The humanities put a lot of emphasis on individual (and, thereby, especially in school, gradable) work. We spend a lot of time teaching (and evaluating) single-authored essays, even as the “real world” very rarely demands these forms of researched writing academia trains, and in its stead, a lot of commercial writing is collaborative. Likewise, plagiarism is not a clearly defined field, neither theoretically nor practically: what constitutes general knowledge shifts with audiences, and one person’s obvious allusion is another’s unreferenced citation. Meanwhile, I spend most of my career foregrounding thematic and generic references and repetitions in story telling, rejecting the Romantic Originalgenie, yet in my discipline the originality of theoretical ideas are still the prime, the only measurement of worthwhile academic writing.
Collaborations are frowned upon in the humanities in a way that’s inconceivable in the sciences: monographs are still the prime currency in tenure and promotion, and our training doesn’t prepare or encourage us for the give and take that collaborative writing demands. For me that’s a shame, because I love writing with others. I learned early in grad school that I think best out loud and with and against others, and where I once had my fellow grad students, I later had fellow fan friends who’d think along and poke holes and challenge me to think deeper and further. But none of that compares to thinking with someone who has the same stakes in the project, who contributes not just ideas but also words to a shared whole.
As a result, I’ve started collaborating quite a bit. As an independent scholar I don’t have to worry about the types of writing I do, and I’ve realized that collaborative thinking and writing suits me: being responsible toward another person keeps me on track, and being able to run ideas by someone moves me over my thinking and writing blocks. I’ve collaborated on conference papers, essays, book collections, and one book project with more than half a dozen different people, and I’ve been co-editing a journal for the past four years. Not all of these projects have been successful, and the failures have taught me as much about the process as have the successes. There are a few rules that I’ve learned along the way.
I’ve been extremely lucky to have had amazing collaborators, with work ethics similar to mine and the ability to share ideas and words. A good collaboration makes you forget who came up with what idea and who wrote (and revised) what sentence and paragraph. A good collaboration allows you both to look back proudly on your essay and know that the whole is better than the sum of its parts. A good collaboration, in the end, is one where you’re still friends after the essay is published.
]]>Part of humanities’ ludo-anemia, of course, can be attributed to resources: there are few available these days thanks to the sad state of states’ budgets. Most public institutions are in a period of sustained retrenchment, which is compounding the humanities’ decades-long plight of diminishing allocations and importance in the university hierarchy. Many humanities programs these days are fighting just to stay afloat, and as a result new initiatives are shelved or shot down in intensifying turf wars sparked by the mandate to reorganize in order to preserve departmental missions and core offerings.
That said, part of the humanities’ tentativeness is also probably epistemological. It has been a long time since the humanities were direct-to-market providers, if indeed they ever were. Humanities education is not typically job-specific training, but rather the enhancement of critical and perspectival faculties. The opening in computer games, at this point, is precisely in worker preparation; the industry is hungry for talent to press into service. As a result, there is something of a disconnect between what the humanities do and what games (or at least their commercial developers) require.
Likewise, computer games are an expressly computational medium. From the binary code that underpins them to the screen HUDs that display the quantification and recording of play, computer games are ineluctably about numbers and their calculation, extrapolation, and delimitation. For all their diversity and remarkable ability to explicate the human condition, the humanities are traditionally not so inclined toward calculation (a disinclination further intensified, in many cases, by a strategic and ideological push back against the increasing quantification and corporatization of university processes and assessment).
All this is to say that what came out of the round table was interesting and fun, if perhaps wildly impractical. What I liked most was the idea of computer games as a computationalizer, as a sly way to articulate numerology and humanism. It is a fraught and problematical articulation, to be sure, but a delightfully cheeky one in terms of expanding (rather than always defending) the humanities’ purview at a time when that ken is being so sorely pressed. The timing is also right: so much of human action, communication, expression, and understanding today is shaped by the binaries and hexadecimals of computer hardware, software, and networks. Who better to understand the workings and implications of this phenomenon than humanists, the very folks who have been probing our species’ behavior for millennia?
So, Antenna community, what do you all make of this? Where does the study of computer games fit in the humanities? Or better yet, where could it fit?
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