↑About the ↑open access anthropology blog:
kirkpatrick 2004 excerpts
Technological politics and the networked PC
The growing culture of ‘mods’ and the constant discussion among games players of how to make games better suggests that computer game players are not merely passive recipients of these environments, but actively participate in shaping them. As Andrew MacTavish (2003) shows, game modification involves players directly in the process of re-shaping environments produced by games manufacturers. In a series of disputes with computer game publishers, modders have forced the publishers to soften their proprietary licenses to accommodate mods. In this way, game players have imposed their vision of how games should be improved and had their ideas taken up (and sold on) by games companies. This story attests to the idea that the computer game is, in significant respects at least, radically inconsistent with the hollowed out interior of the subject of mass culture. The modifications in question frequently display a kynical character—the most famous one, ‘Counter Strike’ gives the player the opportunity to assume the role of revolutionary guerrilla (‘terrorist’) in a game that originally simulated counter-terrorist operations, for example. To be sure, computer game companies are acting out of, fairly cynical, self-interest since the ‘flexible’ licenses (EULAs) allow them, rather than the modders, to exploit the modified game versions for further profit. The important point, however, is that, ironically, gaming culture turns out to be the cultural launching off point and to some extent the site of a constituency of social actors who refuse to be assigned a merely passive role in the networked society. Modders are committed to learning in the standard sense (about games and through the process of interpreting game narratives) and they participate in the equivalent of civic associations within the new mediated social space. And they participate in a process of technological, or reflexive enlightenment too, which equips them for fuller participation in the new public sphere (if that is what it is). (↵Kirkpatrick 2004: 19)
barwell 2005 excerpts
Original, authentic, copy: Conceptual issues in digital texts
challenge comes as a result of computer processing requiring a kind of precision or at least removal of ambiguity in the work being represented in characters and markup. In some respects this is analogous to the change from manuscript to print, where, in the course of preparing a printed form of, say, a medieval work which was designed for manuscript circulation, an editor must determine whether variations in the forms of individual letters or marks over them are meaningful. Markup technologies and agreed ways of representing artistic works are helpful here. The third challenge comes with the increased development of certain forms of textual production, genres, and practices: nonsequential texts, unbounded texts like hyperlinked web pages, multipleauthored texts, genres like computer gaming, the practice of game modification by players, and so on. The study of many of these forms is still developing and textual specialists still have much to do. (↵Barwell 2005: 418, my emphasis)
subcategory excerpts
Finally I introduced the subcategory ↵excerpts to the category ↵literature within this blog. That’s something I intended from the start on, but never did till now. Over time I realized that, maybe because of vanity, this blog more and more became a platform for publication, somehow I had started to write something like a private online magazine, and did no more see it as a work-in-progress information dumpster, no more as something containing raw material. The excerpts in this category may be boring for the occasional reader, but for me it’s the opportunity to have access to my material from everywhere. And then, maybe it’s useful for others, too. I believe in sharing. Yes, I do.
another one
The research of ↑Andrew Mactavish “focuses on the participatory and performative elements of digital game play, especially within the context of a politics of cultural production and consumption. I am interested in how digital games and gamers “play” with and within cultural and social arrangements of power.” Currently he is “writing a paper on the cultural politics of game mods, which are player-designed modifications to digital games, mainly PC games. These modifications include game levels, total conversions, character skins, and machinima. Part of this research entails the development of an (eventually) online database of game mod tools.” And he has a blog: ↑Andrew’s Blah Blah Blog.
seemingly flexing tension
instances of the appropriation of the cell phone
Ever ↑heard about monster packs, flashes, flexes, and seems? Well, all of you carry them around within your cell phone. You are aware, that contemporary cell phones are computers, running applications on operating systems, and possessing a kind of BIOS, the bootloader, “below” the latter? A complex piece of technology, surrounded by interpretive flexibility, open to reworking, to modding.
Increased popularity of an item does not only boost its sales numbers, but spawns surrounding cultures and communities once critical mass is reached. The V3 series of Motorola cell phones is extremely popular, the first resulting question being: why? [That’s something you marketing people are interested in as well, huh?] It’s the device’s physical design, I guess, which somehow strikes a chord stemming from the [popular] cultural, or better: cybercultural backdrop in front of which people interact with technology. In the case of the Razr V3 that’s definitely true for me, and, judging from what I have read in forums, for many others, too. But, more often than not, people are not content with owning a piece of technology and using it “as is”. Especially when the item in question is one of crucial everyday use, like the computer or the cell phone, which have central meanings in the lives of many of us. From a certain point on, popularity, which of course correllates with the number of items sold, triggers community and [modding-] culture, and thereby the sociocultural appropriation of the item in question. And there is a very active and productive modding community dealing with the Razr.
Appropriation means making something one’s own. The relationship between the thing and its owner is altered. After the modifications my cell phone is not only altered according to my visions in terms of function, but it also looks and feels more appropriate, more matching my personal … identity? At this point there may well arise some conceptual tension between individual and collective identity.
Because on the one hand I am talking about altering the phone in order to make it meet my individual and subjective vision, on the other hand I am talking about modding communities. Actually there is no contradiction when we move up one level, more abstract: The practice of laying hands on the phone’s innards, of willingly learning more about the technology (from the community), of daring to void not only the warranty, but risking to destroy the phone by plugging it into the computer and driving the tentacles of invasive software into it, makes the individual share the other community members’ practices, vision, and attitude towards technology. Seen that way the modification [itself, and the practice] of my very own cell phone is a social, even communal thing once again.
As it is common with all modding communities I know so far, the V3 modding community is very accommodating, friendly, and the redistribution of its cultural production is a collectively shared value. Software and knowledge needed for phone modding is distributed generously online, questions get willingly answered in forums, and direct help is almost instantaneously granted. The same with secondary artefacts, like boot- and shutdown-screens, screensavers, icons, fonts, whole themed skin packs, up to monster packs. All this is distributed, discussed, and collectively worked upon. A quick glance over the vast archives of boot- and shutdown-screens, and screensavers shows that the employed styles are far from random. Quite to the contrary, the whole archives literally ooze with the aesthetics of superheroes, mangas, computergames, and cyberpunk. And here’s a strong nexus with the Razr’s physical design.
razr modding
It seems that I am attracted to ↵things “Razer”, however spelled, just ↑like John Romero is … ;-) As some may remember, I am the owner of “that girlish piece of hardware” [tnx 2R] called the Motorola Razr—which at some times is quite ↵inconvenient. As it is with inconvenient, but nevertheless popular pieces of technology … they get hacked and appropriated. Because the following information was deleted at the place where it originally stems from, I’ll repeat it here:
↑ModMyMoto.com (M3)—The premiere Motorola modding forum site! A very helpful and friendly site dedicated to modding all the versions of the RAZR. Has detailed guides on modding most of the popular motorola phones. Also contains one of the most complete download sections on the net.
↑Hack the V3—An extensively documented site with detailed instructions and pictures show you how to modify the phone easily. This site is ideal for novice modders. There is a ↑companion site for the V3i.
↑Free your Razr!—Another great resource for unlocking the true abilities of your phone, this site focuses more than others on the V3m version, although there is useful info for all versions. includes free downloads, user/hack guides and a support forum.
↑Hack the RAZR!—A website with a lot of guides and tutorials that allow you to unlock and modify many features that Verizon crippled with the release of the v3m.
↑Motorola.howardforums.com—An internet community dedicated to modifying several phone brands, including Motorola phones.
↑TheMotoGuide—The premiere guide site for Motorola modding tutorials, this site features guides for modding the Razr, Slvr, V3x, and more in both Windows ↑and Mac OS X
full circle
computergame violence as a result of economical competition
Media coverage on the amok run in Emsdetten on 20 November 2006 already dwindles away, but the discussion on computergames is going on—and I direly hope that it will go on for longer, as long as it stays above the naive level of “killergames”-rhetorics. There indeed is a need for a broad public and political discussion on computergames, I think—over here in Germany and everywhere else where computergames are sold and played [on the whole globe, that is?]. Although I am always quick to point out, that there is way more about especially first-person shooters than violence, I deem that the depiction and enactment of violence in computergames has to be an issue of debate.
First of all I am not against age-rating of computergames, quite to the contrary. Secondly, in my subjective view there indeed are games containing strong elements of violence and cruelty in a way definitely not suitable for children, and maybe also not for teenagers. Alas, public debate always seems to target the wrong games, like Counter Strike or Quake, which since long have changed into media of electronic sports, generating societal and cultural phenomena, not only within youth culture, which simply can not be evaluated negatively.
Now, let’s assume, just for a minute, that there are games produced on which societal consensus has been reached, that their distribution has to be limited and controlled because of excessive enactment of violence, cruelty, and gore. How should society deal with them?
Age-rate them 18+? Yes, definitely.
Putting them on ↑“the Index”? Maybe, if a careful balancing of reasons justifies that.
Ban them completely? No, I am principally against simply banning certain computergames in Germany, unless the games in question bear content which violates the guidelines of the Constitution. But in every case this has to be ascertained above every doubt.
Should legislature, judiciary, and the executive branch strive to bar the industry from manufacturing this games, as it was proposed during the last days? That’s where we’ll come full circle in a minute. Apart from such a venture being completely unrealistic, because computergames are global goods and may be manufactured within the realms of totally unreachable legislations, I am of the opinion that such a step would mean putting the cart before the horse. The only gain of this approach would be taking the blame away from the politicians in charge, and putting it upon the manufacturing industry. But the computergame industry can not be blamed! The companies belonging to this line of business are competing with each other—just as society expects them to do, and if there is a demand for computergames wherein extreme violence is depicted and enacted, those games will be manufactured and thrown onto the market. And economical competition seems to be an unquestionable mantra within our society and politics. So, unless society wants to challenge its so dearly accepted economical principles like supply and demand, companies will manufacture “violent” games. The question is not why games of that provenance are made, but why there is a demand for them. I’ve got a whole array of possible answers at hand, but most of them are of speculative nature, only some of them are tested against empirical reality, and those can not be told in three short sentences. Not very satisfactory, I know, but that’s the way it is when dealing with cultural phenomena.
My point is that way more empirical knowledge is needed about how games are used, what games mean for gamers, what kind of practices surround them, of what exactly the background which informs gaming culture is composed and how. All that is not reducible to quantifiable parameters, hence an anthropological approach to gaming culture is indispensable. Nevertheless we have to sociologically grasp gaming communities, need categories, numbers, statisctics, and psychological insight as well, but we can’t do with this alone. We need to know what really happens with games, “down there” where they are played, have to understand the perspective of gamers and gaming communities. Judging games by eclectic standards picked from thin air does lead to nothing, to the emergence of resistance at best.
cyborg anthropology
↑Kevin Warwick is not only “the first cyborg”, but even has an anthropologist attached: ↑Daniela Cerqui. I like that.
history repeating?
amok runs, killergames, and modding culture
In the morning of 20 November 2006 the radio told me the sad news of yet another amok run in a German school. Although depressed by the fact, I couldn’t suppress a little Merlin’s smile. The next morning I attended a philosophy lecture about freedom and determinism. The speaker said, among other things, that there could not be freedom nymore, if we knew everything, especially everything that will happen in the future. Well, sometimes you know, hence the Merlin’s smile—because I knew that the usual suspects within the political circus would act accordingly. And so they did. All of them shouted out with one voice: The computergames are to blame. There’s an article on it at Spiegel online: ↑Politiker streiten über Umgang mit PC-Killerspielen [“Politicians quarrel about how to deal with killergames”] plus a very sensible follow-up by Christian Stöcker: ↑Rohrkrepierer gegen Ballerspiele [“Damp squib against shooter games”] In there nearly everything is said, so I won’t go into the computergames-triggering-violence debate (as led by certain poloiticians) now, that indeed is a topic in itself. Only so much: Meanwhile the media coverage of the incident has generated a tremendous amount of content, both in print and electronical media. It is clearly recognizable that the quality of the debate has significantly changed in comparison to how it was led after the 2002 amok run in Erfurt. Back then all the politicians, no matter of what couleur, voiced the same reductionist view: Computergames are to blame wholesale. Today the statements are much more diversified, even on the level of politicians talking on national television. The usual suspects reacted as anticipated, but others clearly voiced that the problem is far more complex, that there is no direct correllation between first-person shooters and youth violence, and much more. That’s enough on that for now, I guess.
The whole of 21 November 2006 I spent with the case, because this time the whole affair reaches significantly deeper. Deeper into my field, because it was said that the amok runner was not only into computergames [into the usual suspects of that flavour, that is: Counter Strike and Doom 3—what else?], but even into computergame modding. Hence I am pressed to express some of my views, deductions, and interpretations, because I deem myself to be in possession of a specialed anthropological expertise concerning the culture of gamemodding. The following is quite cursory, only the result of one day’s work, but I am pondering the idea to write a full-fledged publication on the issue.
I could find no evidence of him being into “the Doom3-scene”, in respect to gamemodding, mapping in particular, he rather was attracted to more classical first-person shooters, to Doom 2, Half-Life (HL), and the original Counter Strike (CS, version 1.6)—only later on he started with Counter Strike Source (CSS). Meanwhile I have read every forum thread [I could find] on gamemodding he started or participated in. I guess it is safe to say that he started mapping for CS during the fourth quarter of 2004, and for Doom 2 and HL during the summer of 2005. Or he tried to do so, because from what I saw, he never penetrated the culture of gamemodding very deeply.
His forum activity is not very conspicuous, it resembles perfectly the, normally transitional, social role of the “n00b”, the newcomer with little or no technical knowledge at all, and not used to the expected conduct in forums like that. Some aspects of his profile as published in the traditional mass media, are reflected in his forum behaviour. Like being ashamed, not wanting to be seen as a newbie or even looser: On a particular day in August 2005 he wrote in a forum, that since yesterday he was mapping for Half-Life. On the very next day he wrote in another forum dealing with modding Doom2 (that is, in the forum of another modding community), that he was mapping for Half-Life and Counter Strike since two years, and hence being only a newbie in respect to Doom modding.
Generally modding communities are very friendly and open towards newcomers. In addition to that this communities are very inclined to share their cultural knowledge not only within the realm of established members, but also with newcomers. Especially the publication of modding-tutorials illustrates that fact. This tutorials are created with considerable effort and are placed online openly. The whole tutorial corpus of a particular community represents the collectively striving for writing a complete manual for modding the game in the community’s focus. Apart form the tutorials there is a second important source for modding-knowledge: The according community forums, where problems are discussed and solved. Although newcomers are greeted friendly, it is expected from them that they are reading the tutorials and are using the search-function of the forum archives, before starting new threads by asking questions which already are answered within the documented, archived, and accessible information created by the community.
From the start on Sebastian B. did not comply with this expected social behavior. He bursted into the forums with questions, was welcomed and hinted towards the according tutorials by direct links. Nevertheless in most of the cases the answers to his questions not only contained links to tutorials, but direct answers in addition. Again, usual practice within modding communities, but over time, especially as his conduct didn’t change significantly enough, the community members somewhat lost patience with him, and he more and more directly was requested to read the tutorials before asking questions. Apparently he did that only as far as necessary for the immediate solving of a mapping problem he had at his hands at a given time. But, despite of n00bish behaviour like accidental doubleposts, to some extent he indeed was socialized into online interaction. For example he used the usual acronyms, understood and responded somewhat good-humouredly to online- and modding-culture jokes made following his posted questions. And after some time he indeed started to use the forum search, which was expected from him. He not only voiced this himself, but there is proof of it, because he posted follow-up questions into threads which were at that time already dead for three years. Alas, this practice called “necroposting” again oftentimes is seen to be a breach of conduct by online communities. To sum it up, in the modding communities he was far more inclined towards asking direct questions, than to read tutorials and find his way around by himself. This observation at first led me to the speculative deduction, that he was more interested in finding communal interaction online, than in gamemodding. But meanwhile I doubt that, as there is more evidence pointing to another conclusion: He was interested in quick information to solve the problems he encountered on the way to his own purposes. His technical questions, and the way he formulated and posted them, display much impatience with the game technology. The technicalities for him were hinderances, not something to occupy oneself with as a means in its own end—as it is the case with “true gamemodders”.
So, he never really joined the modding scene in terms of deeper acquisition of cultural knowledge and social practice. He never got beyond basic mapping, and never joined a modding-team, one of those dynamical segments to be found in every modding community. Additionally, on the level of playing CS, I am not aware that he ever joined a clan.
The other members of the forums in question, and its administrators and moderators in particular, now are very well aware of who their former member was, the issue is discussed at length, very sensible, and in that particular open and democratic style which is a distinguished quality of modding communities.
Meanwhile I’ve collected much more evidence, and there are way more deductions and conlcusions in my mind. But on the one hand my psychological training does by far not suffice to sensibly deal with the psychological profile of an already dead man (although the content Sebastian B. left on the Internet somewhat gives us the opportunity to slip into the shells of ghosts of deceased players, as Henry Lowood in another context has put ist so eloquently). On the other hand I am an anthropologist, and hence not so much interested in individuals, but in collectives, in culture and society. So, why am I writing all this?
Because there is a dire need of public and political discussion, not only on computergames, but on what I call “cyberculture” at large. This discussion has to be informed by sound academical insight, and not by stereotypical reflexes based on a complete lack of knowledge and insight concerning the issues in question. What we are dealing with here, is a huge fabric that serves as a cultural backdrop informing vast parts of our societies, especially those who grew up with ICTs and everything that surrounds them. Anthropology has the means to make parts of this fabric understandable.