace3 Oct "The Sega history of the British Empire" @Prosperoscell #PCG2013@jilltxt3 Oct Provocative critique of video games and their infatuation with empire-building by @Prosperoscell at #pcg2013 pic.twitter.com/1eWhIKw3zg@boundedspace3 Oct Great Eddie Izzard clip by @Prosperoscell talking about empire and videogames #PCG2013@endecasillabo3 Oct #wololo #wololo #aoe time: conversion and Empire #PCG2013@lycitea3 Oct Mukherjee quotes Cecil Rhodes: "I would annex the planets if I could, I often think of that." #pcg2013

The full paper is available here (http://gamephilosophy2013.b.uib.no/files/2013/09/Souvik-Mukherjee-Bergen-2013.pdf) and the slideshow can be found here. Any comments and suggestions are most welcome.

It was a very short but refreshing stay in Bergen and a not-too-great journey back but it was great to meet the Game Studies community again and get out of the humdrum life of Calcutta for a bit. I forgot to say, I took a longish walk around the city after I reached and here’s what I found up in the hills (the Floyen):




Straight out of a videogame ?

Will end with another photo. We sampled the local brew and chatted with the game developers and enterpreneurs from Norway about indie games there. 'Konsoll' is a fest organised by the Norwegian game developers and it coincided with the PCG 2013. I left wondering if we could explore synergies between them and the Indian game industry. The NASSCOM GDC is coming up - time to think about it then.




A Norwegian Indie game projected on a wall at the Konsoll inauguration

A Belated Blogpost: The Digital Humanities Workshop at Presidency

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Another year in India and already so much has happened while I try to keep the ship of Digital Culture Studies afloat. My alma mater Jadavpur University has launched its Digital Humanities diploma course, more students now read on tablets and I was even invited to a colloquium on developing DH in India, quite recently as readers of Ludus Ex will know. For me, formal academic discussions on DH started off in India with a bang at the first Indian DH conference held at Presidency University, last year.  Jadavpur’s Bichitra project and other key archival initiatives had already made key contributions to some aspects of the Digital Humanities; the DH conference was a suitable forum to take this forward on a national and international level.


Liz Losh on Facebook: 'Me near the home of Thackeray. (And -- yes I have read Henry Esmond, not just VF)'

In keeping with the plan for developing DH in India, this year I organised a smaller event at Presidency. Three talks on the rather varied topics of digital archiving, e-portfolios and how DH relates to hacktivism, feminism and play formed part of the workshop. These were followed by a question-answer session where many expressed their concerns about and support for the newly emerging field. The speakers were Elizabeth Losh (from the University of California, San Diego), Amlan Dasgupta (from Jadavpur University, Calcutta) and Shiladitya Raychaudhury (from Auburn University, Alabama). The abstracts can be found here:

Dr Elizabeth Losh. ‘Whose Digital Humanities? Activism, Hacktivism, Feminism, and Play’

The digital humanities is sometimes called the “digitized humanities” in Europe and North America, because DH efforts still tend to privilege print culture and to overlook born-digital objects of study, such as video games, online video, digital images, or computer programs.  National digital humanities organizations also often ban political engagement or controversy in funded projects, on the grounds that neutrality is a paramount value for cultural heritage projects. This talk provides an overview of recent trends among #transformdh participants, who are bringing more seemingly subversive practices to the digital humanities field from queer theory, feminism, human rights activism, hacking, game studies, and critical making communities.

Dr Shiladitya Chaudhury, ‘The role of multiple representations in building 21st century scientific literacy’

Scientific literacy in the 21st century requires the learner to master fluency in moving between different representations of information - be it graphical, diagrammatic, symbolic, numerical, textual or verbal. The learning sciences offer us some clues on how to structure instruction to best utilize these representations. Modern technological tools are also making it easier for learners to both deconstruct existing representations (e.g. a physics video of an accelerating object) as well as generate their own representations (e.g. graphs of position versus time of the object).  New forms of assessment, such as ePortfolios, offer a mechanism to allow students the opportunity to demonstrate competency in these various literacies. My talk will present a couple of examples to illustrate these points and open the door for discussion on exploring the different types of literacies that are implied in mastery of a particular type of content knowledge. 

Prof Amlan Das Gupta, ‘THE UNFASHIONABLE SIDE: MUSIC ARCHIVES AND DIGITAL SURROGACY’
Lady Bracknell.  [Shaking her head.]  The unfashionable side.  I thought there was something.  However, that could easily be altered.
Jack.  Do you mean the fashion, or the side?
Lady Bracknell.  [Sternly.]  Both, if necessary, I presume. 
 Oscar Wilde: The Importance of Being Earnest, 1894
The presentation considers the question of digital surrogacy in archival practice. Does the digital file at some point stop being a "surrogate" of a physical "original"? If so, when, and under what conditions? The question seems to be of importance in conceptualising image and audio-visual archives. 


Liz Losh, of course, is a well known name in Digital Culture circles and I was very happy to get to meet her at last. We went for a walk down Esplanade all the way up to Free School Street where I showed her William Makepiece Thackeray’s birthplace (the present-day Armenian College). Liz proudly announced that (pace all critics of DH who think we DH researchers haven’t read books) she had not only read Vanity Fair but also Henry Esmond. I must confess I haven’t ever ventured near the latter! The conversation veered on to the status of DH in academia and how she felt that the time of ‘Digital Humanities’ as opposed to ‘Digitizing Humanities’ (or that understanding of DH that sees the field as being about creating digital texts only). The issue of digital surrogacy, brought up by Amlan Dasgupta was also something that came up a few times. It is important that such questions are being asked in the early days of DH in India and that our students are beginning to engage with them. For me, it was a treat to have such a discussion yet again in my home city and to have experts from the field advise us on how to develop the area further.