  {"id":66211,"date":"2019-02-07T14:37:49","date_gmt":"2019-02-07T20:37:49","guid":{"rendered":"https:\/\/uwm.edu\/news\/?p=66211"},"modified":"2019-02-11T10:44:09","modified_gmt":"2019-02-11T16:44:09","slug":"fun-games-serious-play-gaming-group-spreads-analysis-via-twitch","status":"publish","type":"post","link":"https:\/\/uwm.edu\/news\/fun-games-serious-play-gaming-group-spreads-analysis-via-twitch\/","title":{"rendered":"Fun games, Serious Play: Gaming group spreads analysis via Twitch"},"content":{"rendered":"<p>Twitch is a live-streaming Internet platform where worldwide audiences can watch gamers of any stripe playing through their favorite video and board games.<\/p>\n<p>Now, a collection of 51ÁÔÆæ faculty and students is using <a href=\"https:\/\/www.twitch.tv\/serious_play\" rel=\"noopener\" target=\"_blank\">their own Twitch channel<\/a>\u00a0to explore the academic side of those games.<\/p>\n<p>The group, called Serious Play, brings together 51ÁÔÆæ gamers from an array of disciplines \u2013 English, anthropology, LGBT studies and more. Several days each week, they gather to put on several shows, like \u201cThe Cat\u2019s Moustache,\u201d a show exploring collaborative puzzle-solving through traditional adventure games, or \u201cLunch Zone,\u201d where moderators offer critical analysis of the video game they\u2019re currently playing and spin off on discussions as the live audience adds its own commentary.<\/p>\n<p>Together, the group is breaking down game theory and building up a seed-bed for gaming scholars to conduct their research.<\/p>\n<p>\u201cGaming is a huge industry. It should occupy a relative proportion of our academic interests just by that,\u201d said Thomas Malaby, an anthropology professor and one of the faculty members of Serious Play. \u201cBut there\u2019s a lot of the politics of \u2018mere-ness.\u2019 They\u2019re <em>merely <\/em>games. What\u2019s behind that statement? I\u2019d rather bet on the long proposition that games have demonstrated themselves to be not just economically massive, but a site of real meaning-making for people.\u201d<\/p>\n<p>That\u2019s because video games, just like literature and film, draw on a variety of themes, character tropes, visual mediums and more to create a cohesive experience for the player and audience.<\/p>\n<h3>Creating discussion<\/h3>\n<p>That was always apparent to English graduate student Kristopher Purzycki, one of the founders of Serious Play.<\/p>\n<p>\u201cSerious Play started out in the Digital Humanities Lab at the 51ÁÔÆæ Library. It was originally a monthly, informal meet-up around a central topic or theme in a computer game,\u201d Purzycki said. \u201cThat kind of built into a larger group. Over the course of a few years, we crossed paths with livestreaming technology. \u2026 We thought it would be a good toe-hold to both preserve playing games (through recording) but also to distribute those discussions across the public.\u201d<\/p>\n<p>As the group grew, Malaby and his colleague, English professor Stuart Moulthrop, applied for support from 51ÁÔÆæ\u2019s Center for 21<sup>st\u00a0<\/sup>Century Studies. The center granted them space \u2013 they call it the Digital Cultures Collaboratory \u2013 on the ninth floor of Curtin Hall, where the group has a computer set up with a bank of monitors and recording equipment so they can stream their discussions.<\/p>\n<p>\u201cThe \u2018Lunch Zone\u2019 show discussion varies game by game,\u201d said Kelly Brajevich, an English doctoral student and the newest member of Serious Play. \u201cWe went really deep into musical analysis one day. One day we talked about creator collaborations.\u201d<\/p>\n<h3>Asking deeper questions<\/h3>\n<p>\u201cI think it shows what a bunch of scholarly eyes around games, all in the same place, can achieve,\u201d said Malaby. \u201cWe\u2019re able to begin and push further some conversations about what\u2019s going on here. Why did this design choice lead to a certain set of outcomes? What does that say about the state of games right now? In what ways are games trying to challenge us? What social commentary is in them?\u201d<\/p>\n<p>The group picks a new game to discuss each week, all based around an overarching theme each month. For example, April was dedicated to games exploring LGBT and queer culture. October was \u201cspooky games\u201d month in honor of Halloween, and November was \u201ccute games\u201d month as a palate cleanser. When Anthony Bourdain passed away, the group focused on video games that involved cooking \u2013 \u201cBreath of the Wild\u201d was a popular choice.<\/p>\n<p>Out of those games and discussions has grown a new avenue of research for several students.<\/p>\n<p>\u201cFor my own work, a lot of the discussions have led to published articles or articles that are currently under review,\u201d said Joshua Rivers, an anthropology graduate student who focuses on queer studies. The discussions generated during April\u2019s queer gaming month, centering around games like \u201ctranxiety,\u201d which explores the life and experiences of a trans character, generated plenty of fodder for his research.<\/p>\n<h3>The importance of understanding<\/h3>\n<p>Serious Play has even been invited to present their research at conferences, and recently sat for a panel discussion and roundtable at the Meaningful Play Conference at Michigan State.<\/p>\n<p>This type of study is important, Malaby added, not only because it\u2019s a huge industry \u2013 video games raked in more than $36 billion last year, according to the Entertainment Software Association \u2013 but also because there are troubling aspects to gaming.<\/p>\n<p>\u201cWe are getting (good) at using digital technology to architect a way to command people\u2019s attention, dollar after dollar, hours at a time,\u201d he said. \u201cIt\u2019s those kinds of questions around games \u2013 that I love \u2013 that I think we need to get to the bottom of. What makes them so compelling? What is powerful about them? The better we understand that, the better we\u2019ll make good decisions about them.\u201d<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A collection of 51ÁÔÆæ faculty and students is using their own Twitch channel to explore the academic side of video and board games.<\/p>\n","protected":false},"author":785,"featured_media":66212,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":"","uwm_wg_additional_authors":[]},"categories":[174,175],"tags":[249,250],"section":[142,139],"display_categories":[115,116],"related-coverage":[],"uwmnews-feed":[167,158],"class_list":["post-66211","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news","category-research","tag-community-engagement","tag-student-success","section-computer-science-technology","section-science-technology","display_categories-top-story-secondary","display_categories-top-story-section","uwmnews-feed-alumni-association","uwmnews-feed-letters-science"],"yoast_head":"<!-- This site is optimized with the Yoast SEO Premium plugin v27.3 (Yoast SEO v27.3) - https:\/\/yoast.com\/product\/yoast-seo-premium-wordpress\/ -->\n<title>Fun games, Serious Play: Gaming 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