During the last year of my undergraduate education, I (Shad) encountered my first experience of the video games are(n’t) Art debate. While there was certainly a lot of passion surrounding the argument, the logic was somewhat lacking. One side seemed to center around the fact that Grand Theft Auto: Vice City (which had been released earlier that year) contained vestiges of the stylistic aesthetic of the 1980s and presented a compelling point for social engagement with a distinct cultural setting from recent history. Alternately, the opposing side argued that these elements were simply superficial, and that the game’s message, at least in terms of any artistic merit, did not represent a real cultural statement to the degree required by the title of Art. However, these arguments seemed to center on the games themselves, as if Art were a property that is intrinsically part of some artifacts and intrinsically not part of some other artifacts. In short, the argument had missed the social connections that surround Art evaluation: the relationship between the concepts of Art, the Art World (comprised of critics and consumers of Art who ascribe a cultural value as well as a monetary value to Art objects), and the objets d’art themselves. At the time, I felt as if the current courses of debate were not ever going to result in any kind of conception of video games as Art, and that it would be a while before the discourse would develop to a point where video games could be spoken of as Art.
Ten years have passed since that point. At CHI 2013, the opening plenary was presented by Paola Antonelli, Senior Curator and Architecture & Design Director for Research & Development at the MOMA. Her presentation focused on exhibitions that have looked at video games as Art at the MOMA and, more broadly, the importance of the relationship of design to art (and vice versa). It seems that, at least in practice if not in theory, my question from a decade earlier has been partially answered. Video games are beginning to be treated as Art is treated. Design, as an applied art, could act as an indicator or close relative of Art, but not a true member of the club. Video games should be appreciated in a manner similar to Art, video games, as designed experiences, can equally be treated as art.
Art and art theory have had a history of relevance to HCI, as is especially evident in the ACM SIGGRAPH Digital Arts Community (http://siggrapharts.ning.com/) and example topics including (but not limited to) the convergence of goals of Art and HCI (e.g. Sengers and Csikszentmihályi, 2003, Blythe 2013), collaboration (e.g. Adamczyk et al., 2007, England, 2012), and creativity support (e.g. Morris et al., 2009, Kerne et al 2013). While not a comprehensive list, from this it can be discerned that there is some sort of connection between the aims of HCI and Art, that there are challenges in the connecting of the two (both in terms of aims and in terms of what is considered valuable in a piece of art) and that supporting art is one possible goal for interaction design. As a possible overarching theme, there are elements of Art that are important to the practice of HCI and the creation of technology in general, but that there are both practical issues such as the economics of art and concerns of would-be collaborators and theoretical issues such as the density of art theory. Supporting creativity makes a convenient bridge point because it is a concept of equal importance to art as it is to HCI.
Returning to the consideration of video games as art, from the end of technological design there is some sort of convergence between the two and that this has warranted looking at art as a mean of understanding interaction design. As partial confirmation of this, it would seem that the Art World (of which the MOMA is certainly a part) has an interest in looking at some of the results of interaction design, including video games. So, for both stakeholders in the discourse, there is a benefit to treating video games like Art. But again I return to the question of discourse surrounding video games, which we believe leads straight to the questions of why and how to study video games.
So why should it matter that video games are beginning to be considered as art is considered. First, it means that there may be even greater cause to take video games seriously. Not just Games With a Purpose or games that are explicitly made to embody a political statement (such as the excellent games created by Lucas Pope (http://dukope.com/) but video games in general. Previous work has already started to look at video games from an ethnographic standpoint (see Boellstorff et al 2012 as well as the individual works of all its authors) as well as more quantitative approaches that look at data taken from play (e.g. Yee et al, 2012). There also have been calls for a much more in-depth study of games as a source of “social rationality,” taking a more critical stance of their content (Grimes and Feenberg, 2009). As a continuation of this trend, it seems like the way that games are observed – as both an aspect of social engagement and a reflection of society in general, needs to change. As more artistic elements become prevalent in a greater number of games, it will be important to understand how these elements developed in a historical sense. Even in games that do not attempt to challenge the norms and folkways of virtual worlds, as players become more aware of video games as art, there performances within those games may very well change with respect to this perception. Looking at virtual worlds as some sort of indicator of social phenomena, then, not only has a number of different approaches but seems to demand them to varying degrees. Employing the tactics of art theory and new media along with ethnographic investigations and analysis of data traces may very well result in new understandings not only of games, but also society and art.
It is an exciting time for the study of games. While they now have an increasing number of different meanings to different people, the fact that they have importance is becoming more difficult to ignore. However, along with the increased potential of game studies, there is also a necessity to broaden the approaches used to study virtual worlds.
Adamczyk, P. D., Hamilton, K., Twidale, M. B., & Bailey, B. P. (2007). HCI and new media arts: methodology and evaluation. In CHI’07 extended abstracts, pp. 2813-2816
Blythe, M., Briggs, J., Hook, J., Wright, P., & Olivier, P. (2013). Unlimited editions: three approaches to the dissemination and display of digital art. In Proc. CHI’13 pp. 139-148.
Boellstorff, T., & Marcus, G. E. (2012). Ethnography and Virtual Worlds: A Handbook of Method. Princeton University Press.
England, D. (2012) Digital art and interaction: lessons in collaboration. In Proc. CHI’12. Pp. 703 – 12
Grimes, S. M., & Feenberg, A. (2009). Rationalizing play: A critical theory of digital gaming. The Information Society, 25(2), 105-118.
Kerne, A., Webb, A. M., Latulipe, C., Carroll, E., Drucker, S. M., Candy, L., & Höök, K. (2013). Evaluation methods for creativity support environments. In CHI’13 Extended Abstracts. pp. 3295-3298.
Morris, D., & Secretan, J. (2009). Computational creativity support: Using algorithms and machine learning to help people be more creative. In CHI’09 Extended Abstracts pp. 4733-4736.
Sengers, P and Csikszentmihaly, C. (2003) HCI and the arts: conflicted convergence? In Proc. CHI’03, ACM, pp. 876-7.
Yee, N. Ducheneaut, N. Yao, M and Nelson, N. (2011). Do men heal more when in drag?: conflicting identity cues between user and avatar. In Proc. CHI’11. pp.773-776.
By Grant Webb
Many people don’t automatically think of the human element when they think of technology, but people and technology can’t help but influence each other. This mutual influence, which forms the basis of the field of social informatics, can be seen in the way that we use technology and the way that technology shapes our daily lives. Social informatics involves the study of information and communication tools in cultural or institutional contexts. Specifically, it examines the social aspects of computerization and its role in social and organizational change as well as how social practices influence information technology.
One of the most important contexts for social informatics is healthcare. Historically, healthcare has been a paper-intensive industry as practitioners kept printed copies of patient records and created written orders for tests and medications. Perhaps due to habit or possibly due to mistrust or unfamiliarity with computers, many healthcare professionals continued to rely on paper-based systems long after computerization gained wide acceptance and usage within the field.
One significant problem with paper-based systems is the lack of consistency in how records are filled out and maintained and how long they are stored. Individual doctors, nurses and other providers often have their own way in which they record notes and update patient records, even those who hold the same job title within the same institution. Thus, records differ from doctor to doctor, nurse to nurse and facility to facility, which introduces inconsistency and fosters miscommunication. These differences can also lead to a variety of errors that can negatively affect patients.
In addition to the differences in the ways that individuals keep records, manual record-keeping typically introduces a significant amount of human error, which also increases medical errors. Medical errors can range from relatively minor impacts, such as ordering unneeded diagnostic tests, to major impacts that can put a patient’s life at risk. At the point in which a provider’s personal social informatics habits, as related to patient record-keeping, conflict with those of other providers, paper-based systems then become detrimental to patients’ wellbeing. Discrepancies inherent in paper systems can also inhibit information sharing, collaboration and the expansion of collective knowledge.
As a result of various medical errors over the years, the Federal government has mandated that healthcare providers implement electronic health records by January of 2014. This mandate, part of the Affordable Care Act, represents a drastic change for the healthcare field in an effort to reduce medical errors and streamline healthcare delivery and has increased the breadth of health informatics job offerings as a result. The electronic health record requirement has prompted many healthcare providers to abandon social informatics based on manual record keeping. In turn, this increasing implementation of electronic health records has led to the rapid expansion of health informatics.
Health informatics combines information technology, health science information and patient data to enhance and support clinical care, health services, administration, research and education while helping to contain costs and increase efficiency. Health informatics relies heavily on healthcare information technologies, such as electronic health records, computerized physician order entry and decision support systems but the implementation of these technologies is only as good as the people who use them. Management, clinicians and health information technology staff often assume that healthcare information technologies will deliver the results promised by vendors. As a result, they may unintentionally overlook the impact of interactions between new technologies and the existing sociotechnical environment. In the same manner, those who take for granted that technology will improve things may underestimate the contributions of clinical judgment and interaction with patients.
Healthcare providers are often quick to blame undesirable consequences and implementation failures on new technology. In reality, although technical issues are sometimes at the root of the problem, negative outcomes of healthcare information technology more often stem from the providers themselves due to differences between the new technology and the existing social and technical systems.
Health informatics can help pinpoint changes needed to existing social informatics such as workflows, culture and technology, to minimize negative outcomes and maximize the benefits of healthcare information technology. These benefits include improved patient safety, increased positive patient outcomes and greater levels of efficiency.
Grant Webb is an SEO Specialist at Bisk Education
Questions about the practice of ethnographic research, both as a method and as an analytic way of knowing, have been a focus of my dissertation work. The new Ethnography and Virtual Worlds: A Handbook of Method by Boellstorff, Nardi, Pearce, and Taylor has been helpful to think through my own ethnographic experiences. Although the subjects of my research do not inhabit virtual worlds as defined within this handbook, the bulk of their interaction occurs through networked digital media. The handbook defines a virtual world as requiring the following traits: place, worldness, multi-user, persistence, and user embodiment (p 7). The groups that I study construct a social world (Star and Clark) that exist offline and online across many different media platforms (for example, interaction happens in person, through text messaging, across Twitter, YouTube, Facebook, and other online media), and as such they do not inhabit a particular virtual place. I have called this type of social engagement transmediated sociality (Terrell 2011).
While Boellstorff et al encourage ethnographers of virtual worlds to follow their informants into contexts (both online such as blogs, message forums, and Facebook and offline such as meetups and conferences) that extend beyond the in-world platform around which they are centralized (for instance, Second Life or World of Warcraft) ethnography of groups that are decentralized, spread across many online/offline spaces might be different in nuanced, but meaningful ways.
Doing ethnographic research with groups that are highly transmediated has presented a number of different challenges. Participant observation, a key component of ethnographic research, can be particularly challenging in transmediated settings. In my experience, participant observation can happen in two different ways. First one can attend, participate in, and observe events that are more formal and scheduled. In my work this is something like attending a wizard rock concert or a festival, which may be digitally mediated or may be in person. The second way one needs to participate is to just hang out, to be around to interact with others or observe interactions and cultural production as they happen in mundane everyday interaction, without a scheduled event.
Learning, knowing, and deciding where to hang out seems to be the most difficult aspect of participant observation of transmediated groups because one’s informants could be, and indeed are, hanging out in several different spaces all at once. As researchers we must struggle to define our field site. This never seems to be a simple task, even when our field site is apparently tied to a specific space; we must make choices about whom and what we include within our study. This is true for sites that are both virtual and non-virtual. While I recognize the difficulty in defining one’s field site, I wonder the extent to which the transmediated nature of the groups that I study give this struggle a new dimension.
In what ways is the lack of persistent placeness needed for the construction of a virtual world a challenge to the construction of the ethnographic field site? How does one decide where to hang out when the people she is studying could be interacting in several other mediated spaces? Are the challenges faced by the ethnographer of transmediated groups different than those faced by the ethnographer of virtual worlds where place is more strongly defined and more centrally located?
These are of course broad questions, but they are issues with which I struggle. I would love to hear your thoughts and experiences.
Boellstorff, T., Nardi, B., Pearce, C., and Taylor, T.L. 2012. Ethnography and Virtual Worlds: A Handbook of Method. Princeton University Press: Princeton, New Jersey
Star, S.L. and Clarke, A. 2007. The Social Worlds Framework: A Theory/Methods Package, in Hackett, E., Amsterdamska, O., Lynch, M., and Wajcman, J. (Eds.) Handbook of Science, Technology, and Society.(113-138). MIT Press
Terrell, J. 2011. Transmediated Magic: Sociality in Wizard Rock. In Proceedings of International Conference on Information Technology: New Generations (ITNG 2011), April 2011, IEEE
Big Data seems to be the new buzzword of the moment and the solution to all of society’s problems. Often we hear people coming up with studies involving a great amount of data aggregated from Twitter, Facebook and so on. I truly believe these studies are good; they take snapshots of scenes, let us know of interesting moments in a specific time and give us an overall idea of the problem.
boyd and Crawford (2012) define big data as “a cultural, technological, and scholarly phenomenon that rests on the interplay of: (1) Technology: maximizing computation power and algorithmic accuracy to gather, analyze, link, and compare large data sets. (2) Analysis: drawing on large data sets to identify patterns in order to make economic, social, technical, and legal claims. (3) Mythology: the widespread belief that large data sets offer a higher form of intelligence and knowledge that can generate insights that were previously impossible, with the aura of truth, objectivity, and accuracy.” (p. 663)
Big Data is usually thought as big numbers, the big N approached quantitatively. These numbers are generated based on people’s produced data; people that are online and constantly talking, sharing, posting, tweeting and “liking” things. But what about the people that are not doing that frequently, or even, not doing these activities at all? If we take Big Data and extend it to the ones experiencing digital inequalities, we would be imposing a colonial practice in which the voice of those constantly online will be obscuring the voice of those who are not. These voices are often clashing in different of contexts since they are rooted in social tensions and differences of power.
So, how can Big Data tell us the story of the people that are on the “wrong” side of the digital divide?
Mary L. Gray (2011) makes the case that Critical Ethnography is a practice of Big Data. She invites us to think of Big Data not solely as numbers and quantitative approaches, but also as a practice that is able to balance the value of ethnographic significance and statistical significance. Big Data is usually deeply concerned in mashing as much number as possible to be able to have some sort of reliability and statistics strength. The more you can get, the more reliable the information is.
Qualitative work is often seen as being too specific and doesn’t tell us anything, but Gray argues the opposite, qualitative approaches tell us something different, they give us a different perspective of the story. Ethnographic significance should be integrated as a complement in collaboration with statistical significance, so we are able to get something transformatively different.
I agree with Gray; at an earlier post here on the Social Informatics Blog (Digital Divide Research: one myth, problem and challenge) I make the case that the Digital Divide Research should move on from the statistical charts, census and Big Data, and go in the field to tell us about the context of those who are not on the internet, or not as often due to digital inequalities.
Big Data was the reason why I ended up going to the slum of Gurigica in Vitoria, Brazil. According to the census, the locals have a very low access to the LAN Houses and Telecentros that are inside the community. But if it wasn’t for my ethnographic research, I would have never known that this was happening due to the activities of the drug cartel that didn’t allow them to circulate freely on the streets. Therefore, Critical Ethnography is a powerful tool to approach the issues of the Digital Divide and contextualize the notions that Big Data gives us.
References (I highly recommend Gray’s video):
danah boyd, & Crawford, K. (2012). CRITICAL QUESTIONS FOR BIG DATA.Information, Communication & Society, 15(5), 662-679.
Gray, M. L. (2011). Anthropology as BIG DATA: Making the case for ethnography as a critical dimension in media and technology studies. http://research.microsoft.com/apps/video/default.aspx?id=155639
I have always enjoyed fixing computers. This is not because of the challenges that are presented by the process of computer repair (although there is a certain amount of enjoyment to be found there as well) but because it is interesting to hear how people feel about their computers both in terms of their normal functioning and their malfunctioning. There seemed to be a near-infinite number of ways that people had come up with to make the functioning (or malfunctioning) of these machines make sense. I came to think of these little quirky approaches to grappling with the black box of computational devices as little rituals. Cultural anthropologist Victor Turner describes rituals as symbolic actions, grouping them alongside other forms of symbolic action such as social drama and metaphor (4). However, I did not have a concrete definition of what a technological ritual was; I just knew it when I saw it.
Fundamental to these is the idea that rituals are activities that occur in the material world, but have some sort of importance beyond their material qualities. Metaphor has become an important to aid users in understanding the functioning of the otherwise complex functioning of digital devices (e.g. 1). Digital technology also has its share of social drama: Facebook relationship status being one way to solidify a romantic engagement between two people. Even ritual itself has been spoken of in the context of computation. One study has examined how “ritualized interactions often play a major role in the performance and experience of the art or performance work,” (2) while another has looked at how ritual activities could be used to make virtual characters seem more like real characters (3). However, art performances hold a kind of lofty ambition and a focus on making virtual characters have rituals focuses on representing people to make them easier to interact with. I wonder how looking at the more everyday practices of people as they relate with technology could lead to a better understanding of both people and the technology they use. As an example of how to look at technological interactions in terms of ritual, I point to Merlin Mann’s Inbox Zero.
It is common to hear people complain about having too much email. It takes a lot of time to sort through all of one’s messages, it causes problems with missed communication, and it can make people feel overwhelmed with the amount of information they are receiving. As an answer to this problem, Merlin Mann describes Inbox Zero (http://inboxzero.com/) , a way of handling email overload. At one level, this is a prescription of simple actions of sorting, removing and addressing the demands presented in a person’s inbox. However, it is also a set of small actions that in combination hold a certain higher personal and social value. The empty inbox described by the processes name not only reduces distractions when new email comes in, it also gives a symbol of technological well-adjustment. It is social in the sense that the person’s relations to others are kept in check. The material of Inbox Zero is an empty in box, it’s meaning is control of technology in a way that also incorporates interactions with other people.
This idea of ritual, as it pertains to technology, is still quite rough. However, as HCI has focused more on experiences and the designing thereof, the kind of duality of meaning that comes from ritual acts may prove to be a valuable way of understanding the relationships between the form and function of artifacts and the meanings that people ascribe to them. Looking at interactions as rituals may point to better understandings of digital artifacts and the people who interact with them.
 Blackwell, A. F. (2006). The reification of metaphor as a design tool. ACM Transactions on Computer-Human Interaction (TOCHI), 13(4), 490-530.
 Loke, L., Khut, G. P., & Kocaballi, A. B. (2012, June). Bodily experience and imagination: designing ritual interactions for participatory live-art contexts. InProceedings of the Designing Interactive Systems Conference (pp. 779-788). ACM.
 Mascarenhas, S., Dias, J., Afonso, N., Enz, S., & Paiva, A. (2009, May). Using rituals to express cultural differences in synthetic characters. InProceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems (Vol. 1).
 Turner, V. W. (1975). Dramas, fields, and metaphors: Symbolic action in human society. Cornell University Press.