engineering play
Transcription
engineering play
ENGINEERING PLAY: CHILDREN’S SOFTWARE AND THE PRODUCTIONS OF EVERYDAY LIFE A DISSERTATION SUBMITTED TO THE DEPARTMENT OF ANTHROPOLOGY AND THE COMMITTEE ON GRADUATE STUDIES OF STANFORD UNIVERSITY IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY Mizuko Ito December 2002 © Copyright by Mizuko Ito 2003 All Rights Reserved ii I certify that I have read this dissertation and that in my opinion it is fully adequate, in scope and quality, as a dissertation for the degree of Doctor of Philosophy. Carol Delaney (Principal Adviser) I certify that I have read this dissertation and that in my opinion it is fully adequate, in scope and quality, as a dissertation for the degree of Doctor of Philosophy. Joan Fujimura I certify that I have read this dissertation and that in my opinion it is fully adequate, in scope and quality, as a dissertation for the degree of Doctor of Philosophy. Ray McDermott I certify that I have read this dissertation and that in my opinion it is fully adequate, in scope and quality, as a dissertation for the degree of Doctor of Philosophy. Purnima Mankekar I certify that I have read this dissertation and that in my opinion it is fully adequate, in scope and quality, as a dissertation for the degree of Doctor of Philosophy. Sylvia Yanagisako Approved for the University Committee on Graduate Studies: iii Abstract This dissertation examines the production, distribution, and consumption of children’s software as socially distributed and culturally heterogeneous processes. A diverse and multi-sited ethnographic corpus of data is foundational to this work: fieldnotes and videotapes of children’s play in a network of after school computer clubs, interviews with game developers, and literature and advertising from the children’s software industry. Drawing from this material, this study describes “learning through play” with interactive media. What is the nature of the highly mediated communication and interaction between software designer and child-player? What are the historical, economic, social, and cultural conditions that created children’s software, and conversely, how has children’s software altered the American social, cultural, and economic landscape? What are the social distinctions and cultural categories that are materialized in children’s software, and how do they play out in the activity of children and adults? Between the early eighties to the beginning of the 2000s, a new children’s software industry was established through distributed interactions between children, technology, designers, programmers, marketers, parents, entertainers, and educators. These actors are all active agents within a shifting network of relationships, analyzed as “multimedia genres,” materializations of technology, aesthetic quality, and institutionalized relations. The genre of “edutainment” was founded by progressive educational reformers pursuing equity in learning, but has gradually been overtaken by more competitive and achievement idioms in its commercialization. The genre of “entertainment” is dominated by visual culture, produced by entertainment industries in alliance with children’s peer culture. The genre of “authoring” grows out of a constructivist approach to learning and hacker subcultures, and becomes a tool for children to create their own virtual worlds and challenge the authority of adults. This dissertation describes the “micropolitics of representation” as children mobilize technologies in relation to adults at moments of play. In addition, these genres are related to a “cyborg habitus” of technology use, and categories of age, class, and gender. Together the three genres define a dynamic field of negotiation and cultural conflict that characterizes contemporary contestations in the US over children’s culture, education, and technology. iv To Momoko Ito (1939-1995) v Acknowledgments The social debts behind this dissertation are immense, spanning nine years and two doctoral degree programs. Here I seek to note the people and institutions that were key to the work behind this dissertation, as well as my dissertation at the Stanford School of Education that was a precursor to this document. Much of this work grew out of the large collaborative research effort of the Fifth Dimension After School Club program, and I must first acknowledge that this work is part of a much broader effort in educational research and reform. Portions of chapters 2, 3, and the Appendices appeared in my dissertation in Education. I would like to thank the members of my dissertation and exam committee for my degrees in both cultural and social anthropology and education: Carol Delaney, for my first introduction into cultural study and for ongoing inspiration on how meaning works; Ray McDermott, for teaching me about what matters in educational research; Joan Fujimura, who introduced me to the world of science and technology studies; Purnima Mankekar, who taught me about the social and cultural life of mass media; Sylvia Yanagisako, for steering me through the theoretical webs of power, capitalism, and culture; Shelley Goldman, for showing me how to make academic work relevant; Jim Greeno, for ongoing reminders of why science is important; and Terry Winograd, for helping interrogate the zone between the social and computational. My project team and colleagues in the Fifth Dimension have been an indispensable source of intellectual, emotional, and material support throughout this project. I would like to mention those in my immediate research team: Michael Cole, who has not only led and sustained the project, but has also made it a treasure trove of research opportunities for graduate students like myself; again, Ray McDermott, Jim Greeno, and Shelley Goldman, for guiding me to this project, and giving me the space to find my own place and voice through it; Charla Baugh, for being the heart and soul of our local club; Don Bremme, for being the best kind of activist; Katherine Brown, for wit, energy, and moral support; Karen Fiegener, for keeping us on track; Gary Geating, for enthusiasm and for keeping us up to date on the latest and greatest games; Dena Hysell, for being the reliable backbone to an often crazy project; Ann Mathison, for her talent for disciplining unruly machines; the kids in the Saturday Club, for just being themselves and letting me hang out with them; the East Palo Alto Stanford Summer Academy, for their support of our local club; and all the kids, undergraduates and staff involved in the Fifth Dimension project who have vi tolerated endless ethnographic scrutiny. The Institute for Research on Learning also deserves special mention as the institutional home of much of this project, providing the intellectual, administrative, and infrastructural support vital to this effort, and to my own intellectual and professional growth. I would like to make special mention of Vanessa Gack, my closest collaborator in the day-today fieldwork for this project. Vanessa was central in making this all happen, a dedicated fieldworker, committed intellectual, and most valued colleague. Due to a fatal accident, Vanessa is not with us now and was not able to realize the fruits of many of her labors. I am deeply appreciative of those in the technology design and children’s software community who took time out of their busy schedules and to speak with an interested outsider: Chris Blackwell, for a meta view of software development; Jonathan Blossom, for an insightful view on the software industry; Donald Brenner, for showing me how to make technology work for you; Gary Carlston, for being a humanizing force in software development; Claire Curtin, for sharing her experience across many years in the industry; Mike Dixon and Pavel Curtis, for welcoming me into the halls of technology development; Larry Doyle, for revealing the intellectual life of game programming; Marabeth Grahame, for helping me to understand the real life of computer programming; Amy Jo Kim, for her shared interest in computer games and community; Scott Kim, for showing me creativity embedded in simple and elegant form; Rita Levinson, for showing me how users can inform software design; Ann McCormick for really caring and reminding me about what matters in all of this; Collette Michaud, for insight into the visual culture of children’s software; Bob Mohl, for humor and wonderful kid games; Margo Nanny, for being such an active and responsible voice in the computer game industry; Robin Raskin, for knowing the industry so well and sharing that knowledge; Elizabeth Russell, for uncompromising standards in the best sense; Shannon Tobin, for sharing her networks as well as key understanding about software distribution; Will Wright, for being the best kind of game design superstar; and Michael Wyman, for describing the inspiration of design. I would also like to thank the parents that spoke to me to offer a different perspective on this work: Rich Gold, Marina la Palma, Eduardo Pelegri-Llopart, Elizabeth Slada, and Karen Van De Vanter. Various portions of this dissertation have benefited from readings by and conversations with many thoughtful colleagues, in addition to my official readers and project team: Susan Newman, who deserves special mention for her close readings and lively conversations that have sharpened and animated this document; Annette Adler, for perspectives on the social nature of technical objects; Julian Bleecker, for vii insights on simulations, games, and technosemiotic workstations; Seth Chaiklin, for incisive comments on what I was really trying to do with this dissertation; Lynn Cherny, for many conversations about online environments; Marjorie Goodwin, for showing me what an interaction analysis of game play might look like; Donna Haraway, for my first awakenings into cyborg consciousness; Marianne Hedegaard, for provoking thought on the nature of kids, institutions, and learning; Stefan Helmreich, for providing a model for cultural analyses of technology; Natalie Jeremijenko, for caring about technology, art, and culture; Jean Lave, for interrogating the nexus of learning theory and political economy; Timothy Leary, for turning me on to the allures of virtuality; Elizabeth Mynatt, for sharing reflections, virtual and real; Vicki O'Day, for reminding me how people matter in the land of technology; Brian Cantwell Smith, who helped demystify computers for me; Reed Stevens, for talking through the relation between structure and interaction; Lucy Suchman, who inspired my engagement with issues of human-computer interaction; Kathy Wilson, for reflections on educational technology R&D; and the members of my dissertation writers group, organized by Miyako Inoue—Pamela Ballinger, Genevieve Bell, Vera Michalchik, Liliana Suarez Navaz, Sandra Razieli, Shari Seider, Nikolai SsorinChaikov, and Nancie Vargas. This dissertation would not have been possible without the support of the Mellon and Russell Sage Foundations, which have helped fund the Fifth Dimension project and this research. I would especially like to thank Nancy Casey for her interest and support. The writing for my work in education was supported by the Spencer Foundation's dissertation fellows program. Thanks to Catherine Lacey, for knowing how to bring people together; Lisa Lattuca, for warmth and humor; Cynthia Bentel, for making everything work; and all the 1996-97 Spencer fellows, for being such a great support network for getting this work done. Special thanks is due to those nearest and dearest that lived through this project at so many levels: Joichi Ito, for being my lifelong mentor in all things fun and computational; and Scott S. Fisher for just about everything, but especially for companionship on all levels, personal and professional, and an unflappable confidence in me through all the peaks and valleys. Midway through this project I was joined by my children, Luna Ito-Fisher and Eamon Ito-Fisher, who put everything in perspective. viii Table of Contents Signature Page iii Abstract iv Acknowledgments vi Illustrations x 1. Introduction 1 2. The Apparatus of Knowledge Production: Fieldsites, Fieldwork, Databases, and Data Analysis 30 3. Understanding Interactive Multimedia Narrative, Technical, and Interactive Encodings 70 4. Creating a New Category From Learning Software to Edutainment 103 5. The Uses of Fun: Entertainment, Phantasmagoria, and Spectacle 168 6. Authoring Virtual Worlds: Hacking, Self-Expression, and Technical Empowerment 236 7. Conclusions: Multimedia Supersystems, Independent Publishing, and Consumer Activism 287 Appendix 1: The Anatomy of a Computer Game 307 Appendix 2: Research on Game Play and Children’s Software 325 Appendix 3: Glossary of Abbreviations and Technical Terms 330 References 335 ix Illustrations 2.1Picture in picture format for viewing videotape 49 3.1Screen shot from Language Explorer 88 4.1 Sreen shot from Rocky’s Boots 114 4.2 Advertisement for JumpStart 1st Grade 122 4.3 Advertisement for Math Blaster 124 4.4 Box Cover for JumpStart 2nd Grade 126 4.5 Inside the Box of Jump Start 2nd Grade 128 4.6 Back cover of box for JumpStart 2nd Grade 129 4.7 Chemical Elements Puzzle in The Island of Dr. Brain 154 4.8 Rat-Driven Elevator Problem in The Island of Dr. Brain 159 5.1 Screen shot from Countdown 179 5.2 Screen shot from Planetary Taxi 181 5.3Screen shot from Just Grandma and Me 183 5.4 Advertisement for Putt-Putt 188 5.5 Box art from Pajama Sam 2 190 5.6 Advertisements for LEGO Group products 193 5.7 Box art for The Magic School Bus Explores the Human Body 196 5.8 Screen shot from The Magic School Bus 201 5.9 Jimmy’s highway to nowhere in SimCity 2000 214 5.10 Dino Diner in DinoPark Tycoon 218 5.11 Blowing up fusion plants in SimCity 2000 229 5.12 The monster in SimCity 2000 231 6.1 Advertisements for SimCity 3000 251 6.2 Graph of zones in SimCity 2000 264 6.3 Jimmy’s mayor’s house in SimCity 2000 272 6.4 Screen shot from SimTower 274 x 1 Introduction In the late seventies, the idea of consumer software designed for the education, entertainment, and empowerment of children was barely a glimmer in the eye of a few radical educators and technologists. Released in 1977, the Apple II, a tool of hobbyists and a handful of enterprising educators, was just beginning to demonstrate the power of personal computing and programming for the masses. A home-brew industry of programmers had been laying the foundations for a new consumer software industry by sending their products, floppy disks packaged in zip-lock bags, to their networks of retailers and consumers. The video game industry hit public consciousness with the phenomenal success of Space Invaders in 1978, demonstrating the economic and addictive potential of a new genre of interactive entertainment. Hand in hand with these technological developments, small groups of educational researchers across the country were beginning to experiment with personal computers as a tool for creating interactive, child-driven, entertaining, and open-ended learning environments that differed from the top-down didacticism of traditional classroom instruction. The trend towards a more pleasure-oriented, and less hierarchical approach to education and child-rearing found material form in these technologies that allowed greater user control and input than traditional classroom media. Across a set of diverse contexts in the US, educators and socially responsible technologists were incubating a shared cultural imaginary that centered on new learning technologies. Would it be possible to create software that combines the hands-on, compelling engagement of interactive entertainment with enrichment and educational goals for children? I began my doctoral work at the Stanford School of Education some years later, in the mid nineties, eager to explore the promise of computers to transform education. By then, “educational multimedia” and “edutainment” were buzzwords in the academy as well as in public culture. CD-ROM drives were becoming a standard feature of personal computers, making it possible to deliver high-quality graphics in an interactive format to homes and classrooms, and creating a new industry niche. I was fortunate to find a position in an educational research and reform project, the Fifth Dimension After-school Club Project (5thD), one of the pioneering efforts to mobilize these new technologies in an informal learning environment. I spent three years conducting research as part of an ethnographic evaluation team studying the 5thD clubs and what children did in their engagements with consumer learning software, and immersing myself in a reformist educational philosophy that challenged many of the premises and power dynamics of mainstream education. I wrote a dissertation for my degree in education that focused on how children interacted with educational software and the kinds of subjectivities they developed through these interactions (Ito 1998). This work celebrated the creativity and ingenuity of children in responding to a malleable and interactive cultural object, while also documenting how these technologies had the power to draw players into their suggested cultural frameworks and subject positions. After completing this project, I found myself still puzzling over the consequences of children’s engagements with interactive media, and curious as to how these engagements were tied to social and cultural processes outside of the local context of interaction in the 5thD. The complex layers of meaning and interactivity embodied in the software invited further questions regarding how 2 these technologies came to take the form that they did, the educational philosophies and views of the child that animated the design of these products, and the economic and technical constraints that structured their final shrinkwrapped form. The meaning and subjectivities that children were producing at moments of play were in an intimate and complicated relation to software designers, and mediated by networks of commodity capitalism. My research goal for this dissertation in the Department of Anthropology has been to locate children’s play within a broader set of relations defined by the links between production, distribution and consumption, and contextualized by and informing of US discourses about contemporary childhood. What is the nature of the highly mediated communication and interaction between software designer and childplayer? What are the historical, economic, social, and cultural conditions that created children’s software, and conversely, how has children’s software altered the American social, cultural, and economic landscape? What are the social distinctions and cultural categories that are materialized in children’s software, and how do they play out in the activity of children and adults? With these questions in mind, I embarked on additional fieldwork on the children’s software industry, interviewing software developers, and gathering materials about marketing, production, and distribution. Based on an integration of my ethnographic material on play in the 5thD and my material on the children’s software industry, this dissertation describes the emergence of multimedia software for children as a new kind of cultural commodity and a partially stabilized technosocial network. It takes a brief slice of history, from the early eighties to the beginning of the 2000s, and examines how a new industry and a set of production, distribution, and consumption relations was established during this period as an effect of distributed interactions between children, technology, designers, programmers, marketers, parents, entertainers, and educators. All of these actors are considered as both producing and consuming social and cultural effects, as active agents within a shifting network of relationships. I organize these networks according to materializations of 3 technology, aesthetic quality, institutionalized relations, and discursive content that I call multimedia genres. The three that I follow in relation to children’s software can be labeled though not reduced to the tags of “edutainment,” “entertainment,” and “authoring.” I analyze these genres as they emerge through play in the 5thD, in the discourses of software design and production, in marketing materials, and in the flow of commodities. These genres participate in the production of distinctions based on age and class, and to a smaller extent gender and ethnicity.1 Together these genres define a dynamic field of negotiation and cultural conflict that characterize contemporary contestations in the US over children’s culture, education, and technology. Different visions of education and childhood are associated with these genres and their fortunes rise and fall together with changes in attitudes towards children, technology, practices of play, and commercial successes and failures. At all levels of production, marketing, distribution, and consumption it proves challenging to promote academic learning that is pursued for its inherent meaning and pleasure rather than for assessment and sorting purposes. The progressive educational philosophy of “empowered learning through play” of the early edutainment products and the philosophy of the 5thD is constantly threatened by a growing polarity between academic achievement and “mass” consumer culture. Despite, or perhaps in tandem with, increasing pressure towards standardizing and measuring academic 1 My focus on the production and distribution of commodities designed for intellectual enrichment locates class and educational status as central factors in my analysis. Gender and ethnic categorization is somewhat muted because there is a self-conscious effort to erase them in the cultural agenda of progressive educational media and the 5thD. Distinctions based on gender and ethnicity are thus apparent but less visible as factors that unite levels of production, consumption, and distribution. By contrast, across the spectrum, these media and the 5thD context actively participate in the representation and construction of educational status and age distinctions by focusing on the problem of learning and constructing a cultural domain that is particular to certain age groups. Another reason for my focus is that categories of gender and ethnicity have been examined extensively in prior related studies. One example is the relation between technology identity and gender identity in children’s software and computer games (Cassell and Jenkins 1998; Kafai 1999) . The issue of ethnicity and class has been studied extensively in the context of the 5thD in relation to their efforts to serve minority populations in the 4 achievement, the entertainment genre, typified by licenses such as Barbie and Disney, is expanding its base in children’s media. Mass entertainment is shedding its associations with the perceived hedonism of working-class culture and infiltrating the elite via progressive parenting ideals of childhood happiness and self-determination. Even if an innovative product manages to integrate childdirected play and academic content, it is difficult to market in terms that are compelling and recognizable in mainstream retail’s two-minute shopping decision at a superstore. Given this polarization, efforts to productively integrate learning and play are crucial cultural interventions that are more and more difficult to sustain. Play is structured by and productive of these cultural dynamics, manifesting as heterogeneities in forms of play and micropolitical negotiations between peers and between children and adults. Children orient variously toward culturally dominant notions of status and achievement as well as the cultural capital of commercial action entertainment dictated by the peer group, even in the context of the 5thD that seeks to escape these cultural dynamics. As educators try to orient children to deep understanding of academic content, children often resist these calls for sustained engagement, quickly determining the conditions for “beating” a game and moving on to the next level. And despite efforts to keep the 5thD free of action entertainment idioms and related gender distinctions, boys often find ways of smuggling in these codes through oblique or hidden referents in the media at hand. This does not mean that certain software titles and the 5thD are not successful in promoting an alternative vision of learning. The 5thD clubs provide a context where adults gently guide children in play that is both fun and intellectually enriching, momentarily reorganizing the dominant polarity of education and entertainment. Children’s software, too, provides opportunities for child-driven play that unites the spectacular appeal of entertainment media and US, particulary working-class Latino communities in California (Vasquez, Pease-Alvarez et al. 1994). 5 new technologies with cognitive challenges. One challenge to the dichotomization of entertainment and education is the authoring genre. Titles in this genre do not rely on standard markers of academics achievement or the more repetitive and spectacular formulas of action entertainment. Instead, this genre of software that is tied to a constructivist educational philosophy in an uneasy truce with a hacker subculture of technology users. It is typified by software that enables players to create and reshape their own customized content. Software and play in this vein can be keyed to an undisciplined and anti-authoritarian identity rather than the acquisition of authoritative knowledge, and thus can be a thorn in the side of both didactic agendas and controlling ambitions of licensed entertainment content creators. The dynamism of social and cultural contestations surrounding children’s software is perhaps most apparent in the fickle market of the toy and consumer software industries. In the late nineties, the children’s software industry was going through a series of mergers and acquisitions as toy and media companies sought to capitalize on the economic promise of consumer CD-ROMs. In 1996, Mattel had pushed their Barbie license into new technology and new fortunes with the commercial success of their CD-ROM Barbie Fashion Designer, ushering in a new era in entertainment software for children tied to major toy companies, media licenses, and the gender markings of lowbrow popular culture. The young-adult oriented computer game industry had long outpaced the movie industry, maintaining and expanding its lead since the mid nineties, and the hope was that the younger children’s market would be the next big commercial conquest. In 1998, as I was conducting my fieldwork, the contours of my fieldsite changed by the day as corporations and new corporate divisions appeared, merged, and just as quickly, evaporated. That winter, Mattel announced that they were buying The Learning Company, one of the largest names in the now well-established children’s software industry for $3.8 billion, who in turn had purchased Broderbund earlier that year. Every toy and children’s media 6 company seemed to be jumping on the bandwagon with new interactive media divisions, including Disney, Hasbro, Tyco, Lego, Lucas Film, and Scholastic. Within two years, however, the market had begun to collapse. Mattel sold off its Learning Company Division after incurring huge losses. Children were flocking to Pokemon cards, cable television, and action games for their recreational diversions and parents that I spoke to were skeptical that educational games could capture their attentions. Educators in the 5thD and the original community of children’s software developers bemoaned the lack of products that met their educational ideals. Across the board, corporations cut back on production budgets, with many of the new divisions and companies closing their doors or being absorbed back into their entertainment company homes. Today, there are very few new products on the mainstreammarket other than those tied to movie releases and television series. Established formulas and “classic” titles are repackaged and disseminated, with little money being spent on developing new technology and content, the energy towards cultural transformation dissipated after the efflorescence of the nineties. The influence of children’s software continues now as an established and more stable feature of the social, cultural, and economic landscape, but one that is quite different in shape and scale from the ambitions of software industrialists and the ideals of educational reformers, myself included. The disappointments of educators in realizing their ideals, and the deflated ambitions of the corporate sector are as much a part of the social and cultural effects of children’s software as the fact that my four-year old daughter is learning her ABCs with the aid of her computer; they give voice to the incompleteness of this particular technological triumph, the instability and heterogeneities that characterize the networks of production, distribution, and consumption, and the gaps, resistances, and ongoing contestations between the implicated parties. In a very short span of time, children’s software was transformed from a dream of a handful of technologically oriented intellectuals to an influential and well-defined market niche, with a set of recognizable genres. 7 Far from being a univocal story of technology transforming society, however, this dissertation describes a multi-directional and co-constitutive field of social and cultural dynamics. This work constructs a description of technological effects that sees outcomes not only at the “end” of a singular trajectory, most often occupied by the mind of the child, but in the meanderings through a multitude of pathways leading in a variety of directions: the establishment of certain media genres, the production of new kinds of consumer subjectivities, ongoing efforts to stabilize industry alliances between educational and entertainment media, and the unruly activism of children mobilizing software for their own social and political ends. I address an interdisciplinary conversation about the cultural politics of contemporary childhood and theoretical debates on global/local relations and the role of new media technologies. I turn now to the theoretical and analytic framework for the subsequent chapters. Theoretical Framework This dissertation integrates three different theoretical conversations in order to arrive at an ethnographically-informed perspective on contemporary American childhood as technologically-mediated sociocultural construct. I look to sociocultural approaches to learning and social constructivist approaches to childhood for a view of learning and childhood identity as historically and culturally specific constructs, negotiated across a wide range of social, political, and economic contexts. I look to anthropological interventions in the debates on globa/local relations for a grounded view of cultural process within translocal flows of commodities and media. Within this conversation, ethnographic studies of media provide for models of media reception as a heterogeneous and culturally contextualized enterprise, not reducible to the encounter between person and text. Finally, I draw from science and technology studies for ways of conceptualizing the materiality of computational media. These three theoretical conversations lead to a set of analytic tools that guide the chapters to follow. 8 The Cultural Politics of Childhood To investigate the cultural politics of childhood in relation to children’s software, I draw from sociocultural learning theory and the “new paradigm” in sociological studies of childhood. Recent articulations in activity and practice theory have argued that learning is a fundamentally social and cultural process, that is achieved through ongoing interactions and collusion with technologies and people engaged in everyday activity (for reviews, see Brown et al. 1989; Greeno et al. 1996; Lave 1993) . Rather than focusing on learning as an individual process, this version of situated practice suggests that learning can be understood as changing structures of participation within social and cultural networks.2 Technologies appear in these theories as important resources that participate in and structure the field of ongoing activity. Some of the theoretical models that form the backdrop for this work include communities of practice approaches (e.g., Lave and Wenger 1991; Star 1991, 1994; (Wenger 1998) , a notion of situated cognition (e.g., Brown et al. 1989; Greeno et al. 1996; Lave 1988) , activity theoretical accounts (e.g. Cole 1994, 1995, 1997a; Engestrom 1993) , and ethnomethodological approaches to language and interaction (e.g., Jordon and Henderson 1993; McDermott and Tylbor 1984; Mehan 1993; Suchman 1987; Suchman and Trigg 1991) . Drawing from this view of learning as a social and cultural process, my work further extends contexts of learning to media technology and commodities. In contrast to most educational research on learning, my work does not take the mind of the child to be the focal object of analysis. My effort is to push learning 2In her overview of situated learning approaches, Lave (1993: 17) suggests certain underlying assumptions to this approach: "Knowledgeability is routinely in a state of change rather than stasis, in the medium of socially, culturally, and historically ongoing systems of activity, involving people who are related in multiple and heterogeneous ways, whose social locations, interests, reasons, and subjective possibilities are different, and who improvise struggles in situated ways with each other over the value of particular definitions of the situation, in both immediate and 9 theory and the concern with children’s development and cognition “out” into the realm of mass media and commodity relations, and to pull what are generally conceived of as “macrosocial” and political economic concerns about commodity capitalism and media effects “in” to the everyday contexts of consumption and practice-based ethnographic description. To describe learning as a process that extends beyond individual psychology, beyond interpersonal interaction, and into the fabric of the political and economic is an act of theorizing with practical consequences for the ways that children’s lives are perceived and regulated. Individualized and psychologized measures such as intelligence, creativity, and attentional deficit are reframed as social and cultural issues that we must address at political, economic, and collective levels, not only at the levels of individual and mind. I take as foundational the view that defining and measuring learning is a political process that serves to sort children into different and often hierarchically organized categories. As Herve Varenne and Raymond McDermott (1998) have persuasively argued, success and failure are two sides of the same cultural coin. For example, in working to erase class distinctions that associate certain children with high culture and academic achievement, and other children with intellectually vacuous mass culture, it is important but not sufficient to isolate factors and apply remedies and instruction directed at “at risk” children. The 5thD is one example of such a practical effort to provide access to technology and empowering academic resources for children who would not otherwise have them. As a research effort, the 5thD also seeks to locate this work within the broader fabric of America life. Building on this research orientation, my work interrogates the cultural distinctions between intelligence and stupidity, learning and play, education and entertainment. I look at how these distinctions manifest in ongoing activity in the 5thD and interact with the market segmentation of commodity capitalism and the sorting mechanisms of educational institutions. comprehensive terms and for whom the production of failure is as much a part of routine collective activity as the production of average, ordinary knowledgeability." 10 The problem of low academic achievement is located in the organization of late capitalism, the design of technology, and our cultural obsessions around competition and achievement, as much as in the cognitive capabilities and deficits of individual children.3 We need to consider interventions such as designing alternative forms of media distribution, supporting independent content development, or reconfiguring the power dynamics of home and school in addition to providing enriching academic activities for children. This shift from child psychology to social and cultural context goes hand in hand with an effort to view children as competent and influential social and cultural actors rather than “unfinished” objects of socialization and receptacles for adult intentions (Hutchby and Moran-Ellis 1998). My work is part of a growing set of efforts in social and cultural studies of childhood that seek to acknowledge the agency of children and their social, cultural, and political influence.4 This approach sees children not as “becomings,” in the process of being integrated into adult society, but as full social actors, or “beings” (James, Jenks et al. 1998). This perspective plays out in my work in a number of ways. One is my focus on the productive aspects of children’s everyday activity not solely in terms of whether or not they are conforming to adult expectations or not (i.e. “learning” in the commonsensical sense), but examining the meaning that their acts have to their own social negotiations and cultural standards. Study of media genres 3 For example, Raymond McDermott (1993) offers an analysis of how the category of "learning disability" is an available and preconstituted cultural resource, in addition to describing the particular interactions that contribute to its ongoing reproduction, citation, and repetition. He describes how a particular child is "acquired" by the category of learning disability, looking at how certain actions get highlighted within the classroom as opportunities for public labeling rituals. The analysis importantly locates a child's “individual” identity in relation to large institutional structures, as well as to the reproduction of those structures. 4 Allison James and Alan Prout, in the introduction of the edited volume that named this “new paradigm of childhood sociology” describe four central tenets. The first is that childhood is a social (and I would add cultural and technological) construction. The second is that childhood can’t be separated from factors such as ethnicity, class, and gender. The third is that “childhood and children’s social relationships and cultures are worthy of study in their own right, and not just in respect to their social construction by adults.” Ethnography is seen as a key method for approaching the cultures of children. Finally, they see this new paradigm as part of an engagement with and response to “the process of reconstructing childhood in society” (James 11 marketed to children and their recreational time, in contrast to educational media designed for adult goals, is an important counterpoint to most research on children’s learning that focuses exclusively on academic content. For example, play and referencing of violent images, often read by adults as antisocial and regressive, could be read as an act of peer alliance building or resistance to adult-child power hierarchies (Buckingham 1994). Following on this, I seek to understand children’s sociocultural positions as unique from that of their parents, and child-adult dynamics as an important political site. Jens Qvortrup (1997) has argued that there are problems in equating a child’s socioeconomic identity with that of their parents. Just as racial and class differences inflect gender solidarity and vice versa, age identity creates a unique set of political locations. One example of this is in a study by Gill Valentine and Sarah Holloway (2001) regarding technophobia. Parents had anxieties about keeping pace with new computer technology given the association between technology, achievement, and social mobility. By contrast, their teenage children worried that association with technology made them downwardly mobile in the peer status economy, through association with computer-nerd identity. In my work, I see children orienting to the competitive logics of middle-class identity and academics, but also using identification with low status “junk culture” in resistance to achievement anxiety in adults. Just as I work towards a socially distributed and culturally heterogeneous view of knowledge and intelligence, I also see class as a heterogeneous, contingent, and socially distributed effect that can not be read transparently from family socioeconomic status. Other studies have documented similar complexities in how age or the category of “child” intersects with gender identity (Thorne 1999) and ethnic and national difference (Stephens 1995; Scheper-Hughes and Sargent 1998). and Prout 1997). See also (Mayall 1994; Stephens 1995; James, Jenks et al. 1998; ScheperHughes and Sargent 1998; Alanen and Mayall 2001; Hutchby and Moran-Ellis 2001). 12 This difference in identity between parents and children does not necessarily translate, however, to class transformations for rebellious children. Penelope Eckert(1989), in her study of class distinction and the adolescent peer categories of “jocks and burnouts,” documents how the relations between peer and class identity are deeply conservative, and come to increasingly structure children’s experiences as they move through the educational system. Far from being a transparent outcome of children identifying with their parents, however, Eckert describes how class identity emerges as an integrated outcome of the dynamics of the adolescent peer group, the hierarchical organization of social value in the school, as well as the polarizing dynamics of the “jocks and burnouts” categories. The elementary-aged children in my work are under greater surveillance than adolescents, and have less obvious avenues for selfdetermination and identity display. Yet they still exhibit a highly activist orientation to social affiliation and political work, and categories of “smart kid” versus “dumb kid”5 echo the adolescent categories of jocks and burnouts. My work with technology leads to a third social category of “geek” or “hacker” which is in a complicated and often countercultural position to the dominant logic of success and failure. These three categories of “smart,” “stupid,” and “geeky” are loosely correlated to my three genres of edutainment, entertainment, and authoring. My work on children’s software takes a particular cut on issues surrounding contemporary childhood. Compared to the ubiquity of television, the industry strength of video games, the high status of educational curriculum, and the star-appeal of film, children’s software is a marginal site of cultural production, a site of translation and negotiation between discourses of entertainment and education, hegemonic in their respective domains. The interest of this case is that of a border zone rather than a clearly defined territory, 5 In line with native usage, I use the term “kid” rather than “child” in my ethnographic description. Children rarely self-identify with the term “child,” and media industries, taking their lead, generally use the term “kid” in content that is marketed directly at children. 13 and of a protean rather than stabilized technology, providing a window into ongoing struggles at the intersection of different social interests, cultural codes, and technological capabilities. It is also a case study that is uncommonly technologized and exhibits a progressive and egalitarian, but intellectually elite, approach to childhood and education. As such, it enables a view of the socializing and activist ambitions of liberal humanism and left-wing politics of childhood, an increasingly influential alternative to mainstream notions of education and child rearing. Global/Local and Production/Consumption Turning to the domains of media production, and distribution, I draw from an interdisciplinary debate on global/local and production/consumption relations. Here, my central theoretical problem is how to reformulate the relations between “local” consumption and “global” media production, especially as this dichotomy is complicated by the relationships, linkages, and technologies that tie together different agents engaged with a new media form. The dichotomies of local/global and consumption/production continue to be fruitful intellectual fodder for cultural study attempting to theorize the state of the postindustrial global economy.6 Anthropologists, in particular, have been adapting the long-standing concept of “the local” to account for what Arjun Appadurai has termed “global cultural flows” (1996: 33) and what Akhil Gupta and James Ferguson have described as the “hierarchically interconnected” nature of what has tended to be studied as 6 Since the 80s, there has been a growing recognition in the academy of the ways in which new media and communication technologies, combined with forces of multinational capital, are reshaping the social landscape. This recognition is generally associated with a group of theorists of the postmodern, which include Frederic Jameson (1991), Jean Baudrillard (Poster 1988; Baudrillard 1988 [1976]), and David Harvey (1989) as some of the most notable proponents. These intuitions regarding global media also interact with earlier theories of the commodification of culture, put forward by theorists such as Walter Benjamin ([1955] 1968), Max Horkheimer, and Theodor Adorno (1982), tying together a concern with political economy into concerns regarding the social effects of “mass culture.” Currently, a focus on translocal media, multinational capital, and cultural production is expanding into a growing interdisciplinary conversation between philosophers, cultural critics, sociologists, literary theorists, anthropologists, and geographers. 14 discrete localities (1992: 8). Concurrent with the call for ethnographic attention to translocal objects, anthropologists have also argued for attention to the particularities and diversity of meaning and practice, contributing a localizing and grounding voice to the interdisciplinary debates. 7 My work similarly argues for new kinds of technologized and spatially distributed anthropological objects, while also working against dominant cultural and analytic associations tied to the global/locality dichotomy. I see the opposition between the global and the local as a powerful organizing cultural trope rather than as a natural effect of the technological times or transgeographic analysis. Objects and images associated with our imaginings of globality (electronic media, multinational capital, transnational travel) provide material for the production of small-scale community and personal meaning as much as our imaginings of the local (grounded places, cultural diversity, idiosyncratic consumption) travel across far-flung translocal networks. Sylvia Yanagisako adds an additional dimension to Appadurai's question: "What is the nature of locality as a lived experience in a globalized, deterritorialized world?' (1991: 196) by suggesting an inverse conundrum: "What is the nature of the global as lived experience in a localized community?" (1994). Yanagisako's formulation argues against a scaled-up notion of "Late Capitalism," suggesting that in addition to local consumptive practices, capitalist production must also be understood as locally constituted. As Gupta and Ferguson have argued, taking a 7 A growing body of anthropological work has focused on global/local relations, including a recent Association for Social Anthropology dicennial conference on the theme, resulting in five edited volumes (Fardon 1995; James 1995; Miller 1995; Moore 1995; Strathern 1995), special issues of Cultural Anthropology on "Space, Identity, and the Politics of Difference" (Ferguson and Gupta 1992) and "Further Inflections: Toward Ethnographies of the Future" (Harding and Myers 1994), as well as other ongoing studies of mass media (Mankekar 1993; 1993; Gupta 1995; Ang 1996; Marcus 1996; Mankekar 1999) and capitalist relations (Appadurai 1986; Yanagisako 1991; Rofel 1992; Yanagisako 1994; Miller). These anthropological treatments have used the theorizing about global media and translocal networks to reshape some traditional anthropological methods and objects of study. For example, Akhil Gupta and James Ferguson (Gupta and Ferguson 1992) have argued against the isomorphism between space, place, and culture, foregrounding, instead, the interconnections between places and the informational, material, and migratory flows between them. Similarly, Arjun Appadurai (1986) has argued for anthropological attention to 15 trans-geographic perspective means accounting for reterritorialization as much as deterritorialization (1992: 20). In a related move, Anna Tsing has argued that we need to “stop making a distinction between ‘global’ forces and ‘local’ places.” Instead, we might think of “cultural processes of all ‘place’ making and all ‘force’ making are both local and global, that is, socially and culturally particular and productive of widely spreading interactions” (2000: 352). Like Tsing, I see the relations between what we often gloss as global/local and production/consumption as linked particularities that are simultaneously located and imaginative, material and semiotic. While taking into account the privileged position of those global capitalists and technology and media creators that we tend to associate with cultural production, I see these “global” actors as outcomes of highly distributed processes that importantly rely on media technologies for their embodiment. Far from being disembodied and free flowing, media content is embedded in particular technologies (personal computers, floppy disks, CD-ROMs), and particular networking and distribution infrastructures (distribution and retailing, telecommunications infrastructure). I work to denaturalize and deconstruct the trope of “global production” by describing it as a contingent effect of a set of unstable negotiations with unruly actors, rather than an inevitable outcome of technocapitalist evolution. Much work in cultural studies of media has similarly worked to decenter the authority of the media text and producer and call forth the voices and agency of consumers. My work builds on this body of work. One reference point is Stuart Hall's encoding/decoding model, which suggests a partial disjuncture between the meanings suggested by the producers of a text at the moment of encoding, and the meanings actually read by the audiences at the moment of decoding. While the encoded meanings have a privileged position, they are by no means determining (Hall 1993). This model was taken up by researchers such as David Morley who conducted extensive interview studies of audiences of commodity flows and consumption, and, along with Carol Breckenridge, attention to public culture as a zone for looking at cosmopolitan cultural forms (1988). 16 particular TV programs (1992). These studies stressed the ways in which the sociocultural contexts of particular viewing situations affected audience interpretations in ways not wholly determined by the text. Studies of fan communities, notably of Star Trek and Dr. Who, tended to stress even further the active and creative ways in which audiences reshaped the meanings of mass media texts (Penley 1991; Jenkins 1992; Tulloch and Jenkins 1995). More recently, in the textbook of cultural studies by Paul Du Gay and his colleagues, organized around a case study of the Sony Walkman, the encoding/decoding model is made more complex. Now the “circuit of culture” includes Representation, Identity, Production, Consumption and Regulation. Culture is produced as an effect of the negotiations between these different processes and social actors (Gay, Hall et al. 1997). This body of work represents an improvement on a linear trajectory of production, dissemination and consumption where the agents of technology and media have “effects” on society and culture (out there), but there is still a descriptive inflexibility to the model in textbook form that takes the different roles of cultural producer and consumer as analytic givens. In theory, this circuit of culture allows for multidirectional social and cultural outcomes and “production” at all points in the circuit, but the reliance on textual interpretation (advertisements, interviews, artifacts) rather than practice and ethnographic analysis, means that texts and artifacts occupy the analytic center. The emergence of a (contested, multivocal) cultural object or text is the outcome to be explained rather than one of many social and cultural outcomes of a process of sociotechnical change. When an artifact and a series of representations is the central phenomenon to be explained, social roles get defined in relation to this goal. (Socially and culturally contextualized) production sets the process in motion and is responsive to audiences to the extent that it incorporates user feedback and reception contexts. Consumption is generative to the extent that it takes up, appropriates, and inflects centrally produced meaning. Society 17 structures, regulates and accommodates. Culture provides a shifting context of meaning. Ethnography has provided one way out of the dichotomy of production and consumption that sees sites associated with “production” and those associated with “consumption” or “reception” both as generative sites of meaning production. A small but growing body of anthropological media studies provides more holistic attention to sociocultural context of media, linking both consumption and production to cross-cutting discourses in the culture. These discourses, or sociocultural formations, are objects to be explained as much as they are the “contexts” that shape technology and media content. For example, Purnima Mankekar (1993) looks at interpretations of a particular episode of an Indian soap opera from the points of view of both producers and viewers, relating these readings to discourses of nationalism and gender. Lila Abu-Lughod (1995) analyzes Egyptian television in light of contestations about modernity, femininity, and relations with the West. Mankekar writes that her goal is to analyze “television’s role in the culture wars to define the Indian nation” (1999: 5-6). In this framing, a media genre is an actor in a broader set of social and cultural dramas, not the cumulative result of a series of negotiations between producers and consumers. Further, these studies stress the heterogeneities between different “consumers” and “producers,” investigating media’s role in constructing social distinctions as well as crossing social boundaries. It is not only the relations between nodes of production, dissemination, and consumption that are relevant in this framing, but categories such as class, national identity, and gender that cross-cut these different nodes of the media network. When viewed in this way “production” and “consumption” can both be seen as generative sites of cultural and social production. 18 Technology and Materialization When media technology is decentered from its role as an independent force having an impact on culture and society, and as the singular object of production and consumption, then we arrive at a view of technology as an embodiment of social, cultural and material relations rather than a separate entity constructing or constructed by the social and cultural. This view of technology has emerged from various social constructivist, symbolic interactionist, ethnomethodological and actor-network approaches to science and technology. These approaches see technological orders and scientific facts emerging from the structuring and stabilization of sociocultural relations, a contingent result of political struggle and negotiations between people, objects, and institutions. Science and technology studies (STS) has focused on scientific knowledge production and technological artifacts rather than popular culture and media technologies, and some translation is required across the sparsely populated interface between STS and cultural studies of media. Children’s software, as a media form relying on new technology, is a site of intersection for these different fields and approaches. I borrow from STS a descriptive language for approaching technology, and analytic constructs that bring a critical social and cultural theory to our understanding of technology. First, and most generally, is a view of technology as a materialized relational achievement, what John Law has called, in describing actor-network theory, “a semiotics of materiality.” “It takes the semiotic insight, that of the relationality of entities, the notion that they are produced in relations, and applies this ruthlessly to all materials—not simply those that are linguistic” (1999: 4). Media technologies such as children’s software can be “read” both as cultural texts representing certain forms of cultural content, and materializations of social and cultural relations. Donna Haraway's cyborg is also informative in this respect, "a hybrid of machine and organism" (1991: 129) that she uses as a figure to describe the late twentieth century's imploding boundaries between 19 human and animal, organism and machine, and the physical and non-physical. Communications technologies appear in this story, together with biotechnologies, as "crucial tools for recrafting our bodies," key players in a move toward "the translation of the world into a problem of coding" (164). Following on the third of Haraway's imploding boundaries, this study conceptualizes the computer as a material-semiotic technology, a site of implosion of text and lived realities. These approaches work across the divides of technology and culture, material and semiotic, tying together cultural, social, and material analysis. Just as cultural theorists have found culture and politics in our ideas of what is natural and Godgiven, this approach to technology sees given material objects as not just results of, or contextualized by, sociocultural process, but as actual materializations of the social and cultural. Sociocultural orders and technological materializations are achieved by tying together domains that are generally considered separate, such as nature, science, religion, politics, technology, education, race, or gender (Yanagisako and Delaney 1995). Technologies are materializations that tie together different cultural domains and a wide range of social interests and actors. I focus on the trope of materialization to offset the dislocating effects of the term “network.” Media technologies are of interest not only because they enable flow and travel, but because they structure, embed, and locate. A piece of edutainment software “represents” or materializes an educational philosophy and ideas of childhood as well as the class identifications of achievement-oriented parents. It also materializes children’s peer identifications and orientations to cute characters and flashy graphics, certain late-capitalist commodity relations, and embodies socially minded software designers’ uneasy truce between commercialism and a sense of social mission. These relations are coded and hardwired into the software and hardware in the form of representational content (graphics, characters, setting), interactional possibilities (responses to user inputs), interface design (tools the user has to interact with the machine) and technical specifications (storage media and what platforms the software will run on). For 20 example, Reader Rabbit was originally designed by progressive educators with a constructivist bent, who sought to make literacy accessible to disenfranchised children. The designers embedded the practice of reading in a child-friendly set of cute characters and entertaining scenarios to enlist the attentions of children that might be alienated by overtly school-like idioms. As the market for children’s software went mainstream, and was linked to higher-end graphical capabilities in PCs, the politics materialized by the game began to shift. Utilizing the same characters and academic content areas, this game was repackaged to appeal to middle-class parents seeking to push literacy and academics down to younger and younger children. Subsequent releases created a proliferating set of toddler, preschool, and grade-based titles. Although the academic content of the software is similar in ongoing sequels, the politics materialized shifted substantially as it was marketed and distributed in mainstream retail. I argue that these social relations are as much a part of the “content” materialized by the software as the characters, narrative, and academic content. This semiotics of materiality leads to a second set of analytic tools, descriptive constructs that unpack some of the characteristics of technology as particular kinds of sociocultural objects. By refusing to restrict “the sociocultural” to the “external context” of technology, STS provides a language for describing some of the sociocultural workings of technology that looks at the actual technical content—how an object is designed, constructed, and reproduced (Pinch and Bijker 1987). Most central is the insight that technologies entail a certain stabilization and fixity of social and cultural relations. This is the sense of technology that has been captured by Bruno Latour’s term “immutable mobile” to describe scientific texts that can travel across and incorporate different social worlds (1990). Similarly, Adele Clark and Joan Fujimura(1992) consider “the right tools for the job” in constructing scientific knowledge, and Michel Callon sees “black-boxing” as an important kind of erasure required for technological closure (1981). These analytic constructs make visible the general concern in the field in documenting processes of stabilization and standardization. 21 Technologies and knowledge production are always partially decentralized and contested (Martin 1994), the black-boxes are leaky (Lynch 1985) and subject to breakdown (Suchman 1987), and the represented actors rebellious (Callon 1986), but there is still fixity and concretization as one sociocultural effect of technological embodiment, a kind of stubbornness and inflexibility that we recognize by terms such as “standardized technology,” “mass-produced commodity” or “bug-free software.” This dissertation draws in particular from Suchman’s insight that technologies embody a certain interactional inflexibility with which users engage in flexibly and situationally responsive ways. Technologies are particularly stabilized black-boxes that acquire situationallyspecific meaning as producers negotiate their construction, marketers package and spin them, distributors display them, and users engage with them. This leads, lastly to an approach to technoscientific authority that recognizes its power but decenters it from the agency of the scientist discovering “natural facts” and technologists creating products that transparently reflect the desires of their user populations. Technoscientific production achieves its authority through political negotiation and through techniques for holding together a relational network that produces facts and artifacts as one of its effects. As Fujimura has argued in her study of oncogene cancer research, the power and authority of this biological theory is achieved through the gradual construction of a “theory-method” package rather than through certain scientists “discovering” natural facts of life. “Resolutions can be short-lived or long-term, but they are rarely, if ever, permanent. Even consensus requires maintenance” (1996: 14). This approach has much in common with cultural theory that argues for the heterogeneous, contested, and uneven nature of hegemony (Hall 1986). Science, like commodity capitalism and other cultural hegemonies, works as an unevenly distributed enterprise, stabilized through relational alliances that are often technically and textually embodied. 22 Some Partial Tools for the Job My goal is to adapt these perspectives from STS for media technologies and popular culture, and to ground our understandings of the workings of culture in the material forms of technology. Toward this goal, I propose three analytic lenses that structure the ethnographic material to follow. The first is the notion of multimedia vernaculars and genres associated with the categories of edutainment, entertainment, and authoring that have emerged from my material. The second, drawing from Bourdieu, is the idea of a cyborg habitus as a coupling between human habitus and the design of machines and software. The third is a focus on the micropolitics of representation as a lens for looking at the everyday negotiations between adults and children. One last theoretical debt remains to be mentioned, from which these analytic tools are partially derived and which provides one model for this kind of integration. This is Benedict Anderson’s celebrated analysis of the role of “printcapitalism” or “print-as-commodity” in the construction of nation. In Anderson’s description, the technology of the printing press is inseparable from the social and economic relations of budding capitalism, political contestations, and representational and linguistic practices. Yet print holds a privileged place in the analysis, by providing “unified fields of exchange and communication,” enabling a new fixity to language, and creating certain “languages-of-power” that were legitimized by the materialization into print (1991: 44-45). Print-capitalism is a semiotic materialization that is intimately tied to the emergence of the politicaleconomic-discursive construction of nationhood. In my narrative, multimediacapitalism is the semiotic materialization tied to the emergence of the politicaleconomic-discursive construction of “children’s popular culture.” Multimedia Vernaculars and Genres While my study of children’s software has much smaller ambitions, less sweeping scope, and more attention to everyday detail, I take from Anderson this 23 orientation toward the powerfully integrating effects of media technology as they provide fixity and material bases for certain discourses and political-economic ambitions. As Latour (1990) has described with scientific texts, media technology draws together and translates divergent interests into standardized forms, and in Anderson’s terms, produces a limited number of established “vernaculars.” My first analytic lens is a set of multimedia vernaculars that have been materialized through “multimedia-capitalism” in relation to children’s software. These vernaculars are tied to certain multimedia genres. John Seely Brown and Paul Duguid use genre as a category that cross-cuts form and content, to invoke the often implicit social practices and understandings that contextualize a media artifact, “the peripheral clues that crucially shape understanding and use” (1996). I similarly see the notion of genres as a way of analytically cutting across production and consumption, form and content. The body of this dissertation is based on different genres of children’s software—edutainment, entertainment, and authoring—and examines how these genres are produced as a distributed and materially located outcome of various actors in engaging with multimedia-capitalism. My approach departs from a more long-standing version of genre theory that has been applied to interpretive approaches to media such as literature, film, and television. I see similarities with what Jane Feuer (1987) reviews as “reader-oriented ideological models” of genre that located the production of genre within a power-laden system of media production and consumption. Unlike most genre theory, however, I decenter the concept of genre from textual content, and include material form (technology) and dynamic social practice. In taking this approach, I risk reification of these media genres, seeing them as the outcome of the sociocultural processes I track. In fact, these genres are very much in flux, thoroughly inform one another, and refuse to track along the lines of particular titles, chidlren, corporations, or media developers. Their analytic separation took much work. At the same time, I believe that tracing divergent discursive-materializations in the form of genres enables a view of 24 media that stresses a dynamic and negotiated quality in the face of certain material stabilizations. Even within a certain technological order, or even within a particular text, there are multiple forms and styles of engagement. Postmodern media forms such as contemporary children’s culture thrive on the integration of multiple styles and genres within any given program or title (Kinder 1991). Similarly, any given corporate agenda, designer’s approach, or child’s subjectivity may be typified by a certain genre but embodies a pastiche of multiple forms. These juxtapositions and mixtures do not mean that the genres are not distinctly stylized and materialized. Rather, that they coexist and are co-constitutive. Children’s popular culture and our notions of childhood are sites of cross-cutting discourses, media types, and political agendas, which can not be reduced to a singular hierarchical or hegemonic structuring. The notion of genre describes a loose but malleable structure of material-discursive alliance that I believe captures this sense of flexible coalescence. Cyborg Habitus These multimedia vernaculars and genres are in turn tied to what I am proposing to call a still-evolving cyborg habitus, forms of socio-technical-cultural practice that are embedded, coded into the design of artifacts and their couplings with everyday practice. I take from Haraway (1991) that human identity and practice are tightly coupled with various biological and informational technologies. This is where I begin to depart from Anderson by looking at ethnographic and practice-based material. I see this technologically contingent habitus as cyborgified ways of reading, writing, interacting, and viewing. When watching children engaging with machines, I see them entering different modes of engagement, certain grooves that track along machine capabilities and representational content. These are loosely tied to the multimedia genres, the practice dimension of these media forms. For example, kids alternately exhibit competitive achievement, spectacular engagement, or a hacker-like technical mastery depending on social situation and software. This is a more practice25 oriented complement to the styles of computing that Sherry Turkle (1995) has described as different “aesthetics” such as the hacker aesthetic, the hobbyist aesthetic, and the tinkerer aesthetic. Following Bourdieu (1972), I see this technological habitus as embodied structures of acting, but I add the dimension of the technological patterns of behavior coded into machines. When applied to machines, the conservatism of the concept of habitus is particularly appropriate. The “durable dispositions” of habitus are encoded and wired into machine functionality and representation. Bourdieu describes habitus as forming through a “dialectic of objectification and embodiment” (90) as the body moves through structured space. A machine habitus is constructed in the objectifying and embodiment processes of design and programming of computers and software. A cyborg habitus is the coupling between this durable machine disposition and the flexibility of human interaction, agency, and interpretation, a socio-technical patterning contingent on engagement between human and computer. These are dispositions that are momentarily durable—rendered malleable by rapid technological change and obsolescence as well as by the maneuverings of unpredictable users. The varieties of cyborg habitus both reproduce and challenge prior forms of habitus associated with class and other forms of social distinction. For example, the hacker habitus of hard technical mastery is in a complicated and often oppositional relation to mainstream notions of intelligence, achievement, aesthetics, and social competence, and thus has countercultural valences. At the same time, the highly gendered dimension of this form of cyborg identity also produces familiar gender distinctions on the ground of new technology. The hacker is celebrated for his challenge to age and class hierarchies, but excludes women from this empowered identity. Micropolitics of Representation Finally, in relation to sociological studies of childhood, and in an attempt to capture the political dimensions of these materialized practices, I look at the 26 relation between media developers, distributors, marketers, children, parents, educators, and technologies as a micropolitics of representation, a series of negotiations that collectively give voice to emergent sociocultural orders. “Consumption,” or what the kids and parents are doing, is an act of representation as much as “production” of software. As children negotiate with their teachers and parents about what they can or cannot do, can or cannot buy, and as they make certain decisions about ways to engage with a piece of software, they are creating new vernaculars, genres, and habitus. When a group of boys huddle around a computer creating explosions out of a city planning simulator, they form a technologically contingent collective identity and practice that produces gender distinctions, resistance to educator’s progress orientations, and reproduction of action entertainment idioms associated with hedonistic junk culture. Even if they are not writing curriculum standards, programming software, or rendering graphics—the more obvious goals of a child-centered constructionist agenda—they are still “learning” and participating in the production of technocultural effects. As interaction-based studies of schooling have documented, in their everyday acts of both “succeeding” and “failing” to achieve adult goals, children are part of the production of social order (Varenne and McDermott 1998). Children do not simply reproduce (or fail to reproduce) culture but constantly participate in its construction and remaking. In this framing, domestic consumption, consumption by the “weakest” members of society is not seen as mystification, nor as liberative consumptive choice, nor as creative appropriation, though these elements are not entirely absent. Rather, I see consumption or perhaps more appropriately, media engagement, as a political act, one highly constrained by structures of power and domination, but nonetheless a form of action, activism even that builds alliances and strengthens certain networks of relationships over others. I am borrowing from the insight of feminism, applied to childhood sociology, that has demanded that we politicize the personal. Mundane and everyday acts of domestic politics are highly consequential in the 27 larger social and cultural fabric. This insight enables us to see small acts of resistance, confrontation, and conflict in the domestic, consumptive, and private spheres as acts of political activism and engagement. As a growing body of work on children’s popular culture has shown, media consumption is one arena in which children can exercise some agency and are demonstrating growing political economic clout (Kline 1993; Seiter 1995; Jenkins 1998; Kinder 1999). By positing a sphere of consumptive micropolitics, I am not, however, suggesting that these micropolitics are dichotomous with “macropolitics” of production. As ethnographic studies of knowledge and commodity production have shown, production is also a site of highly personal micropoliticing (Yanagisako 1991; Fujimura 1992; Latour and Woolgar [1979]1986). These different analytic lenses—multimedia vernaculars and genres, cyborg habitus, and micropolitics of representation—are the organizing tropes and constructs that structure the narrative to follow. As chronicled in the following chapter, the fieldwork for this study is an uneven patchwork, a kind of detective-work that cobbles together a story based on serendipity as much as design. In many ways, the analytic framework presented is a hope for future study as much as a blueprint for the writing and analysis. The successes of this effort I see in suggesting these avenues of inquiry rather than in arriving at a seamless execution. After a chapter exploring fieldwork and methods for this study in Chapter 2, Chapter 3 looks at some of the material and interactional particularities of children’s software, giving an overview of how genres of children’s software, industry organization, and interactional qualities or organized. Chapters 4-6 form the body of the ethnographic material, tracing the three production-consumption cases along the multimedia genres of edutainment, entertainment, and authoring. Each of these chapters examines the development context, some of the product marketing, a software case, and interactional dynamics of play with software. The concluding chapter describes 28 some of the more recent developments in the industry, and summarizes the social and cultural shifts in relations between children and personal computing. 29 2 The Apparatus of Knowledge Production: Fieldsites, Fieldwork, Databases, and Data Analysis Anthropology has been grappling with methods for studying culture as it is distributed across wide-ranging networks of media, migration, and commodity capitalism. Recent calls for multi-sited ethnography (Martin 1994; Marcus 1995) anthropological attention to objects such as the state (Gupta and Ferguson 1992; Gupta 1995) commodities (Appadurai 1986; Miller 1997) mediascapes and technoscapes (Appadurai and Breckenridge 1988; Appadurai 1990; Fischer 1991) online communities (Escobar 1994; Marcus 1996), or large institutions (Nader [1969] 1972) have stressed the importance of reshaping anthropology to address ethnographic objects that are multi-sited and technologically-mediated. In defining my methods and area of study, I have taken the discipline’s growing interest in translocal objects as a starting point in working towards ethnographic engagement with social and cultural process distributed across networks of people, technology, and capital. While thus empowered by these calls to action, I have also struggled, in pursuing my doctoral study, in defining a series of concrete research practices that would count as my rite of passage into the discipline. My effort has been to construct a project that would hold onto the ethnographic commitment to understanding located details of everyday life, while also analyzing the production of childhood as a technologically-mediated and socially distributed enterprise. The data collection for this dissertation was conducted over a five-year period of shifting ethnographic subjectivity, moving from participant observation and videotaping of children’s play, to interviews with software developers, to excavation of textual materials about the children’s software industry. The bulk of the ethnographic fieldwork was conducted during a three-year period when I was a graduate student, fieldworker, research assistant, and project manager with the Fifth Dimension After-school Club (5thD) project, an educational reform effort involving over 25 different community, educational, and research institutions. The 5thD provided a set of sites where I could observe children’s social interactions with computer software. Subsequently, I embarked on study of the production and distribution contexts of children’s software as a doctoral student in anthropology. I was a mostly solo anthropologist in a “fieldsite” that was distributed across a network of retailers, software developers, and marketing venues. I interviewed people involved in the industry, played the games, attended conferences, and gathered a corpus of materials in the popular and business literatures. This dissertation is based on a heterogeneous body of data and methods, a multi-sited as well as multiply positioned apparatus of knowledge production. This chapter discusses issues regarding "new" multi-sited and technologized research by describing some of the particularities of my research processes in light of related theoretical concerns in the discipline. How can anthropological methods grapple with translocal, technological objects of study? What is enabling and disabling about using video and new information technologies to mediate the fieldwork and analysis for multi-sited ethnography? Finally, how can we understand and shape the contours of anthropological participation in late capitalist technosocial networks and translocal flows of 31 knowledge? This chapter is not an attempt to address, in a general way, methodological issues in technoscience, mass media , and translocal studies, and is oriented toward the particularities of this research project. After framing some of the current issues in the discipline around translocal, multi-sited ethnography, this chapter describes the research process, fieldsites, and research apparatus for the study. I trace how my “fieldsite” was actively constructed through the definition of my project and the tracing of empirical linkages between various parties. Further, the aspects of working in an interdisciplinary and activist stance with large educational and commercial institutions also reveal some of the problematics of "studying up" and doing ethnography "at home." Understanding New Forms of Anthropological Practice One of the most visible proponents of anthropology's move to translocal studies of media and commodities has been Arjun Appadurai, whose recent work has called for anthropological (and interdisciplinary) attention to "public culture.” Together with Carol Breckenridge, he describes public culture as a zone for looking at cosmopolitan cultural forms (1988). A focus on public culture foregrounds the global or translocal flow of media, commodities, information, and peoples, how culture and social life is being increasingly mediated and constituted by these processes in a way that deterritorializes and reterritorializes culture and society. The claim of Appadurai and Breckenridge, along with many others that are paying attention to translocal networks and relationality (eg., Harvey 1989; Anderson 1991; Jameson 1991; Clifford 1997; Gupta and Ferguson 1997; Marcus 1998; Ong 1999), is that new media and communications technology are reshaping how people relate to each other and constitute culture and communities. While culture and social life has always been an important translocal phenomenon, new media technologies, and 32 material and migratory flows, are making computationally mediated and distributed forms of relationality increasingly salient for many populations. Recent attention to multi-sited fieldwork has also arisen in conjunction with these efforts to produce anthropological knowledge about objects and phenomenon that are spatially distributed, whether they are network communities (Mynatt, Adler et al. 1997; Markham 1998; Cherny 1999; Hine 2000; Miller and Slater 2000), commodities (Appadurai 1986; Miller 1997) or certain tropes that are inflected differently in different locales (Martin 1994). Discussions of anthropological study of "new" ethnographic objects such as technology, commodities, and mass media tend to oscillate between the two poles of practical how-to discussions (more often than not, in informal collegial networks), and highly theoretical discussions of ways of thinking about new kinds of anthropological objects. The hope in this chapter is to address the gap between these two poles, between the practical, but often personalized and theoretically anemic how-to discussions, and the broadly programmatic statements about how anthropology and anthropological objects should be theorized, defined, and reshaped. While "current" forms of anthropological theory have been constantly articulated and rearticulated through programmatic works of various kinds (eg., Hymes [1969] 1972), reflection on actual anthropological practice of these forms of "cosmopolitan" ethnography is relatively sparse ( some exceptions are Martin 1994; Marcus 1998; Nader [1969] 1972). What is relatively absent is an ethnographic view into how anthropologists working in these new areas do their day to day work, a view that both provides practical models for how to do the work. In his review of "the emergence of multi-sited ethnography" in the 1995 Annual Review of Anthropology, George Marcus provides one of the few reviews of methods for "new" multi-sited ethnography. He suggests that multi-sited ethnography is being articulated as part of the shift in understanding global/local relations. Rather than constructing the anthropological project as intensive attention to a local site, contextualized by an understanding of the “world system” 33 in which the locality is embedded, multi-sited research draws different boundaries around the object of anthropological scrutiny. Marcus proposes that multi-sited approaches are based on "tracking" certain phenomenon across multiple sites, rather than relying on spatial localization to define the object of study. He describes these tracking strategies as: follow the people, follow the thing, follow the metaphor, follow the plot, story or allegory, follow the life or biography, or follow the conflict. He also suggests that certain "strategically situated single-site ethnographies" might count as multi-sited ethnography depending on how they describe and theorize the relation to the world system (Marcus 1995). While recognizing my research in Marcus' programmatic statement, particularly in terms of the "follow the thing" model of research, my concerns have been more pragmatic and problem driven than driven by the theoretical concerns around global/local (or system/lifeworld) relations. I agree with, and this work has been crucially informed by, the sentiment and theoretical commitment to looking at locality as a particular kind of production, rather than a naturalized ground for anthropological research. At the same time, I feel this theoretical position is symptomatic rather than defining of (at least some) new models for multi-sited study. I do not believe that multi-sited study is the necessary answer to the identity problems of the discipline, nor necessarily a more theoretically robust way of defining an object of study. Questions such as the relation between lifeworld and system are empirical as well as theoretical. When trying to answer questions about how people participate in computer networked communities or relate to commodity forms circulated to multiple, atomized sites, research is appropriately designed according to a multi-sited model and a theoretical frame that sees the production of locality as a complex technosocial and capitalist achievement. On the other hand, other kinds of social groupings, defined by spatially bounded practices and face-to-face interaction, can certainly be (and perhaps should be) informed by a world systems perspective, but are not necessarily best understood by a multi-sited model. 34 Graduate students being newly inducted into the practices of fieldwork and research design, who are working in new fields of inquiry such as translocal, technoscience, or media studies, are in a position of having to read into and glean from broad theoretical statements how the work actually is to get done. While programmatic statements are empowering, the focus on high theoretical stakes rather than reflection on the particularities of practice galvanizes graduate students for conducting new forms of ethnography, but provides few practical, material, and institutional resources for getting this kind of work done. While the standard graduate curriculum in anthropology does provide lessons and practicums in such matters as research ethics, conducting interviews, or writing fieldnotes, these methodological concerns are generally keyed toward a certain model of anthropological research, where it is assumed that the scholar will be working alone, at a single site somewhat distant (socially and/or spatially) from the audience of the writing, and in face-to-face relations with research subjects. While the celebration of new forms of ethnography has continued apace in prominent journals in the field, this discussion is yet to be well integrated into the more everyday institutions and practices that produce and reproduce anthropological knowledge. Many models for and articulations of the practical work and methods for working in large institutions, across distributed communities, and in relation to new technologies, have been put forth by "applied" fields that are often marginal to theory-building in the discipline. For example, anthropologists working in educational settings have always had to justify and articulate their methods to make their practices intelligible and legitimate to mainstream educational research, dominated by experimental methods and entrenched, conservative institutions. Further, because educational research is often conducted in the context of large collaborative research projects, the apparatus of knowledge production is more socially distributed and more visible. Those of us working in these contexts cannot take for granted either an audience already cognizant of ethnographic processes, or methods that are about individual travel to a remote 35 locale. Ethnographic studies of educational institutions are one site where anthropologists are developing methods for distributed work and the study of cosmopolitan institutions, as well as becoming more articulate about these methods. One example from my own experience is the Middle School Math through Applications project at IRL, headed by Shelley Goldman, where I interned during my first two years of graduate school. This project, like the 5thD project, is a multi-year, multi-million dollar project, and involved a large research team and ethnographic study of many schools using a new mathematics curriculum (Goldman 1996). Part of the ethnographic process in this context meant managing the flow of fieldwork across a large number of school sites and we often had meetings and workshops about how to manage large projects and collaborative data collection. IRL, in collaboration with the Xerox Palo Alto Research Center, worked to adapt ethnomethodological video analysis for use in settings of educational reform and technology development. In these interdisciplinary contexts where ethnographers need to persuade policy and technology-makers, video has proven an effective tool for arguing for the empirical validity of ethnographic observation and for making “the field” visible to others (Suchman and Trigg 1991; Jordon and Henderson 1993). IRL was the institutional home for many of the methods for multi-sited study that were used for this dissertation, such as the use of video to capture human-computer interaction, and the use of computer network and database technology to coordinate a large research team. Participation in projects at IRL and in industrial contexts has sensitized me to the positioning of ethnography “at home” that is entangled with efforts for social change, whether they are positioned as educational reform projects or technology development. In my case, multi-sited study is motivated not by a concern to challenge and reformulate anthropological knowledge, bur rather by a concern about social changes in children’s social lives and media environments. Children’s lives are being structured and influenced by forces that are beyond the 36 boundaries of face-to-face interaction and community as socialization happens as an interaction between “local” institutions such as school and family and “translocal” institutions such as media and commodity industries. My goal has been to understand the nature of these linkages to and to consider interventions that take into account not just one local site of interaction (contexts of play, design of technology, business models), but the interaction between these different sites. Important studies and interventions have focused on local contexts of consumption and how teachers and parents can control and make the most of media. I have felt, however, that it is important to address more holistically how products are created and distributed in relation to how they are bought and engaged with, to look systemically at how technology comes to take the form that it does, rather than see it as a black-boxed force that “impacts” our families from the outside. To borrow from Gupta and Ferguson, I see my political task not as one of “’sharing’ knowledge with those who lack it, but as forging links between different knowledges that are possible from different locations and tracing lines of possible alliance and common purpose between them” (1997: 39). My position also aligns with that of Gupta and Ferguson when they describe “the self-conscious shifting of social and geographic location” as an ethnographic strategy for acquiring new perspectives (1997: 38). I have alternated between the subjectivity of fieldworker, parent, technology designer, project manager, and educational reformer in the process of traveling to different field locations. The multi-sited and translocal nature of this study has meant negotiating access to the “subaltern other” of children as well as the worlds of technology developers and educational reformers, worlds that I am personally and professionally identified with. My subjectivity as an ethnographer has revolved around linking my presence to a set of discourses not commonly mobilized in the given context. Among kids, this meant being a grown-up that knew something about the inner workings of games and the people that made them. Among technology developers, this meant knowing something about what 37 kids did with their products. Among educational reformers, this meant my unconventional interest in commodity capitalism as a factor shaping children’s learning. The ethnographic innovation of this work is less in describing the unfamiliar but in tracing unconventional linkages between familiar but dispersed objects, in describing how acts of play and consumption are related to the structure of technology development and distribution. In contrast to contextualization in a geographic area, Marcus has argued that within a multi-sited research imaginary, tracing and describing the connections and relationships among sites previously thought to be incommensurate is ethnography’s way of making arguments and providing its own contexts of significance (1998: 14). Marcus, in a separate paper, has described the “shared imagination” between ethnographer and informant that applies in the traditional ethnographic encounter as well as in settings where the ethnographer may be in a less powerful position or studying those that she identifies with socially and culturally. He calls this alternative to the narrative of entry and rapport “complicity,” which “rests in the acknowledged fascination between anthropologist and informant regarding the outside ‘world’ that the anthropologist is specifically materializing through the travels and trajectory of her multi-sited agenda” ([1997] 1998: 122). I don’t believe my informants and I shared fascination about an “outside world” as much as a shared sense of fascination in “our world,” or a “new world” of technology that is intimately connected to our everyday lives. Marcus’ statement speaks well, however, to the emergence of shared objects of fascination that my presence as an ethnographer invited. Children, educators, and technologists had a shared interest in the object of “computer games” but each social group was relatively inaccessible to one another. My involvement materialized the presences of these other invisible parties and I experienced the sense of translation across distance that I imagine is familiar to most cultural anthropologists. The difference, however, is that there is no separation between 38 “my” world of the “audience back home” and the “other” world of my research subjects, just different sites in which I found myself complicit, entangled, and at least partially identified. This entanglement and complicity is perhaps most evident in my involvement in the 5thD project, where I occupied dual positions of educational reformer and ethnographer of the project itself. I would like to turn now to a description of this project and the after-school sites where I observed children’s play. The Fifth Dimension Project In the summer of 1994, the Mellon and Russell Sage Foundations began funding a three-year project that would support the operation of the current 5thD sites, and would also fund three research projects to evaluate the program in different ways. I was brought in to participate as a research assistant in one of these three evaluation efforts, a research project run out of the Institute for Research on Learning (IRL), in collaboration with Stanford University (via professors and my advisors Ray McDermott, James Greeno, and Shelley Goldman). Together with collaborators at UC San Diego and Whittier College, our research charter was to produce an ethnographic account of the operations of the 5thD clubs, both at the level of video-based interaction analysis of the learning that happens at the clubs, and an institutional level of analysis that documents the overall workings of the 5thD consortium. Our ethnographic "process evaluation" was framed in contrast to the "cognitive outcomes" evaluation, which was based on pre-test post-test quantitative analyses of children's learning, and the "language and culture" evaluation that looked specifically at issues of bilingualism and ethnic and cultural diversity at the 5thD sites (Cole 1996; 1997). My research community has involved dozens of researchers and educators involved in this project, as well as my immediate research team of four faculty members, two other graduate students, researchers at IRL, a multiplicity of audio-visual and networked 39 computer equipment, and three or more undergraduate research assistants and data collectors.8 The project involved producing ethnographic knowledge about an aspect of American social life, as well as making visible the workings of a particular reform effort, in order to document and assess its efficacy. It has been a research effort that is both applied and directly entangled with the site of its application. I have functioned not as a distant scientific observer to the 5thD clubs, but as a concerned participant in constant interaction with the so-called "objects" of my research, who are also my colleagues, co-conspirators, playmates, and mentors. My dissertation research was conducted under the auspices of this large research project, in addition to independent dissertation support from the Spencer Foundation. Research for our project began in the summer of 1994, but the most concentrated period of data collection was during the 1995-96 school year. Most of 1994-95 was spent designing the data collection apparatus, and forming relationships and staff responsibilities that would enable work to happen across distributed sites. During the 95-96 school year, several research assistants, including myself, shot videotapes at three target sites in California for most days of operation. I functioned as the nomadic ethnographer, participating in one local site and traveling at a rate of approximately once per month between three other target sites, as well as sites in North Carolina, videotaping, interviewing, and participant observing. In addition to the video, interview data, and my own observations, the project also generates daily fieldnotes by undergraduates participating at the clubs, which they write as part of their coursework. These fieldnotes for the past four years are digitally databanked at UCSD, along with project archives spanning over ten years. The final project year was dedicated to data analysis and write up. 8Team members included: Ray McDermott, James Greeno, Michael Cole, Don Bremme, Shelley Goldman, Katherine Brown, Vanessa Gack, Dena Hysell, Natasha Royer, Joy Yang, Raquel Ramirez, and Alla Cherkassky, as well as many others at the Laboratory of Comparative Human Cognition at UC San Diego, the Institute for Research on Learning, Whittier College, and Appalachian State University. 40 The Fifth Dimension Sites The site that was most central to this research, and is also the oldest current 5thD site, is located at a Boys' and Girls' Club in Southern California. The club is located off a busy thoroughfare in a suburban neighborhood, and between three and four o'clock, when I would usually arrive at the club, kids are walking in from the school across the street, or are being driven in by parents or other caretakers, to spend their hours between the end of school and the end of the parental work day. The Boys' and Girls' Club is a "safe" place for kids to spend this two or more hour gap in their day. Upon entering the club during these hours, one is greeted by a cacophony of kids' voices as they mill about the central room of the club, which is occupied by pool tables, a few coin-op arcade games, fooseball, soda and candy machines, and some clusters of sofas. Adult staff circulate among the kids, playing with them, organizing activities, and occasionally acting as disciplinarians. At the far end of the main room is a door to the art room, filled with art supplies of various sorts, as well as computer parts from old Apple computers, and PCs that kids are allowed to tinker with during special workshops. Outside, on the other side of the building, are a basketball court and a pool. Off to one side is the door to the library and "educational" area of the club, which includes the room where the 5thD site is housed. One half of this educational area is occupied by bookshelves with reference books and round tables generally devoted to homework. On this side is also a small computer area that is not part of the 5thD club, with a PC connected to the World Wide Web, and some Mac Pluses for doing writing assignments. On the other side of the room, divided by a cubicle-like partition, is the 5thD. Tables rim the 5thD space, occupied by ten or more computers and a printer or two. One table off to the side also houses the folders for each 5thD citizen, tracking their progress through the games and other activities. This table also houses the maze, a wooden structure with miniature 41 rooms and doors, where kids move small objects that are called "cruddy creatures." As they progress in the activity system and master different games, they move their cruddy creatures through different rooms of the maze. A poster above the maze describes the "consequences chart" which dictates what games they can play in each room, and how to proceed from room to room. Play with commercial educational software dominates the activities at the site, but there are also rooms in the maze that propose playing board games, making a video, and other activities off the computer. When they complete all rooms of the maze they win the title of "Young Wizard's Assistant" and are able to play the high-end games at the site and are responsible for teaching others. When the 5thD is not in operation, a piece of posterboard closes off this area of the club. As 3:30 approaches, the time when the 5thD opens, a small proportion of the kids at the Boys’ and Girls’ Club begin to move from the basketball court and pool tables and start to mill around this area, attentive to the university undergraduates who are beginning to trickle in. The site coordinator is also starting to turn on the machines, get the maze organized, and check in on the undergraduates as they arrive. When the site opens, kids start pairing off with undergraduates, grab their folders, and eventually settle at a computer, while the site coordinator directs traffic. Things are chaotic and lively as kids and adults jostle around the computers, try to figure out what software is available on what machine, or who is working with whom. While some 5thD sites have a formal sign-up sheet to manage who gets to participate each day, at this site, participation is managed informally, and kids jostle for position at computers and with undergraduates. Some kids might also be writing email to other 5thD sites, or to the Wizard, the mythical entity that oversees the clubs, and sometimes also appears on a live computer-based chat. While some of the 5thD clubs do not allow free circulation between the 5thD and the Boys' and Girls' club at large, at this site, both kids and undergraduates will circulate between the 5thD and the library area, as well as other parts of the Boys' and Girls' Club. Often kids will stop by briefly to observe or intervene in other kids' play, or will get bored at a 42 particular game and decide to go play pool, or mingle with kids at other parts of the clubs. Kids might also decide that they would rather play a game with another friend, and undergraduates, left with no kids to pair up with, will play with each other, trying to learn a new game. There could be as few as three and as many as fifteen kids at the site. On a crowded day, latecomers will have to wait for their turn with an undergraduate and will often stand observing other kids play. The different 5thD sites are tied together by the use of similar technologies, curriculum, educational philosophy, and electronic communication between the different sites. Currently there are sites across California, associated with the University of California campuses and other colleges, as well as sites in North Carolina, Florida, Brazil, Sweden, Finland, and Denmark. Among the educational reformers and researchers, those participating in the different 5thDs are considered a "community" or at the very least a consortium of people jointly producing certain reform efforts. The educational reformers associated with the project communicate frequently over email, collaborate on developing activities and curriculum, see each other a few times a year at conferences or consortium meetings, and are generally cognizant of what is happening at different and remote 5thD sites. From the point of view of the kids and the undergraduates staffing the clubs, there is less communication between different 5thD sites, but they are still participating in a shared community in the sense that it is constructed by the distributed educational reform community and the use of similar educational software. The sites are thus related phenomenon, but not homogeneous; each 5thD site is shaped by the local context, and the same software is engaged with differently by different populations of kids and games. Some of the more salient differences across 5thD sites are whether they are English only or bilingual English/Spanish, whether they are affiliated with a research university or a small liberal arts college, whether the club is located at a community center or a school, what kinds of public or private funding feed into 43 the clubs, or regional variation depending on what part of the country or world the club is located in. This particular club caters to mostly middle-class mostly White, some Latino working parents that need an afterschool activity for their kids. In contrast to some of the other 5thD sites, many of the children attending the club have computers at home, so the site becomes an extension of home entertainment activities, and an opportunity to engage with these activities in a peer group. A small but highly visible group of technically-savvy older boys, aged 10-12, often dominate the higher-end machines at the club, exchanging tips and opinions about current games. Girls attend the club in somewhat lower numbers than boys. The dominance of the older boys group led to the institution of a one day a week “girls only” day for a brief period, where girls could play on the machines that they wanted without having to negotiate with the boys. Familiar gender dynamics are present in the male dominance of technology at the club, even as club operators attempt to intervene to increase girls’ representation. Less than a mile away, another site where I observed serves a predominantly working class Latino community. The 5thD operates in a trailer that it shares with a Head Start program, located on the property of a church. The children that attend this 5thD site come for this purpose alone, rather than to use other facilities as is the case at the Boys’ and Girls’ club. This site coordinator is a mother of one of the children, who speaks Spanish and little English. During 5thD operations, there is a lively mix of languages as English-speaking university students mingle with bilingual children and the occasional Spanish-speaking parent or community member. All the curricular materials are available in both English and Spanish. The space is cramped, with computers rimming each wall and a round central table for activities such as drawing and board games. Here there is a stronger presence of parents and families, as there are community ties through the church, and there have been active efforts to recruit parents to help staff the site. Older children may attend with their small siblings, and often there are children just starting kindergarten and learning to read. With the exception of 44 a few Spanish language games, most of the software and computers are similar to those at the Boys’ and Girls’ club, as are the curricular materials. In contrast to the Boys’ and Girls’ club site, however, most of the children at this club do not have access to computers at home, and their parents generally lack access to them at their workplaces. The site became an opportunity for kids as well as parents to engage with new technology to which they would otherwise have limited access (Vasquez, Pease-Alvarez et al. 1994). The third site that was the focus of my observations was one started in Menlo Park by myself, my advisor Ray McDermott, and other IRL staff.9 Our first session was in the fall of 1995, the second year of the project. This effort was motivated by my desire to have research subjects that I interacted with on a more regular basis, as well as by the spirit of community service, the hope to provide computer access to kids who would not normally have it. In alliance with the East Palo Alto Stanford Summer Academy (EPASSA), a summer camp run by Stanford University, we recruited middle-school kids from East Palo Alto and Redwood City to come to IRL on weekends and play with educational games and Internet technologies. The EPASSA staff helped us coordinate a meeting where the EPASSA families were invited to participate in the club, and where we explained our research. Of the fifteen or so families that attended the informational session, six became regular participants and occasionally brought their friends. All participating families were middle-class and working-class African Americans, with the exception of one Latino family. With the exception of the Latino boy who participated in the club, the kids did not have access to computers at home, and had limited exposure at school. Project members, plus a number of others hired on a temporary basis, staffed the club in lieu of the undergraduates that generally act as tutors at 5thD sites. Since we were also dealing with an older age group and had access to the high-end technology at IRL, we were able to experiment 9Ray McDermott, Anne Mathison, Shelley Goldman, Dena Hysell, Charla Baugh, Gary Geating, George Lopez, and Ingrid Seyer. 45 with more kinds of software and activities than other 5thD sites, including web page design and digital video production. Throughout the course of the 95-96 school year, we met weekly, with between three to seven kids, and most sessions were taped. As the year progressed, many of the kids would also appear at IRL during the week to make use of computers for homework and for fun. During the summer of 1996, the core members of the club ran their own summer program at IRL, working as teachers for kids enrolled in a special EPASSA elective. The kids from this local club are in many ways my primary informants, although they are not necessarily the ones most heavily represented in this dissertation. They are the kids that I not only observed through the video record, but also interacted with on an ongoing and regular basis as informants, interlocutors, and video gaming companions. Data Collection at the Fifth Dimension As project evaluators, our research team was interested in looking at activity across multiple 5thD sites. One of the first challenges for our team was to design ways of collecting data that enabled close analysis of activity at different sites, none of which were geographically local to most team members. For the implementors, the concern in looking across sites was to capture the diversity inherent in the 5thD consortium, and the ways in which the 5thD activity system has been adopted by different local communities. Sharing this concern, I was also interested in documenting how the games took on different roles at different sites, in order to understand both the commonalities and the diversities of kids' game play. The two primary challenges for data collection and management were first, how to document kid-computer interaction both locally and at remote locales, and second, how to manage a data collection and analysis process that was distributed across multiple sites. During the first year of the project, I worked with my advisors and others in the consortium to design the video apparatus and to position staff at the different 46 sites that would take charge of video collection. Throughout this process, the relation between IRL and the Laboratory of Comparative Human Cognition (LCHC) in San Diego was a complementary one. While the IRL team was formally an "outside evaluator," the aims of both sites were similar: to collect consistent and high-quality data of as many days of the 5thD and across as many sites as possible. IRL provided the technical expertise and specialized equipment for the project, and LCHC the knowledge about the operation of the clubs and local staff to help with the data collection and analysis process. Our primary focus was on three sites in Southern California, where undergraduates and other people already involved with the project were hired to shoot video during club operation. While we began our efforts at videotaping early in the first year of the grant, our efforts were initially only partially successful. Project members traveled frequently between Northern and Southern California to coordinate and train staff on video process, but it required a great deal of sustained work, both socially and technologically, to bridge the distance between IRL and Southern California (McDermott, Goldman et al. 1995). It was not until the second year of the project, when the video process was streamlined, the IRL team had a better sense of the workings of the 5thD, and Vanessa Gack joined the project to take charge of the Southern California video taping process, that we able to get consistent video for most days of club operation. The video configuration that we arrived at involved one video camera, a tripod, two microphones, a sound mixer, a tape deck, a scan converter, many Hi8 video tapes and cables, and much patience on the part of the videotaper who had to drive through traffic each day and set up the equipment, surrounded by a bevy of kids eager to begin playing on the computer. Sometimes the videotaper was myself. Mounted on a tripod and squeezed into a corner of the room behind or on one side of a computer, the video camera recorded the activity and people interacting with a computer. A wireless microphone, placed in front of the monitor or clipped onto a child's shirt, recorded sound for the video camera. A scan converter, stacked next to the computer, translated the computer monitor 47 input to NTSC video format, which was recorded by a Hi8 video deck, together with sound from another microphone, routed and amplified by a sound mixer. These two tapes, of the computer screen and of the interaction setting, were eventually edited together into a picture in picture format, where the online activity is juxtaposed with RL activity, so that the activity on and around the screen can be viewed in tandem (figure. 2.1). The kids at the site were initially amused by the video equipment and occasionally asked questions about it or hammed for the camera, but after a few weeks of taping, the video ethnographers and the equipment became an established and unremarkable part of the dense social and technological landscape. Midway through the project, we began to encounter difficulties in organizing the translocal flow of research data. Videotapes needed to be copied, edited together, and distributed to researchers in San Diego, North Carolina, Los Angeles and Palo Alto, and collated with other forms of data such as the fieldnotes, transcripts, and records of analysis done. Research assistant Dena Hysell at IRL functioned as the hub for this translocal flow of data. As tapes were shipped from different sites in Southern California, Hysell would enter them into the database, edit them together into a picture and picture format, make content logs and copies of the tapes, and mail them out to the various sites as needed. We eventually devised a database which was shared over the Internet and could be dynamically accessed and updated by all project participants. The database recorded the whereabouts of over five hundred videotapes and their copies, as well as the related fieldnotes, content logs, transcripts, and pointers to supplementary materials such as permission forms, games, and curriculum. Project members involved in data collection and analysis were given the password to the database, to create new records when new tape is shot, or upload and download transcripts, logs, notes, or other materials. We also made use of a computer server at IRL that allowed project members to share files over the Internet, as well as Internet video conferencing, constant email, and innumerable telephone calls, both one-on-one, and in speakerphone enabled 48 group meetings. Through the course of a year, our data was gradually disciplined by an often unwieldy social and technical network, transformed from an unruly set of happenings at computer clubs to a standardized series of integrations and juxtapositions in various storage media. FIGURE 2.1 PICTURE IN PICTURE FORMAT FOR VIEWING VIDEOTAPE SimCity 2000TM © 1993-94 Electronic Arts Inc. SimCity 2000 and SimCity are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All rights reserved. 49 Much of my access to fieldsites and research subjects has been mediated by the translocal flow of video and fieldnotes, and the data analysis also reflects this fact. I worked as an ethnographer and participant observer at all of the sites, interviewing staff, undergraduates, and students, chronicling my observations as I traveled across the sites. Yet the data that I collected first-hand is dwarfed by the immense data collection apparatus of the overall project. Fieldnotes are generated by each undergraduate and staff member at every site, every day of operation, constituting an observational record of thousands of fieldnotes from multiple perspectives. The video record is also much more comprehensive than one I could achieve as a lone fieldworker, and much of my "participant observation" time involved viewing and reviewing of videotape and playing the computer games that my research subjects play. The video record and undergraduate fieldnotes provide me with an intimate yet voyeuristic relation to kids and undergraduates that I may never meet in person. Often when encountering these subjects during field visits, I am struck with a kind of media fan mentality, finally meeting in the flesh the vivid personalities that I had known only through a TV monitor, a silent but avid witness to their daily lives as captured on video. My experiences of the first half of this three-year project revolved around my multiple identities as technical support staff, project coordinator, informal personnel manager, nomadic ethnographer, and a student and junior member of a large research and reform team. The analysis and write-up of this work in the final year of the project was also a highly distributed, technologically-enhanced, and collaborative enterprise. The database, implemented in Claris Filemaker Pro, enables searches through the video and fieldnote records according to any database field, including site, games played, people involved, videotaper, transcripts, content logs, fieldnotes, and analysis completed. The collaborative aspect of the project, which involved many researchers and research assistants viewing tape, and making logs, transcripts, and fieldnotes, not to mention my various advisors who are also 50 project members, was immensely enabling for my analysis and writing process. Data, insights, and data analysis were shared on an ongoing basis by project members and the three primary graduate research assistants on the project (Vanessa Gack, Katherine Brown, and myself) took leadership on different pieces of the work. During the final phase of the project, we wrote monthly reports on our analysis process, which were discussed and shared between the evaluation team, including faculty advisors Ray McDermott, James Greeno, and Michael Cole. Tapes were viewed collaboratively throughout the project term and the yearly reports produced for the project involved extensive group meetings and editing, and emailing of documents between Northern and Southern California. The dissertation for my education degree emerged as one product in of this broader research effort. Studying Ourselves The 5thD consortium is an influential reform project with a history spanning over ten years. Michael Cole, who runs one of the sites that I studied in Southern California, is the central organizing figure of this effort, though innumerable other researchers have been involved in the project through the years (Nicolopolou and Cole 1992; Engestrom 1993; Cole 1994; 1995; 1997). Since the late seventies, the 5thD clubs have evolved from a single experimental afterschool cooking club for kids, to the current state of the 5thD consortium as an international educational reform effort of over twenty sites that makes use of computers and telecommunications. The sites are funded through major grants by foundations such as Mellon and Russell Sage, governmental funding sources, universities, and a variety of efforts by local communities. Most recently, the 5thD clubs have spread across the University of California campuses, as a way of connecting the university with local communities. The university professors, graduate students, and other staff for the 5thD project hold joint identities as local implementers in close touch with the day to day operations of clubs and 51 community relations, and as researchers with a reformist voice in the educational research community. The 5thD clubs have become an increasingly influential reform effort through the strong backing by the educational research community, as well as support by the local communities in which the clubs are located. From the outset, the 5thD effort has combined theory and practice. The 5thD is based on a strain of psychological theory informed by the works of Lev Vygotsky (1987) and the school of Soviet psychology that he is associated with. In this view, learning is best understood and supported as a socially and culturally situated act of engaging with other people and artifacts rather than an act of individual knowledge acquisition. The 5thD philosophy draws in particular on Vygotsky’s theory of learning through the “zoped” or “’zone of proximal development’: the place at which a child’s empirically rich but disorganized spontaneous concepts ‘meet’ the systematicity and logic of adult reasoning” (Kozulin 1986). The 5thD activity system has been designed to enable zopeds where children and adults can engage in joint tasks with the computer. Undergraduates staffing the sites are concurrently taking a course in cultural psychology where they are exposed to sociocultural approaches to learning, and their work in the 5thD is framed as observational fieldwork. Methodologically, the 5thD is a version of action research. Research on the project feeds back immediately into the implementation effort, and the conduct of research itself is an educational process for undergraduates as well as children at the club. The 5thD is a laboratory for testing the theories of cultural psychology as well as a way of realizing them in practice. “Cultural psychology” in the vein of Cole and his collaborators (Cole 1997) found a common approach in anthropological approaches to learning and education, and has been a rich contact point between the disciplines of anthropology and developmental psychology (Lave 1988; Brown, Collins et al. 1989; Lave and Wenger 1991; Lave 1993; Cole, Engestrom et al. 1997). This interdisciplinary intersection of “sociocultural learning theory” takes a reformist stance toward mainstream American education’s psychologization and 52 individuation of learning and assessment, and consequent denial and exclusion of social and cultural factors in education (Lave 1988; Lave and Wenger 1991; Varenne and McDermott 1998). Ethnography becomes a method observing “cognition in the wild” (Hutchins 1995), and for accounting for factors that are systematically excluded from experimental psychology (McDermott, Gospodinoff et al. 1978). This line of research also challenges the Piagetian tradition dominant among many humanistic educators. While Piaget sees the engine of learning in the organic, individualized but universal developmental readiness of a child, sociocultural learning theory sees learning and development as a social act that varies across different cultural contexts. This intersection between cultural psychology and anthropology is my intellectual home in educational research. Studying the 5thD project has been a reflexive endeavor of examining my own theoretical and philosophical positions and of redesigning my interventions with children in response to my findings. The work of theory building “in the discipline” and cultural interpretation “of the subjects” are inseparable. A term such as “learning” is both a native and a theoretical category in my work. In our project evaluating the 5thD, our aim was to capture the details of interaction at the sites and analyze them in relation to the social and cultural structures of American life, and in turn to reevaluate our theories and practice. We arrived at an understanding of the 5thD clubs as a site of translation between different cultural codes, identities, and structuring institutions in children’s lives. In our report for the Mellon Foundation, we celebrated the intertwining of multiple competencies and the shifting, distributed, and negotiated power relations that operated in the Fifth Dimension. The 5thD mediates a social and cultural space between entertainment and education, a persistent opposition in American life in terms of how institutions are structured, as well as in terms of how people think about what kids do and know. The 5thD is a hybrid that incorporates elements of both entertainment (computer games, recreational life) and education (school-like subject matter, quasi-formal evaluation). At the institutional level, this is the fact of 53 the 5thD as an after-school program, occupying the space between the school day and home life. At the level of learning processes, this aspect manifests as the integration of play and learning. At the level of the game, this tension can be seen in efforts to make games both fun and skill inducing (Ito, McDermott et al. 1997). We also characterized the Fifth Dimension as socially heterogeneous and relatively non-hierarchical. One goal of the project is to muddy the age-based hierarchy of knowledge, and computers become a tool toward this end. Participants of different ages and with different competencies are encouraged to work collaboratively on shared tasks. Kids often have greater mastery over technology than the adults and sometimes, for bilingual children, language. They are allowed to negotiate and set the agenda within the flexible parameters of the activity system. Progress and assessment is internal to the system, and not consequential, in sorting and labeling terms, for their school or home lives. There is also a mythical entity called “The Wizard” that the children are asked to write to via email to mediate conflicts and disputes, thus displacing some of the disciplining work from the adults that staff the site. The undergraduates are encouraged to occupy a position between that of researcher and child. “They are like researchers in being ‘big people’ who come from the university. They are like children in that they are still in school, still being graded, and still struggling with adult authority” (Cole 1997). The educational philosophy behind the 5thD is one that is distinctive, resulting in a “laboratory” setting for observing children that differs from the more common contexts of play in schools and homes. It would be a mistake, however, to see this laboratory as cut off from mainstream social and cultural logics of American life. The 5thD is a participant in the high-stakes cultural battles about children’s education and socialization and the role of technology, arguing against essentialist psychological versions of learning and advocating for education and technology use that recognizes social, cultural, and political factors as vital components of learning. It also grows out of the structural features of American 54 life in which the overlapping space between school and home, play and learning, is taking an increasingly central role. The growth of certain alternative school movements, humanistic education, and efforts such as the 5thD, reflect a critical view of mainstream education held by a particular cut of progressive American society. Those aligned with these educational alternatives see school as excessively focused on standardized achievement measures, a place concerned more with sorting and assessment than authentic and effective learning. In a related vein, the child-centered philosophy of family, where kids are given a degree of freedom in setting the agenda and pursuing their pleasures is a powerful alternative voice in the discourse of child rearing. The ideal of “authentic” and active learning, where the child is a willing and active participant, is a child-centered approach that spans some Piagetian developmental frameworks, sociocultural learning theory, as well as progressive parenting. In contrast to disciplinarian and behaviorist approaches where learning is a bitter pill to be swallowed under threat of punishment or promise of reward, these approaches work to make the process of learning enjoyable and under the control of the learner. This kind of child-centered approach to learning defines a growing orthodoxy within educated middle-class America, an orthodoxy to which I subscribe to in both my personal and professional life. While distinctive in arguing against the biological essentialism of developmental models, the 5thD is located within these growing sets of efforts to wed pleasure and learning, and to challenge the traditional power hierarchy between child and adult. The software used in the 5thD is also part of this shared social and cultural formation. The mix of academic content and entertainment form of commercial multimedia software has affinities with the educational philosophy of the 5thD project, and is another site in which the move towards child-centered education is being defined. This is one example of how the links between production and consumption happen across a wide range of social locations that are tied together not only by the literal circulation of commodities, but by a shared imagination and social identity. 55 As a fieldsite, the 5thD could be considered engineered and somewhat distanced from the kinds of interactions one would find at homes or at schools. There is a stronger peer group influence than in the home, and there is an unconventional adult presence of undergraduate tutors and educational researchers. The 5thD provides more access to a greater variety of software products in the genres that I am investigating, where in the home, educational software more commonly plays second fiddle to action gaming products and television. The 5thD magnifies child interest in the educational genre of software, by creating a peer status economy around play that would otherwise gravitate towards mainstream action entertainment and television. The adult supervision also calls out the academic content embedded in the games, making the overall setting of the 5thD more attentive to educational concerns than most home contexts of play. Another difference is that many of the social distinctions that operate within unsupervised play contexts are erased. Girls are actively recruited to engage with the technology, and at many of the sites, computer access is given to children that don’t have computers at home. These peculiarities are enabling of ethnographic observation by providing a social context for play that is focused on the software at the center of my inquiry. Opportunities to observe interaction and talk around play by diverse populations are maximized, particularly the rare opportunity to observe children and adults engage jointly with software. Whether the interactions in the 5thD approximate what happens in the home is an empirical question that this work cannot fully answer. The peculiarities of the 5thD setting are significant, and color many of my cases. I do believe, however, that many of the interactions I describe are representative of play at home and other contexts of play, particularly those in which the child in the 5thD is playing independently at the computer and engaging with more entertainment-oriented content. These are connections and contexts to be pursued more extensively in future research. What this dissertation does investigate is how play in the distinctive and well- 56 researched context of the 5thD is part of logics of American life that extend far beyond the walls of the clubs. I note the gender, ethnic, and class backgrounds of my research subjects when they are known and relevant to the description, but these are not always the categories that I have found to be most salient in the context of my research. As an instance of action research that works to erase the significance of these categories in local practice, these categories are of course present, but somewhat muted in the actual examples of activity. For example, at the club that I ran, teenage African-American girls emerged as technology experts even as they found it difficult to gain access to their computer labs at school. They described a sense of alienation towards technology in the school context related to their identity as African-American women. Most significantly, the overall effort of the 5thD, as well as the effort to create learning software, can be located within the context of an academically-oriented, educated, middle-class, and activist elite that seeks to influence other sectors of society through outreach efforts like the 5thD, organization of alternative schooling, and production of socially-responsible consumer software. Thus the effort of the 5thD and children’s software development exhibits a particular politics and class identity that is an important object of analysis in this dissertation. In the chapters to follow, I analyze the interactions and children in the 5thD as distinctive and exemplary of certain cultural dynamics, rather than representative of all consumers of the software in question. Varenne and McDermott’s video-based analysis of how families dealt with homework is instructive in this respect. Our analysis is not based on replication. We do not ask whether these families did exactly the same thing every night. In fact, we are sure they did not. We ask instead how family members put together a school literacy event in the midst of a group involved in much else, including, that night, being videotaped (1998: 52). 57 The reflexive move is to see the engineering efforts of the 5thD as part of the fabric of life that the reform is designed to reweave. While educationally radical, the 5thD effort is a representative of the tensions in American life surrounding education and our visions of childhood. It is an exemplar of an influential countercultural but intellectually elite niche, distributed across linked but distanced social contexts, that works to alter the power relations between adult and child and to foster unalieanated learning experiences. The interactions in the 5thD, where children play on a voluntary basis, but with the gentle guidance of adults, is an ideal site for observing the social and cultural logic of “learning through play” in action, the same cultural logic that animates the software that this study also analyzes. As with many ethnographic endeavors, this dissertation is about a distinctive cultural niche, but one that is defined through an often diffuse set of linkages across various educational and technological interventions and a long-standing discourse of social and cultural reform. It is also one that is bracketed by hegemonic institutions of home and school and the broader structures of American life. Rather than defining my sample based on categories of co-location, “community,” or demographic categories (age, race, class, gender), this dissertation uses cultural genre to define the object of research. The cultural genres of “educative play” correlate with educational and class distinction, but cross-cut boundaries of age and gender, emerging as a cumulative effect of a wide range of institutions and technologies in domestic, industrial, and educational sectors of society. This dissertation takes one representative cut of this cultural genre, centered on the efforts of the 5thD project and the development of the learning software for children. 58 Making Connections Analysis Phase One My initial orientation in studying the 5thD phenomenon was to view it as a networked community that communicated electronically, and my research problem was how Internet communication happened between the sites. Early in my participation, I made frequent and largely unsuccessful attempts at implementing new networking technologies that would allow the researchers, kids, and undergraduates to communicate more frequently and effectively across the distributed sites. As my research progressed, it became clear that the relations between sites were not only about literal communication between people via email or any other communications technology, but also about engagement in similar activities at different sites. The kids rarely communicated directly with other participants at remote sites, but were still participating in a shared form of social life. The kids are participating in a shared social formation as kids at remote locales primarily in the sense of playing similar games and participating in a similar activity system. In short, I began to see the factors tying together the social group of the 5thD increasingly in terms of indirect relations mediated by common artifacts and the consortium of educational reformers. This recognition grew out of my growing interest in understanding the use of computer games at the clubs as a substantive element of the kinds of cultural and educational content that was being "taught" at the clubs. My focus began to shift from communications technology to media commodities. A focus on the games, as mediators and materializations of certain cultural categories and social relationships, began to structure a research focus that has resulted in this current study, which looks at how software commodities are constituting related domains of experience for kids across multiple and diverse localities. Clearly the games are not the only factors in producing or reproducing social life in the 5thD; other salient concerns of those working in this 59 consortium include community relations, undergraduate education, general computer literacy, bilingualism, and a host of other issues. These are all issues that the many researchers affiliated with the 5thD have addressed in various ways. The formal "evaluation" of the 5thD reform effort, which looks at these other aspects of the 5thD, is documented elsewhere as a collaborative effort with others in my research team (McDermott, Goldman et al. 1995; Ito, McDermott et al. 1997); this dissertation is a different cut on the 5thD material, focusing on my particular concerns in understanding the phenomenon of children’s software and the role of media in social life. My focus on software as an important part of the educational experience of the 5thD grew out of a sense of disjuncture between the activity system at the clubs designed by the educators, and the game content which is controlled by distanced apparatuses of game development and distribution. While project implementors are concerned with selecting good educational games for the clubs, and spend much time designing curriculum for the games to be played for maximum educational value, the actual content of the games is largely out of their control due to the nature of software development and distribution processes. Despite the fact that the games crucially define the content of the 5thD experience, they are an element of the clubs that is almost entirely defined by those outside of the immediate 5thD community. Much of the work of the local community is to reshape and appropriate those meanings that are coded into the games to fit local contingencies and educational goals. As I worked to define my research problem, this disjuncture appeared as an intriguing dynamic that is a pervasive feature of people's experience with mass media and commodities of various forms. Objects like computer games make their appearance at local sites of consumption as precoded artifacts designed by others who share some of the goals and cultural orientations of the users, but are structured by a different set of economic and political concerns. The production, distribution, and consumption of these objects are both about participating in locally meaningful practice, as 60 well as about engaging with a translocal social network, a quasi-virtual community that is constituted through the flow of commodities and translocal networks. It is this dynamic between physically localized communities and translocal communities mediated by mass media that began to delineate my object of research. My dissertation written for my degree in education was the result of a focus on how the games embed, structure, and are appropriated by the local practices of the 5thD; my object of study was not a particular 5thD club, nor the 5thD consortium per se, but rather the linked experiences across 5thD clubs as they are defined by the engagement with similar forms of mass media (Ito 1998). In that dissertation, I analyzed different games for their structural, technical, and content features and then looked at different interactional styles that kids exhibited in relation to the games. Both these genres and interactional styles partially make their way into this current dissertation as related to the multimedia genres and vernaculars presented here. The final analytic task of the education dissertation was to look in more detail at a particular child's engagement with a particular game, to understand the processes through which games were implicated in a child's learning, or in other terms, formation of subjectivity. I developed two case studies of kids’ engagement with two games that appear this dissertation as part of the production of multimedia genres. Drawing More Things Together: Representing Telepresent Others After ending my formal involvement with the 5thD research and filing my education dissertation, I embarked on a new research direction that focused on the relation between what I had observed at the 5thD and networks of software production and distribution. My orientation was decentered even further from the focus on cognitive development that characterizes most research about children’s software. Sociocultural learning theory had given me a set of tools for looking at cognition and learning as an act of social reproduction, a distributed 61 process contingent on social relations, cultural codes, and artifacts. I wanted to push this perspective even further to look at not only at consumption as a translocal formation, but also at the links between production and consumption. How were the children’s local interactions feeding back into the ways in which software was being produced and disseminated? These were the issues that motivated my study of the people and institutions that created and distribute software. For this effort, I was mostly on my own, a lone subjectivity that was jarring after the collaborative context of my earlier work. Further, in contrast to research among kids and my collegial network, I found myself in the position of studying up (Nader [1969] 1972). I had to negotiate access in the power-laden field of corporate America where I occupied a decisively low rung on the status hierarchy, trying often unsuccessfully to market anthropological insight as a valuable object to people busy in their professional lives, creating software and making business deals. The overlapping networks between educational research and educational software development worked to my advantage for my initial set of contacts. The academic context of educational technology research and the design and production of related consumer products are closely interrelated, involving an overlapping set of people, institutions, intellectual orientations, and publications. This later emerged as a key analytic dimension to my work, but was initially a practically enabling reality for gaining access to an elite community. I began by tapping my personal networks of people involved in children’s software for interviews. After getting a better grasp of this amorphous field, I started emailing others looking for interviews. Responses were highly mixed. People that were “complicit” in Marcus’ terms, who shared my educational or research orientation were, almost without exception, the people that responded favorably to my interview requests. These were people with backgrounds in education, intellectually-active designers, and socially-minded entrepreneurs. A small number of executives were willing to speak to me, but ended up being 62 prohibitively difficult to schedule. When I did speak to them, their discourse was so constrained by their role as corporate spokespeople, that it was a much less fruitful ethnographic encounter compared to my other interviews where I fell into easy rapport. I was able to speak to a few people involved in publishing and organizing events related to children’s software, who provided a welcome metaperspective to the industry. Marketing was the arena where I completely failed to make any inroads despite having contacts and despite repeated attempts. Probably this is the one group that I wasn’t able to enlist into a shared set of intellectual and political interests. I eventually arrived at nineteen formal interviews with people involved in the industry, and a series of informal conversations and observations conducted at trade shows and industry events. Most of the interviews were conducted in person in the greater San Francisco Bay Area. Four were conducted over the phone. In addition to the interviews, I conducted a literature review on children’s software and the industry. I looked at web sites with industry sales and distribution statistics. The publications and statistical reports sold at these sites were priced out of the range of a graduate student, but provided a trail of data crumbs for information-hungry researchers and potential clients. The web was also a source of industry PR materials and gossip in related bulletin boards. I found all the books and sourcebooks available on the topic of computer gaming and children’s software. In contrast to the mainstream entertainment industry of computer gaming, there are relatively few publications that deal specifically with the children’s genre, and much of the information I was able to find was on targeted web sites oriented towards technologically-savvy parents and teachers. Because I lacked access to much of the trade material, and because there were no prior historical studies of the industry, I had to construct history out of coverage in the popular media. The most time-consuming part of the textual review was a search for references to the industry in the New York Times and Wall Street Journal. With the help of two research assistants, I did a comprehensive search for the topics of children’s software and computer games, 63 and searches for all of the key corporations that I was tracking, from the beginning of the eighties to 2001 in these two publications. Although there are many gaps in the public record, I was able to gain an overview of the corporate players involved. I also reviewed the magazine Family PC for advertisements of children’s software over a period of a year and a half. The disjuncture between production and consumption is mirrored in my study by a methodological disjuncture between the detailed practice-oriented data of my consumption study and the more distanced and abstracted data on the production side. Ideally, I would have liked to have more practice-based material on production and distribution, participant observing among software developers and conducting observations at retailers of children’s software. The financial and temporal limits of doctoral study as well as the corporate boundaries of proprietary software development were, however, prohibitive for this approach and worked against symmetry between production and consumption. While a weakness in the study, this asymmetry is also representative of the asymmetries that characterize production and consumption of children’s software. The voice and influence of software developers is embodied in the software, and in certain authoritative discourses that travel through the mass media and official interviews with an ethnographer. Marketers’ voices appear in the ads that they create, and financial outcomes documented by industry statistics. Unlike producers and marketers, children’s voice and influence tends to lack representation in public culture other than as consumption statistics. While developers do make extensive use of focus groups and product testing to incorporate more qualitative dimensions of children’s experience in the design process, this kind of material is never released in the public domain. Children make their mark on the software in various ways, but there is little direct representation of children’s voice in the process of defining products. My consumption side work, documenting the actual voices and actions of kids, thus works against a representational imbalance in public culture at large. 64 One last group of actors needs to be mentioned. As I was completing my interviews with software developers, the absence of parent voices and contextual information about homes in my material emerged as a gap. While the 5thD was immensely enabling in providing a context where I could observe informal interactions around computers, as an afterschool care setting, the context systematically excluded parental involvement and information about children’s lives at home and at school. The lack of attention to parenting discourse and practice, and lack of access to contextual features of the home have narrowed the focus of this work to a study of certain alternatives to mainstream education and consumption rather than a generalized statement on software consumption. In order to get a feel for some of the missing context, I did scan parenting newsgroups and web sites to see how parents viewed software for their children in relation to other media types and other play activities. Web communities such as ivillage.com and parentsoup.com provided easy access to some of these conversations. In addition, I conducted interviews with seven parents, discussing the issues that they grapple with in terms of software use in the home. This aspect of my research is cursory, but did sensitize me to some of the concerns and strategies that parents have around their children’s media and software engagement. These interviews also provided a picture for the differences and similarities between the home context and the 5thD that I outlined earlier in this chapter. I am currently engaged in an entirely new fieldwork project that looks at media consumption in the home, a site that is more broadly representative of children’s media consumption. Upon arriving at this heterogeneous body of material, I was left with the task of drawing it together into a shared analytic and representational framework, of describing links between production, distribution, and consumption that are multi-directional and structuring of widely spreading social, cultural, technological, and psychological effects. This was a daunting task. It is well and good to gather a wide range of materials based on a market segment and media genre, but it is quite another thing to document the relation between these 65 materials as a theoretical and analytic effect. Unlike traditional single-site ethnography, the interpersonal and material relationships between these different actors needs to be demonstrated rather than assumed. This was not the “highly overdetermined setting for the discovery of difference” that characterized the traditional anthropological fieldsite as critiqued by Gupta and Ferguson (1997: 5). By picking a spatially distributed field, I was grappling with a disconcertingly underdetermined setting, where I had to construct a framework for describing social and cultural difference in a context generally characterized by globalizing effects and erasure of difference. How to even begin to theorize cultural change and social negotiations when it is unclear whom and where the players are and what the field of affiliations are? I was looking for a description that differed from the documentation of economic effects chronicled in the financial media and the documentation of psychological effects chronicled in educational research, one that took a holistic anthropological approach to psychology, culture and society, and applied it to a spatially distributed object. The financial literature traces linkages based on the flow of money irrespective of cultural content; in the educational literature it is the flow of images and concepts disembodied from material relations. I was looking for a series of linkages that were both material and semiotic, that tied together these two domains through the specific technologies and relations of multimediacapitalism. Economic, cultural, and social outcomes are intertwined in the battles over what kinds of content counts as educational, enjoyable, high or low status, or worthy of spending money on. A game that teaches math becomes a pervasive social and cultural fact because it encodes knowledge considered culturally valuable, materializes a successful distribution model, caters to status and achievement anxieties of parents, and contains content that enlists children through pop cultural markers of pleasure and play. The dissertation was eventually organized by genre, as an analytic category that united the social, cultural, and material. I began with the categories of education, entertainment, and hacking that emerged from my material, and followed them across the 66 different institutional contexts of production, distribution and consumption. By organizing instances of play along these categories, I arrived at the concept of multimedia genre that united production and consumption, technology and practice. These media genres reflect a form of symbolic cultural analysis that has been foundational to my training as a cultural anthropologist. The cultural forms under question are not, however, delimited by a physical locality and face-to-face social group, but located and defined based on embodiment in media technologies as they travel across networks of media producers, distributors and consumers. After scrambling, rescrambling, slicing and dicing my material innumerable times, I saw a series of organizing themes emerging which eventually coalesced into the threads of edutainment, entertainment, and authoring, categories which may seem self-evident in retrospect, but were decidedly not in the midst of analysis. These genre categories provided a representational framework for drawing together a heterogeneous corpus of data and a theoretical framework for looking at the relations between production and consumption, the local and global which cut across these divides through integrated ethnographic description. Defining my focus as a set of progressive and often reform-minded cultural genres has clarified the structural characteristics of my focal population and my own research identity as a particular brand of educational activist. While the kids at the clubs and the families purchasing learning software do not necessarily subscribe to this orientation or social position, engagements in the 5thD and play with software draw them into the purview of this educative and activist impulse. Through a five-year research path, I found myself at last grasping the contours of my “fieldsite” and “people,” a location and identity both familiar and strange. 67 Conclusions At the end of my multi-sited journey through sites of play, debates on educational practice, and offices in silicone valley, I have found myself confronting my own assumptions about what is good for children, the role of the intellectual, and the activist impulse. This is a reflexive recognition that has arisen less out of the politics of representation and writing, than out of day-to-day and practical collaboration in an interdisciplinary set of efforts to design technology and learning environments. The contingencies of doing fieldwork in the context of educational reform, and of gaining access to an elite set of cultural producers, has meant that social and cultural identification and practical complicity and collaboration were defining dimensions of this research. I have arrived at an object of research that is centered on the efforts of people “like me” in a variety of settings trying to both listen to what children have to say and do what is best for them. This dissertation participates in strategic and prescriptive discourses about childhood, working to denaturalize many mainstream versions of learning and agency, but also creating new discourses that materialize through large educational reform projects and technology design. The chapters to follow do not focus on description of educational reform and the dilemmas of concerned adults like myself, though this is a defining backstory to the narrative. Instead, I seek to trace often invisible but important linkages between my own subjectivity as intellectual and educator to the actions and concerns of children and the logic of commodity capitalism. Tracing these linkages is a process of confronting “our” often unacknowledged complicity with domains that are experientially distant, as well as a process of defining a new kind of translocal ethnographic object. This is not about a scaling up, a shift from local to global or micro to macro. Rather, I see my “fieldsite” as a set of linked particularities, a cluster of spatially distributed interactions related to each other through shared forms of technosociality. Looking across multiple sites does not mean that these sites somehow resolve into a vision of global or translocal 68 process, but rather they point to new kinds of social boundaries and forms of local experience that are embedded in different kinds of technosocial networks. The kids who play computer games, game developers, and my own distributed research network, are all implicated in materialized discourses about how we can alter the nature of childhood, learning, and experience. This chapter is presented as one voice in the debate on research positions and practices for a multi-sited ethnography and the anthropological study of translocal objects, one that argues for responsible engagement, reflexive technosocial practice, and ongoing conversation both within the discipline and at the many sites through which anthropologists might travel. 69 3 Understanding Interactive Multimedia: Narrative, Technical, and Interactive Encodings In his influential essay on film and the mechanical reproduction of art, Walter Benjamin ([1955] 1968) sketches some of the broad changes wrought in art and representation, as a result of technologies of mechanical reproduction. He discusses how the proliferation of copies and mass production of works of art creates different experiences in both production and artistic experience. For example, he notes how these new forms of media create a sense of closeness to likenesses, the ability to possess art through its replication, while, at the same time, losing the uniqueness or "aura" of a particular art object, its singular location in history and space. In particular, he discusses the technical apparatus of film as epitomizing these changes in the experience of art and media. Film, with its multiple layers of technical mediation, coupled with an illusion of immediacy, embodies the most spectacular features of new media, the ability to reproduce technologized simulations of reality and distribute them widely. Benjamin's work points out how the production of reality is being increasingly technologized in ways that also render invisible the very apparatuses of their production. "The painter maintains in his work a natural distance from reality, the cameraman penetrates deeply in its web” (233). With the advent of techniques of advanced simulation and digital reproduction, we are encountering a situation, similar to Benjamin's half a century ago, when the mode of production and reproduction of media is undergoing substantial technical innovation. As new and rapidly changing media technologies, computer games have not been subject to the depth and range of analytic scrutiny as other forms of media. Additionally, any analysis of game content is complicated by the hybrid anatomy of computer software, which includes multiple forms of media, different layers of technical mediation, as well as interactive qualities. Existing theories of mass media and narrative need to be adapted and extended through a focus on both the technological strata and the interactive qualities of the medium. While non-interactive media are appropriately studied by a model of consumption as "reception," interactive and network media tend to embody more communicative aspects of media consumption. For example, fan communities of TV series such as Star Trek constitute a quasi-virtual community that reshapes the meanings of the mass media text, through fan zines, fan conventions, fan-tofan and fan-to-producer communication, Internet newsgroups and the like (Penley 1991; Jenkins 1992). With computer gaming communities, similar processes are at work, but players also have an opportunity to reconfigure the actual software of the game through various plug-in features and user authoring capabilities. The advent of networked gaming and Internet based software distribution further compresses the distance between members of gaming communities, and expands the flexibility of use and local appropriation. I am not suggesting a radical break with earlier forms of media, but rather a difference in inflection, where a notion of "reception" begins to shade into notions of "use," user authoring, and "community building." The interactive aspects of computational media foreground the active, creative, and productive aspects of media engagement. Engagement with these forms of media are defined by the interaction between the flexible and situationally responsive human response and the pre-programmed and relatively inflexible responses of the machine. 71 Interactive media also foreground the importance of understanding the technical and material substrate of mass media, since the technologies animating the media content are constantly under flux, and are substantively engaged with by consumers. Unlike books, TV, or film, the narrative content of interactive media are not embedded into a stable material technology that is relatively transparent to an established user. With computer games, the work to decode and master use of the technical substrate is an important and substantive part of the player experience. In this context, media reception needs to be theorized not only as engagement with narrative encodings, but also with technical encodings, machine language, and changing forms of hardware and software capabilities. The interaction that occurs between a child and a piece of computer code is a new kind of ethnographic object, which differs in many important ways from interpersonal interaction and interaction with other forms of media. Not only must ethnographic attention be trained to the particular rhythms of human-computer interaction, it must also pay attention to the design and symbolic content of the computer's "voice," as it is packaged and distributed through the software commodity. Consumer software has been designed to imitate situationally responsive aspects of human interaction, while at the same time partially replicating other kinds of media that concretize culture in a relatively inflexible way.10 Thus study of human-computer interaction must poach from frameworks derived from cultural studies of media (looking at how meanings are packaged into texts that travel) and human interaction studies (looking at how meaning is constituted through interaction). This chapter begins by defining the technical objects of this research. Then I look closely at one case of an adult and a child’s play to explicate the dynamics of human-machine interaction with a computer game. The first appendix of this dissertation provides further background material on the anatomy of computers games in terms of their narrative, technical, and 10By this, I am not referring to interpretive inflexibility on the part of viewers, but rather the fact that users cannot easily reconfigure the texts themselves, or design customized pathways through the representations. 72 interactive features. The questions being asked in this chapter are: What are interactive multimedia and children’s software? How do they differ from previous forms of media? What kinds of interactions and engagements do they afford? Definitions: Interactive Multimedia and Children’s Software In the days of punch cards and batch processing, computers were not considered “interactive” technologies. Users in the early years of computing had to laboriously punch holes into manila cards and feed them through an enormous machine, and then await the results. The application of the descriptor "interactive" to computing was originally as a contrast to this kind of batch processing computing; "interactive computing" was a term coined in the late fifties to refer to real-time control of a computer, where the user could type in commands and get immediate feedback (Suchman 1987: 10-11; Levy 1994: 29). In her discussion of human-machine interaction, Lucy Suchman suggests that, in addition to referring to real-time aspects of computing, a notion of interactivity also points to the ways in which social and intentional descriptors are being used to describe computational action: A more profound basis for the relative sociability of computer-based artifacts, however, is the fact that the means for controlling computerized machines and the behavior that results are increasingly linguistic, rather than mechanistic. That is to say, machine operation becomes less a matter of pushing buttons or pulling levers with some physical result, and more a matter of specifying operations and assessing their effects through the use of a common language. With or without machine intelligence, this fact has contributed to the tendency of designers, in describing what goes on between people and machines, to employ terms borrowed from the description of human interaction—dialog, conversation, and so forth: terms that carry a largely unarticulated collection of intuitions about properties common to human communication and the use of computer-based machines (1987: 11) 73 The term "interactive media" embeds within it certain assumptions and associations that link computers to human-like qualities such as intelligence, responsiveness, and sentience. These issues have been explored extensively in Sherry Turkle's book (1984), The Second Self, in her discussion of how computers are "evocative objects" that invite reflection on the nature of human mind. More recently, Turkle (1995) has written about people’s engagement on the Internet and the multiplicity of identities afforded through these practices. The computer has become a vehicle for a wide range of styles of engagement, but foundational is this notion of "interactivity," which creates associations between computer and interpersonal interaction and communication, and which differentiates the capabilities of interactive computational media from other media forms. The term "interactive media," in contrast to "interactive computing," is of uncertain origins, but surfaced around the mid eighties when terms such as "multimedia" and "virtual reality" became part of American parlance. Interactive media is a term that contrasts specifically with non-interactive or static media such as television or books, highlighting the ways in which computation allows for user input in an immediately responsive way. More current and more specific than interactive computing in general, interactive media connotes computation in the specific form of mass media commodity, spanning the range from singular artistic pieces to World Wide Web (WWW) pages to shrink-wrapped CD-ROMs. In theory, interactive media are not necessarily computational; some art installations deemed "interactive" are mechanical rather than computational, but all include the quality of real-time machine responsiveness. In common usage, interactive media refers, then, to computationally-based mass media products. Other terms that refer to similar objects are "new media," "multimedia," or "digital media," foregrounding novelty, multiple forms of representation, and computation respectively. "New media" is the term used perhaps most generally and in a relatively non-specific way to refer to the use of computation in mass media settings. "Multimedia" specifically refers to combinations of text, graphics, 74 video and sound in computational media. The term came into popular parlance with the advent of CD-ROM technology that enabled personal computers to display graphics and sounds in an interactive format. Digital media, like new media, tends to be fairly generally utilized, but is commonly applied to digital art, particularly digital photography and computer graphics. Uses of "new media" tend to cluster in the entertainment industry, functioning as a contrast to earlier entertainment forms. The use of "multimedia" tends to cluster in computer interface design circles, as a particular design direction, and "digital media" tends to be used in artistic circles to stand in for the informatting of artistic processes, in contrast to analog forms. In contrast to these other terms, "interactive media" or “interactive multimedia” refers more specifically to "new" "digital" and "multi" forms of media that allow for a high degree of user control, in a mass media form. While computer animation, digital photography, and digital music are all forms of new and digital media, they are not interactive media unless they are packaged in forms that are responsive to user control or input. The term "media" serves to distinguish between other forms of interactive software such as word processors and spreadsheets, which are interactive and support user authoring, but do not carry explicit narrative content. In short "interactive multimedia" is a term that draws together mass produced content (media) and user-oriented, computer enabled responsiveness (interaction). Analytically, a series of characteristics can distinguish this new media form from earlier forms such as painting, literature, film, and television. Interactive media have a constellation of characteristics which, taken together, define and distinguish them from other forms of media and which delineate important analytic parameters for understanding their significance: • First, interactive media involve real-time interaction. This is the quality that refers to the original usage of "interactive computing" as real-time computer response. While other forms of media are considered interactive in the sense that one can pause a video, skim a book, or interpret any text in multiple 75 ways, digital media radically expand the range of different interactional possibilities, and customize them to more specific user inputs. A user not only performs actions on the text, but also expects specific machine responses to these inputs. This is the quality that invites, as Suchman has pointed out, analogizing with human interaction, regardless of whether an artificial intelligence is involved or not. Consumers of interactive media become characterized as users or players rather than audiences, thus foregrounding the active aspects of media consumption. User input and types of interactivity can range from simple selection at forks in a branching narrative, to substantive authoring functions which allow a player to design or tinker with a virtual environment or their own on-screen identity. • Another salient feature of interactive media are their non-linear narratives. While many interactive media such as games and hypertext have narrative, in the sense of described sequences of action, they differ from other narrative media, such as film and literature, in that they are not designed to be experienced in a linear sequence. Even games created with a somewhat linear narrative logic, such as adventure games with a clear beginning and an end, provide opportunities for exploration and backtracking not predetermined by the game design. The narrative structure of interactive media is more often zig-zagging, repetitive, random access, or circular as it is linear. • Finally, interactive media, like most computational forms, are based on multiple layers of semiotic and technical mediation, the most obvious being distinctions between hardware, user interface and different layers of software. This layering enables different levels of interaction and user involvement. For example, certain games allow players to delve beyond the generic interface and actually program different game levels, objects, and characters. The layers of computer code thus correspond to a range of positions between production and use; while a media producer still encodes the dominant 76 content of the game, users may have opportunities not only to interact with this content, but to reprogram it or add their own content into the game by designing weapons, characters, or buildings. This is in contrast to traditional forms of media that have a relatively clear binary distinction between production and consumption. These multiple layers of mediation can also create a certain opacity of the technical substrate, similar to what Benjamin described in his analysis of film, where the apparatus that produces the effects visible to the consumer is at least partially obfuscated. Games are a particular form of interactive multimedia, defined by the following characteristics that set them off from more informational multimedia genres such as books, informational web sites, and encyclopedias. • Most importantly games have a goal orientation and competitive aspects that distinguish them from other forms of interactive media such as digital reference books or guides. The competition may involve competing with other players, through a score keeping system or through direct competition in a multi-player game, or competition can be against the machine, as in an adventure game where one solves the puzzles embedded in the game. In all cases, games require a certain goal orientation, though it may be a fairly open-ended one, as in a simulation game like SimCity, or a storybook-like game. • Another characteristic of computer games is eclecticism and borrowing in style, content, and form. While most games attempt to provide a fairly consistent fantasy scenario—medieval, cyberpunk, educational, etc.—all games borrow and juxtapose style, content, and form from other games and other media content. For example, it is common to see a similar play action repackaged with a different theme, as in the case of a human combat game (e.g., Street Fighter) being reinterpreted for combat between dinosaurs (e.g., 77 Primal Fear). Another common type of borrowing is between different types of media, where successful content will be licensed from film, television, or literature, and reinterpreted for computer gaming. While this borrowing of content is not unique to interactive media, computer games have an additional aspect of eclectic and multiple modalities for interacting with the game. For example, even a fast paced first person action-game, such as Marathon or Doom, provides informational map windows that translate the play action into a different informational mode. Players can often see alternative meta-representations of their play while pausing real-time interaction, viewing maps, statistics, and graphs. • Games also provide an ambient environment for activity, which forms the backdrop to and constraints for particular actions. This is the sense in which games have been considered "microworlds," rule-governed systems that are relatively self-contained but multi-faceted. This environment will generally include a repetitive soundtrack, scenery that may or may not be relevant to play-action, and a particular "physics" of the environment that defines interactional parameters. These physics might include how objects and interface elements jump, turn, or zoom, or how one selects and performs actions on objects, such as typing commands, pointing and clicking, doubleclicking etc. What I would like to call out here is the integration between media content (narrative, characters, intertextual references) and the computational capability for interaction, the ability for the user to influence the narrative outcome, explore a media setting, and construct their own characters and settings. Technically speaking, this integration is based on bringing together the computational capability for responsive interaction that has existed since the late sixties, speeded up with newer and faster processing units, and the expanding media storage and memory capacity of personal computers through hard disks, CD78 ROMs, and most recently, DVDs. This fusion creates the uniquely compelling and personalized user experience of engagement with interactive multimedia. Children’s software is one type of interactive media that targets infants to ten-year olds. After around ten years of age, children start being absorbed into the mainstream adult software and media market, using adult tools such as word processors and spreadsheets, and playing computer games that teens and adults also play. Just as with other forms of media content, software crosses over between the children and adult markets, but there is a clearly defined market segment of children’s software that gets reviewed in publications like The Children’s Software Review, and has dedicated trade shows like The Children’s Multimedia Expo. Computer games are the dominant genre of children’s software and interactive multimedia though there are a variety of other types of software marketed for children, such as word processors, encyclopedias, and Internet community sites. “Children’s software” is thus not isomorphic with “software that children use.” Children play adult-oriented action games and applications such as Microsoft Word and Netscape, just as they will watch the news and quiz shows that are produced primarily for adults. Titles in the category of children’s software are a narrow cut of products that are designed specifically for an age-segmented market. Often this segmentation is defined by educational goals targeting children as a population that needs to acquire certain skills such as reading and arithmetic. Titles may be oriented towards children’s developmental stage through simplified interfaces. The other form of segmentation is by narrative content and genre. Puzzle and action games designed for the adult market are often repurposed for the kids’ market by adding cute and licensed characters, perhaps timed to the release of an animated feature. Other games such as SimCity 2000 crossed over from being an adult genre to being taken up as a kid-friendly and school-friendly title. These crossovers are facilitated by the production of separate teacher manuals to accompany software, to frame use in ways appropriate to the school context. With the exception of a small number of crossover titles of this sort, the market 79 segment is a clearly defined set of software genres, providing a window into cultural conceptions of childhood and age-appropriateness. In the first appendix of this dissertation, I analyze the narrative, technical, and interactive structures of computer games, drawing from approaches in human-computer interaction that rely on J. J. Gibson’s theories of “affordances” (Gibson 1986). Just as Gibson outlines in his theories of visual perception, technologies have particular characteristics that users can perceive and “afford” certain engagements. Computer games are limited in terms of traditional narrative qualities such as plot and character development. The strengths of this medium are in the interactive qualities that enable players to identify with a particular viewpoint in the narrative space and design a unique trajectory through the setting. The rest of this chapter looks specifically at the interactive qualities of computer games through a detailed case study of one instance of play. I begin by introducing theories of human-machine interaction in relation to studies of interpersonal interaction. Interaction, Collusion, and the Human-Machine Interface Studies of the details of interpersonal interaction, including conversation, gestures, and proxemics, have amply demonstrated the intricacies of the alignment work that goes into the construction and instantiation of a shared set of interpersonal understandings (eg., McDermott and Tylbor 1984; Lynch 1985; Goodwin 1990; Kendon 1990; Duranti and Goodwin 1992; Schegloff 1992; Garfinkel [1967] 1994). These studies have demonstrated how the structure of language and meaning is played out and engaged with in historically specific, context dependent, dynamic, and ongoing activity. In their essay on "the necessity of collusion in conversation" Ray McDermott and Henry Tyblor (1984) describe how the meaning of an utterance can only be fully understood as part of an ongoing set of interpersonal and institutional negotiations, and that analytic attention should be trained not to meaning sealed within the "inside" of an 80 utterance, but rather meaning as it is achieved through the collusion of multiple actors in complex social relations. Collusion derives from a playing together (from the Latin com plua ludere). Collusion refers to how members of any social order must constantly help each other to posit a particular state of affairs, even when such a state would be in no way at hand without everyone so proceeding. Participation in social scenes requires that members play into each other's hands, pushing and pulling each other toward a strong sense of what is probable or possible, for a sense of what can be hoped for and/or obscured. In such a world, the meaning of talk is rarely contained on the "inside territory of an utterance"; proposition and reference pale before the task of alignment, before the task of sequencing the conversation's participants into a widely spun social structure (219). McDermott and Tyblor thus insist on a relational view of language, not only in the structuralist sense of relation and difference in signification (Saussure 1959), but also in the interactionist sense of meaning as a product of historical, relational, interpersonal, practice. In line with other interaction based studies of language use, McDermott and Tyblor describe how even the most mundane human activities are a product of constant and subtle acts of interpretation and alignment, which both index and utilize a wealth of structuring resources, linguistic, material, and institutional. Given an interactional view of meaning production, media artifacts present particular analytic problematics. Mass media and computer games have a set of semiotic and material relations "hardwired" into a material substrate, whether this is a page, film, or a floppy disk, but these meanings acquire social significance through engagement in everyday practice. An interactional view of language has much in common, conceptually though not methodologically, with ethnographic work on how mass media texts are interpreted at local sites of consumption (Radway 1991; Morley 1992; Mankekar 1999). The attention, again, is on how a text is made meaningful through its embeddedness in and indexing of the ongoing activity of everyday life. A mass media text, as a stabilized or "encoded" 81 configuration of meaning, mechanically reproduced and distributed across wide distances, is socially meaningful only to the extent that it is rendered sensible in particular, local, circumstances of consumption. In contrast to analytic positions that locate meaning only in the "inside" of a text, and read a determinate set of meanings based on the text itself, ethnographic approaches to mass media have looked at how these artifacts are part of the ongoing flow of social life, and acquire meaning through their location in social and historical contexts. The same is true for games, as particular "texts," or standardized, rule-governed systems. In her analysis of girls' play with hopscotch, Marjorie Goodwin describes gaming as a meaningful activity, determined, not by the formal rules of the game and the parameters of the hopscotch grid, but rather by the interplay between these structuring resources and the embodied practices of play: In hopscotch, a player systematically moves through a grid of squares drawn in chalk or painted on the sidewalk, street, playground, or other flat surface. The marks on the grid construct a relevant visible field for action, which orients those who know how to read it to the sequence of moves through space that must be traversed while playing the game... the grid makes possible the forms of action and local identities that are constitutive of the game: for example, stepping on or outside a line count as a consequential event, an "out" in which the hapless player loses her turn. Of central importance to the conduct of the game are not simply internal representations (e.g., an abstract rule set of some sort), but rather a dynamic interplay between the player's body and visible marks in a structured external environment (1995: 263). Computer games, as a particular kind of text, based on a rule-driven model of interaction, engages varied and indeterminate interactions and relationships with the daily lives of children, institutions, and other interlocutors. Like a game of hopscotch, a computer game embodies a stabilized set of rules and meanings that are locally engaged with in various and flexible ways by children, and acquires social meaning through these ongoing engagements. The meaningfulness of a game is thus an interaction between the stabilized sets of 82 meanings and rules "coded" in the game, and the active sense-making processes of children in local situations of play. This is not to say that human activity is governed by a set of abstractable rules, as in a game theoretical account of behavior, but rather, on the contrary, that games, rules, and stabilized texts are malleable resources in the production of meaningful action, and that in turn, rules and structure are produced as a result of these ongoing practices. Study of computational media is enabled by the ability to observe interactions in ways not available to ethnographers of non-interactive media: mouse clicks and keystrokes are accessible ways of observing the act of "reception" (use) of computational media. The challenge, however, is that the meanings of computational media are often less effectively explored outside of the context of use (i.e., through post hoc conversation). Since there are multiple and contradictory pathways that one can take through many of the new forms of computer games, it is difficult to unpack the consumption-side meanings instantiated by a game without looking at the activity context. For example, a child might play a simulation game for weeks, treating it as a palette for drawing blobs on a grid, without ever engaging in the game as a representation of something in the world at large. This contrasts to, say, film, where viewers of a given movie might reasonably be expected to have journeyed through a similar set of images, albeit with different interpretations. While Sherry Turkle's work(1984; 1995), looking at people's accounts of their relations with machines, demonstrates that in-depth ethnographic interviews are an effective means of eliciting cultural conceptions about computing and broad genres of software, there is an absence of detail around the meanings embedded in particular pieces of software. This contrasts to work in mass media studies that have successfully conduct detailed interview-based studies of the meanings surrounding a particular TV show or film (eg., Bambara 1993; Mankekar 1993) rather than looking at conceptions of film or TV as a generalized social experience. In the case of both people and interactive texts, language and meaning are necessarily indexical and situated within a set of common cultural 83 understandings, but the different embodiments of human and machine make for an asymmetric inter-agentive encounter. The computer game relies on a set of pre-programmed semiotic relations animated by a standardized and massproduced configuration of computer circuitry. The success of a piece of software is predicated on its stability and inflexibility across situations, its ability to reliably produce the same responses and interpretations based on standard inputs. We want our word processors to reliably save and format our documents, and we want our games to respond consistently when we input answers to certain questions. For people, stable and common understandings are interactional achievements, based on ongoing collusion between people with unique life histories and richly embodied sensory awareness of the world. Conversation analysts have demonstrated that even moments as simple as asking for the time or saying a greeting are occasions for widely variable and situationally responsive negotiations. In contrast to the interpretive inflexibility of machine understanding, human understanding indexes a richly indeterminate set of meanings and interpretive resources. Computer games, no matter how sophisticated, are based on a freezing or standardization of meanings in order for them to function translocally, as mass produced objects. By contrast, while people certainly share a common set of cultural resources, these meanings are constantly in flux, idiosyncratic, and situationally responsive. The result of this asymmetry in interactional resources is that humanmachine interaction has a peculiar rhythm and structure, where the person is continuously compensating for the inflexibility of the machine, as well as trying to guess at the underlying structure internal to the machine. In actor-network terms, this is the sense in which stabilized technologies enlist people into their sociocultural network, as durable and inflexible objects in the social landscape. It is the interaction between this stabilized sets of meanings, and the dynamic and heterogeneous contexts of human play, that is the topic of this section. The remainder of this chapter outlines a theoretical departure point for this work in Lucy Suchman's analysis of human-computer interaction, and then analyzes one 84 example of game play as a way of drawing from this framework and extending into the particular domain of computational media. The Problem of Human-Machine Communication In her book, Plans and Situated Actions: The Problem of Human-Machine Communication, Lucy Suchman (1987) analyzes the interactions between people and a function-loaded copier with a computerized, interactive interface. Drawing from ethnomethodological frameworks and previous studies of face-to-face interaction between people, Suchman posits a basic asymmetry in the interaction between people and machines: "(P)eople make use of a rich array of linguistic, nonverbal, and inferential resources in finding the intelligibility of actions and events, in making their own actions sensible, and in managing the troubles in understanding that inevitably arise" (180-81). By contrast, machines "rely on a fixed array of sensory inputs, mapped to a predetermined set of internal states and responses" (81). Through close analysis of interactional sequences of copier use captured on videotape, Suchman demonstrates some of the interactional outcomes of this asymmetric communication. Of particular interest are breakdown situations, where the responses of the machine, as anticipated and preprogrammed by systems designers, are not appropriate to the specific needs and situations of the users, and human and machine are unable to engage in mutually intelligible action. For example, Suchman has documented many instances when the user and machine have been unable to orient to a task, such as making double-sided copies of a document, because of the mutual unintelligibility of their respective actions. Suchman's analysis points to the differences between the semiotic and material capabilities of a human and machine, and some of the peculiarities of interaction and communication across this divide, the most salient of which is the asymmetry between predetermined and situationally informed response. As with any media, whether it is print, film, radio, or television, computer software 85 ventriloquizes for its creators through the body of a material technology—a page, a screen, a mouse, or a keyboard. As reception studies of media have amply demonstrated, a representation acquires meaning as an effect of human interpretation and encoding of meaning, rather than through the force of its own internal operation. What is curious about computer software, however, is its double layer of signification, of "internal" computer code at one layer, and visible interface encodings at the other, only the latter of which is directly available to and interpretable by the user of a machine or the player of a computer game. Unlike non-interactive media, computer software embeds within its internal operation the force of interpretation, the ability, albeit a primitive one, to associate a set of symbolic elements, associations that are often unexpected to the user. A computer takes user input and performs operations based on the user input, in ways that are invisible to the user or only partially represented at the interface. It is this sense of opacity, the distance between human and machine interpretive stances and capabilities, which can be both a problematic and enabling feature of interaction with computers. Examples from Suchman's study are illuminating of this sense of mutual opacity, of this distance between human and machine codes and interpretive capacities. In many of her examples, users of the copier are attempting to complete a complex task with multiple steps, such as making a set of doublesided copies from a single-sided, bound document. Through the course of a task of this sort, the copier communicates to the user through a display that provides instructions such as "place your original face down on the glass," or "close the document cover." The machine is able to gain knowledge of the user's status and activity through a limited set of sensory inputs, such as the closing of the document cover, the selection of the number of copies, or the pushing of the start button. Progress along a multi-step task is made through the fulfillment of if-then conditions that speculate as to the status of user activity (e.g., if the document cover is closed, this means that the user has placed an original on the glass, then give the next instruction to the user). Situationally relevant information, 86 such as whether the user has a bound or unbound document, or whether the user knows what a "document cover" is, is systematically unavailable to the copier. This opacity, however, goes both ways. The user, too, is lacking situationally relevant information about the internal states of the copier and the semantic relations of its encoding. While the interface provides the user with information about each step in a preprogrammed procedure for action, the user lacks access to the actual logic of the copier's sequential operation, the conditions it needs to fulfill to move along the multiple steps of a complex task, and an understanding of the machine language that drives these procedures. When the designer has successfully anticipated a user's sequence of action, human and machine action are mutually comprehensible, the task is completed without incident, and the user leaves the interaction with a sense that s/he has engaged with an "intelligent" machine. In situations of breakdown, however, the machine is frozen into a set of preprogrammed procedures and interpretations that are not only out of alignment with the particular situation of the user, but whose logic is incomprehensible and inaccessible to the user. Computer games, as a form of mass media, are a far cry from Suchman's copier, in terms of the activity that they invite, the computational complexity of their encodings, and the narrative meanings mobilized, but Suchman's insights on the disjuncture between human and machine understandings still holds. The starting point, in an analysis of interaction involving computational devices, is the peculiarity of this communicative encounter. 87 FIGURE 3.1 SCREEN SHOT FROM LANGUAGE EXPLORER Screen shot reproduced with permission from Nordic Software, Inc. Exploring Language with a Computer Game One example of play with a game with a simple interface and functionality illustrates this relationship between predetermined code and indeterminate local meaning, and some of the texture of human-machine interaction with interactive media. In this bit of activity, a graduate student and an eight year old are playing together with a game called Language Explorer. The task is a simple one. The machine presents a set of words, with blanks above them, and a set of pictures that correspond with the words (figure 3.1). The goal of the game is to click on and drag the pictures into the proper blanks. The pictures can be dragged to any part of the screen, but will only stick in the blanks above the words. Once all the pictures are placed, the computer will drop any incorrectly placed pictures back 88 down to the starting position. If the pictures are all placed correctly, they will stay in position, and animate. The semiotic and functional relations encoded in this game are relatively simple, and thus provide a useful model to preface analysis of games with more complex anatomies. The content of the game can be understood based on a simple means-end model, where there is a starting state, an ending state, and a limited set of interactional possibilities to move from the one to the other. The cultural knowledge embedded in the system is one of simple signification between word and picture, where a designer has determined that one corresponds to the other. Interactionally, the only available form of human communication with the machine is through the dragging of pictures into spaces. From a starting state with blanks and pictures in a random jumble at the bottom of the screen, the player is invited to fill in the blanks. The machine has two possibilities for communicative response (only after all blanks have been filled): drop some pictures back to the bottom or leave pictures in the spaces. The responses signify, respectively, a disjuncture and a match between the semiotic relation programmed into the machine, and the one instantiated by the player. The desired end-state, from the point of view of the designers/educators, is correspondence between the signification relations encoded in the machine, and the signification relations instantiated through the activity of the player. Although this game is simpler than the games in the chapters to follow, similar interactional dynamics still hold. Games are resources that provide narrative content and interactive capabilities that players can take up in flexible ways. Despite this flexibility, however, there is a stubbornness to machine response that encourages gradual alignment to the relations instantiated by the machine rather than flexible interpretation of the narrative elements, particularly when there is an adult present who orients a child in a more goal-directed way. In other words, the technology embeds certain cultural and interactive relations that have persuasive force, in part because of the inflexible nature of the technology, and in part, because other users share similar cultural frameworks. 89 The industrial relations that bring a piece of software to the hands of a child are a highly mediated form of interpersonal communication that works through the body of a machine to instantiate the vision of the designer and programmer. The voices of software creators are privileged ones even at these distanced sites of play because they have enlisted stubborn technologies and local adults with a shared interest in education and play. While the structure of the Language Explorer software is simple, and seemingly transparent, the actual dynamics of use can be quite complex, especially when they involve a young child who does not necessarily orient to the suggested associations between a word and a picture. In the example to follow, the interpretation of the game is further complicated by the participation of an English-speaking adult, a bilingual child who is an early reader, and a Spanish language game. Sonia is a regular participant at the one of the bilingual 5thD sites, and is one of the younger kids at the site, known for her sassy charm. The adult working with her is a graduate student that is involved with the 5thD project, and makes occasional visits to Sonia’s club. While the semiotic relations between game elements are absolutely fixed within the parameters of game functionality and interaction, at local sites of use, the meanings of these elements are indeterminate, and subject to a wide range of interpretive flexibility. In the interactional sequence below, collusion with the meanings encoded in the machine is achieved only as the result of an extended series of negotiations, where the machine provides repetitive feedback and an adult works to orient the child to what the machine is designed to communicate. This case is presented in order to illustrate the dynamic between the interactional capabilities of a game, a child and adult, when they engage in joint activity. The child begins by flexibly interpreting the narrative elements on the screen in a playful and open-ended way. The adult and the machine gradually orient her to the learning task of matching words to pictures. In contrast to the inflexible responses of the machine, the adult is able to provide nuanced and situationally responsive interaction that eventually cements a common space of understanding and goals. 90 This is a microcosm of processes of cultural reproduction through media artifacts. The three players of child, adult, and game have aligned themselves to a set of meanings that the game and adults sought to “teach.” Far from being a result of transparent “decoding” at sites of play, cultural reproduction, in this example, is about highly contingent and ongoing alignment between multiple social and technological actors. This first sequence of activity opens with the computer booting up the game, and a title splash screen appearing, with the words: "Language Explorer." S= Sonia A = Adult 1 S: OK, You know how to play this? 2 A: No, uh-huh. What do you do? 3 S: (Picks up a picture and starts move it around the screen as she talks.) Try to find the name, the name that says—Hmmmm. Do we put it up here? Over here? (Places first picture in top left space.) 4 A: The name that fits with the picture? 5 S: Look we got to put it right here in the blanks, OK? (Places a second picture in space immediately below first picture.) 6 A: OK. What's that one? (Points to screen.) 7 S: Martillo 8 A: This is ahhhh? 9 S: Nina. (Places third picture below the second, completing one column of pictures.) 10 A: What is that? 11 S: Naranja. (Places another picture at top of next column.) See what I'm doing? (Places another picture below the previous one.) And then I take them off, and then I do it again. OK. 12 A: Ahh. 13 S: Pajaro, pajaro. (Places another picture below the previous one, completing second column.) 14 A: Ahhh. 15 S: Let's do this. 16 A: But... 91 17 S: you see what I'm doing? (Places another picture in new column.) 18 A: Isn't the name supposed to go with the picture? 19 S: You can do it any way you want to. When the game screen comes up, the child begins by determining the adult's knowledge of the game: "You know how to play this?" (line 1). When the answer is negative, she explains and exhibits her state of understanding of the game. She begins to explain the relevance of "the name" to the game, but interrupts her own exposition, "hmmmm," and orients toward the interactional choice of where to put the picture: "Do we put it up here? Over here?" (line 3). The adult, in the meantime, has decoded the game rules, and explicates them for her in light of her seeming confusion: "The name that fits with the picture" (line 4). Taking a contrary and didactic tone, Sonia insists, "Look, we've got to put it right here in the blanks, okay?" (line 5). The adult again orients to the task of naming, that is, establishing the signifying relation that ties together word and picture (lines 6, 8). Sonia then starts to move pictures into the blanks, in sequence from right to left, top to bottom, while calling out names (lines 7, 9, 11, 13). These names refer to elements in the pictures—martillo (hammer), nina (girl), pajaro (bird)—bird they are not the words that are written below the blanks. For example, the picture that Sonia identifies as "martillo," which depicts a hammer shattering an object, is identified by the game as "romper" (to break). As she busily fills in the blanks, explaining, to the adult, the task at hand, the adult protests—“But”—and finally cuts in—"Isn't the name supposed to go with the picture?"—again trying to establish the relation between the two game elements (lines 16, 18). She responds, "You can do it any way you want to" (line 19). In short, Sonia is operating from knowledge about the interactional capabilities of the game (move pictures, fill blanks, repeat) and certain narrative meanings available at the interface (a hammer, a girl, a bird), while the adult tries to orient her to the semiotic relations between game elements (the match between a written word and a picture). She goes on to demonstrates her knowledge of how 92 the pictures only will stick in the blanks, and not in other parts of the screen (lines 20, 22): 20 S: Look. (Drags a picture to a space between two blanks, and it drops back down to the bottom of the screen.) 21 A: Oh, OK. 22 S: See, look. Look what happens. (Again, drags a picture to a space between two blanks, and it drops back down to the bottom of the screen.) 23 A: So it doesn't go there. 24 S: Yeah, it goes. Yeah so we put it right here. (Places a picture.) See, and that one goes over here. (Places a picture.) 25 A: And that fits there. 26 S: Get up here, get up here. There. (Places last picture in final blank, and most of the pictures fall back to the bottom of the screen.) 27 A: Whoa. 28 S: You see? Magic. You see? Magic. 29 A: Magic. Yeah, pretty good. Some transcript omitted where she continues to place pictures in spaces at random. 30 A: So what does it, what are you supposed to do? I still don't, I mean like you put the pictures in the places, but— 31 S: And then, then some stay OK? 32 A: Some stay. OK. A few minutes later, Sonia has filled in all the blanks, and most of the pictures fall back down to the bottom of the screen. "You see?" She exclaims, "Magic. You see? Magic" (line 28). She sees the pictures dropping to the bottom of the screen as an example of a fun special effect, and an indication of playful narrative meaning, rather than an indication of an incorrect answer. In this sequence, Sonia displays an alternative set of meanings that can be brought to bear on the game, which are fully "explanatory" of (i.e., make sense of) game elements, but which mobilize a set of associations that are not coded into or 93 intended by the game design. For Sonia, a graphic representation calls forth multiple associations—a hammer, something breaking, a bright color—and interaction with the machine is about exploration of a space of possibility—some things go in some places and not in others; and some things migrate while others do not. Sonia has interpreted game responses as ad hoc rather than rationalistic and pre-determined, game syntax as associative rather than syntagmatic, and game narrative as whimsical rather than evaluative. Like the kids in the chapters to follow, Sonia has a wide range of interpretive resources that enable her to take pleasure in the visual and spectacular features of the game, even as adults try to orient her to educational goals. She is a confident and regular participant in the 5thD and is comfortable talking back to an adult. Her interpretation of the game is robust, and has held up through at least one other instance of her play of this game, and holds ground for some time despite the adult's persistent though gentle interference pattern. In alliance with the game, the adult does eventually succeed in displacing Sonia's interpretation of the game interface. He begins to read, in halting Spanish, the words below the blanks. "Detras de means...?" he asks. "What?!" Sonia responds, turning to look at him in surprise. He repeats himself, pointing to the screen, and Sonia begins to orient rapidly to the designed goal of the game, to match the words to the pictures. They arrive at an interactional dynamic where he will read a word, she will translate for him, and they will work together to figure out which picture corresponds to the word. They proceed in this manner until all of the spaces are filled, and the computer responds by dropping a substantial number of the pictures down to the bottom of the screen. In contrast to her earlier delight at the "magic" of this computer response, now Sonia is dismayed, and responds with a loud "What?!" (line 33). She then orients immediately toward working out the correct answers with the adults help: 33 S: WHAT? OK, let's do this. Tell me what this is. (Points to blank.) 34 A: That one? (Points to blank.) 94 35 S: Uh-huh. 36 A: Deba... debah. 37 S: Debajo. 38 A: Debajo de. Esto. (Points to picture.) 39 S: OK this one. (Puts picture in blank.) This example illustrates some of the interactional and interpretive dynamics involved in play with an interactive informational technology. The basic asymmetry that Suchman identified is clearly exhibited here: a child with a rich set of imaginative and interpretive resources, and a game that responds to her activity with simple, formulaic responses, based on a narrow set of interpretive resources. The game's responses are in marked contrast to that of the adult, who repeatedly engages the child in multiple ways, in response to the nuances and timing of her utterances and actions. The first characterization of this interaction, then, follows directly from Suchman's analysis; in contrast to interpersonal interaction, where people are constantly molding their responses in collusion with another's, human-machine interaction is characterized by an asymmetric relation of a person with a wide interactional range, and a machine with a small set of interactional resources. A related feature of this interaction is the contrast between the range of meanings produced on either side of the human-machine interface. Sonia and Language Explorer exchange the same limited set of tokens across the same graphical user interface (GUI)—information about whether a picture has been moved into one location or another. And both Sonia and the game process the exchange of these tokens as meaningful "social" acts (i.e., acts that provide relational information). The contrast is between the game, which interprets a token based on conformity to a simple binary logic (a correct or incorrect match), and a child, who is able to produce meaning out of not only the location or a picture in or out of a grid, but of the dynamic quality of its motion, the varied nuance of the graphical form, and the relation to other experiences (i.e., "magic"). In other words, there is a disjuncture between the semiotic logic of the software's 95 interactional algorithms (if this, then that), and the semiotic logic of the narrative elements (multiple associative networks of meaning), as represented at the user interface. This disjuncture is exploited in game design as a way of infusing game characters with evocative and multidimensional qualities despite the fact that they may only have a limited set of preprogrammed responses. The graphically rich aspect of the media form also points to some particular features of multimedia that distinguish them from more "functional" computational objects such as copiers, or text-based drill-and-practice exercises. The narrative logic of the game affords multiple meaningful interpretations that are pleasing to Sonia but not significant to the game play mechanic—the way the pictures move and how the characters and objects are represented at the interface. While Language Explorer has a very thin set of narrative elements, they are still interpretable as meaningful by Sonia apart from the goal-oriented logic of the underlying machine functionality. The animation and graphics are experienced as “magical” special effects that elicit delight apart from any goaldirected aspect of play. Other games that will be analyzed in the chapter to follow have even more depth and layering between narrative, technical, and competitive aspects. The case of Sonia is a schematic microcosm of these particular game features and aspects of kid-game interaction. In observing this interaction across even a brief segment of time, the two people in the interaction collude in shifting, resourceful, and complicated ways, organized in part by the inflexible task set up by the machine. While the machine doggedly reproduces the same sets of meanings—a set of meanings that would not be comprehensible to a young girl with limited reading skills and an adult with limited Spanish knowledge—the two players are able to orient quickly to both their respective capabilities, as well as the capabilities of the software. Sonia and the adult have thus demonstrated superior interpretive and practical flexibility, which has enabled them to move ahead in the task, but it is the meaning intended by the game designers, rather than Sonia's idiosyncratic readings, that were, in the end, reproduced. This triumph of the meanings 96 generated through the game production is due in part to the stubbornness of the machine, as well as the adult's alignment with these meanings. This particular interaction, in addition to providing an illustration of the asymmetric interactional dynamics between human and machine, is also a microcosm of processes of cultural reproduction, where people and artifacts engage in a complex collusional dance, which serves to instantiate a set of meanings that are locally, and at least momentarily, hegemonic. These hegemonies are the result of an alignment of multiple factors such as the presence of guiding adults and peers, as well as the design of the technology. They need to be instantiated moment by moment, situation by situation in order to retain their hold on children’s imaginations. This case could also be considered an instance of genre ambiguity. Sonia initially reads the game as an entertainment title, designed for fleeting pleasures read primarily through the idiom of children’s visual culture. Part of the adult’s work in this interaction is to facilitate genre recognition, orienting Sonia to the fact that the game is not only about enjoying brightly colored animations, but progressing along a set of discrete progress-oriented tasks. One could imagine Sonia continuing to engage with the software as an entertainment title if playing within a peer group setting. The adult eventually orients to the software as an educational genre. He is stubborn in his resistance to her modality of play, and the software is stubborn in its preprogrammed responses. Both the adult and the game display the habitus of responsible and progress-directed educators. The 5thD has succeeded in inflecting a reading of the game to align with the educational orientation of the software creators, a small but clear shift in the micropolitics of representation and social reproduction, a translocal handshake across a highly mediated set of social relations. Interface Beginning with the recognition of an asymmetric relation between human and machine, and complemented by a notion of multiple technical and narrative 97 layers of interactive media, the human-machine interface becomes a crucial analytic focus, the site where meanings are translated across a fundamentally disjunctive divide. In the case of a copier, an interface is valued based on the transparency of its translations, the ability to provide the user with relevant information about machine functionality, and the ability to translate user intentions into a form clearly intelligible to the machine. In the case of games, this relation is more complex, due to their multimedia interfaces, their narrative qualities, and their interactive range. Most significantly, games, as a form of narrative media, rely on the production of a vivid fantasy environment, and deliberate obfuscation of the technical substrate that produces this fiction as its special effect. Regardless of how transparent, the human-machine interface is a site of mutual mystification between person and technology, a meeting point of incommensurable regimes of value (Appadurai 1986), where one coin of the realm is exchanged for a different currency. The interface, while still the site of translation between human and machine understandings, is also the site of meaningful opacity. Just as in film, where the suspension of disbelief is based on a technical apparatus of digital special effects, artful editing, and tricks of lighting, all of which are invisible to the spectator, the fantasy effect of multimedia is also dependent on the (at least partial) invisibility of the technical substratum, and a propped up illusion of a simulated environment. The complicated webs of signification, as children navigate these different layers of narrative meaning, interface, and game functionality, are the topic of the three chapters to follow. In contrast to much of the common usage of the term interface, this study suggests an interactional and socially contextualized view. Some in the software design community have suggested that a notion of interface be expanded out from a narrow view of buttons and windows on a screen to include the broader social relations (i.e., technical support staff, manuals, etc.) that make software intelligible to users. In his study of the history of the term in computer design, Jonathan Grudin (1990; 1990) traces how the notion of computer interface grew 98 out of the growing separation between production and use. Due to the esoteric nature of early computational practice, the first computer users were almost inevitably also programmers, and were comfortable with and relied on the visibility of machine language in their computer use. As computers became more widespread and more complex, designers and programmers needed to represent machine functionality in ways accessible to non-programmers, and the notion of interface represented these more accessible representations that were distanced from basic machine language. Grudin's work suggests that, as computers become embedded in more complicated social networks, designer's notions of computer interface need to be expanded out from this narrowly technical usage. This study, following on Grudin's as well as Suchman's work, further suggests that interface be understood as an interactive process, constantly under negotiation, rather than a static set of encoded relations or structural positions. It also suggests that there are multiple interfaces and entry-points to a given piece of software, relations that extend beyond the co-present encounter to include the processes of coding and designing the software, engaging with particular elements of the software, and alternative narrative and functional interpretations. The human-machine interface is importantly the site not only of happy mutual understanding and successful alignment between human and machine actors, but also the site of conflict, tension, confusion, complaint, and misunderstanding. As with face-to-face interaction, human-machine interaction is the occasion for relationships to be instantiated, relationships that carry the usual weight of social conflict, power relations, and institutional imperatives. In their discussion of "macro-actors" Michel Callon and Bruno Latour (1981) describe the particular kind of power that comes from stabilizing and fixing a set of relations into a durable network of actors. This conglomerate, which they call a macro-actor, is defined by its durability and translocal reach, as well as by its ability to bend the will of others around the space that it occupies, by the sheer force of its stubbornness and size. What Latour and Callon describe is the power of the machine to insist on an inflexible set of meanings and demand, invite, and 99 cajole human alignment. No matter how many times Sonia tries to get the machine to see her point of view, the machine will persist in dropping pictures to the bottom of the screen until they are exactly the way it wants them. By contrast, interactional studies of human action describe a different source of strength and resilience, one based on the ability to index flexibly a wide range of meanings, and to work around the stubbornness of any particular object. Sonia can create meaningful play out of a relatively simple toy, bending the meanings suggested by the machine into something that is personally evocative, a source of amusement, and an occasion to have some fun with a friendly adult. She is also empowered by her superior ability to figure out the machine's point of view; for all we know, Sonia could grow up to become a computer game programmer and code her own view of the world into a machine. In the larger scheme of things, Sonia can also get bored and walk away, unless she is called into alignment with the machine by a greater institutional power (i.e., a teacher), or by an undergraduate playmate. The machine enlists Sonia into a stubbornly defined set of relations, but Sonia, in turn, enlists the machine as a peripheral element in the overall fabric of her life. The power dynamic at the interface, between the hegemony of a set of encoded meanings and the reinterpretation, unraveling, and reconfiguration of those meanings through in situ play, is a persistent theme of subsequent chapters. The interface is also the site at which children form relationships with machines. While certainly different, in both depth and range, from interpersonal relationships, relationships with computer games are important factors in the learning and identity formation of many children. Children's relation to computers, both in terms of technical literacy, and their orientation to the broader cultural codes embedded in computer games, is a dynamic site of identity work, where children pit their skills and wills against the game goals and the deliberate opacity of the interface. Much of the work of "beating" a computer game is about decoding the peculiar nature of machine communication, and delving below the visible clues of the interface to work out the underlying logic of machine 100 semantics. Continued engagement with computer games is also importantly about progressive alignment with the semiotic relations that are encoded into the game, as well as the concomitant social and institutional subject positions implied by those relations. When looking at interactive multimedia as a particular computational form, the interface emerges as uniquely layered based on the relations between narrative and functional encodings. The goal of this chapter has been to lay out a working framework for understanding some of the basic features of interacttive multimedia and children’s engagement with this new media form, drawing on existing theories of narrative, on one hand, and interpersonal and humanmachine interaction on the other. Through the case of Sonia and Language Explorer, the work has been to apply these existing theories and extend them into the domain of interactive multimedia. In contrast to most human-computer interactional approaches which focus on computational tools or communications, interaction analysis of computer games needs to pay more attention to narrative meanings, goals, and competition, as they are coded into a mass media form. Much work has been done analyzing the symbolic content of games, and conducting interview-based analyses of people's conceptions of games and computers (See Appendix 2). What has received less attention is study and observation of the practice of game play in situ. I believe much of this lack is due to the methodological difficulties of participant observing technologically mediated and spatially atomized practices. Since much of current computer gaming occurs in the context of the home, with solitary players, it has generally only been through post hoc interviews, experimental laboratory studies, and observations at game arcades that research has been conducted on game play. Enabled by the unique context of the 5thD clubs, this project provides a rare analysis of PC-based computer game activity. Additionally, the lively talk and social interaction around game play at the 5thD clubs enables a socially situated analysis of the discourse of computer gaming. 101 In short, the interactive aspects of computer games demand interaction and activity based understandings of media consumption as well as understandings of interpretive process and narrative meaning. It has been important not only to talk to kids about their interpretations of games, but also to observe their game play, and what aspects of the games they actually engage with. Since computer games embed both narrative meanings as well as interactive qualities, their study can be productively informed by mass media studies approaches and interactional studies. The chapters to follow take this analysis as a starting point to look at the cultural-social-technical conglomerates that I have called multimedia genres, merging cultural, social, and technical analysis to look at the distributed negotiations and outcomes of the production and consumption of children’s software. 102 4 Creating a New Category: From Learning Software to Edutainment In an article for Byte Magazine published in 1984, Ann Piestrup describes a new media category that she calls “graphics-based learning software.” “Only recently are computer scientists and educators beginning to collaborate to create learning software that can fulfill the promise of the personal computer to transform education.” She argues that unlike text-based computer-aided instruction approaches or entertainment titles that require little interaction on the part of the child, “powerful learning software programs, such as learning game sets and builders, use graphics to convey meaning, not to decorate the screen”(1984: 215). Her article reviews software titles produced at the company she founded in 1979, renamed The Learning Company in 1983. I met with Piestrup, who now goes by Ann McCormick, many years later, in the year 2000, at Buck’s Café in Woodside, at the heart and peak of dot com deal-making. She reflects back on her experience in the eighties and describes the heady sense of excitement at the time in creating a new category of media and a new category of learning experience that differed, on one hand, from instructional software being used in schools and on the other hand, from video games. “We created a new category by working with an Atari game designer and educators that were serious. We weren’t trying to mimic zooming video games but we were mimicking real-time interactivity.” “I didn’t want to call it educational because to me that meant schooling, dusty, institutional. That’s why I called it the Learning Company not the Education Company.” The Learning Company (TLC) went on to become one of the largest names in children’s software, and was sold to Mattel in 1998 for $3.8 billion. Despite being burned numerous times in business dealings through the years, McCormick is still an impassioned entrepreneur and spokesperson for the uses of computers to support learning. She shows me her new business proposal to create new learning environments that make use of the growing power of today’s personal computers and networking infrastructures. “I want every child in the world to be able to get the basic skills they need to function thoughtfully with graceful feelings as well.” A former nun, school teacher, and educational researcher, McCormick is an irrepressible missionary for the cause of computers in enhancing learning, particularly for disenfranchised populations. We want to do lifelong learning for the whole world. And there is assessment going on constantly and we make sure they move all the way through the math, science, and readiness that they need. We think about the beauty of the structure and thinking of those subjects and not just the nuts and bolts. She sees her work as a religious quest for human equality, based on “a conviction that stems from my sense of human fairness that extends to all children.” For McCormick, literacy is a basic human right for empowerment that ensures a voice in the social world. McCormick embodies the passion and dedication of the early developers of learning software who felt that computers could enable child-centered, egalitarian, and engaged approaches to learning. Her challenges in realizing this vision in the commercial sector also point to the contradictions and tensions inherent in crossing the boundaries between school and home, education and 104 entertainment, nonprofit and for profit realms. This chapter explores the negotiations between educators such as McCormick, capitalist enterprise, and changing structures of technology in the emergence of a genre of software that came to be called edutainment. Beginning with a discussion of historical roots, this chapter describes the cultural context and social distinctions related to this genre of software, and how they manifest in everyday play in the 5thD. Animating Learning: the Historical Roots of Edutainment Learning software for children is contextualized by discourses of childhood, learning and play that have framed earlier media such as children’s literature and developmental toys. As with these other forms of children’s commodity culture, children’s software was initially conceived of as an educational tool for children that wedded the virtues of play, learning, and literacy, drawing from a growing twentieth-century orthodoxy within the middle-class American home that learning should be fun to be effective. Freed from the classroom’s narrow curricular constraints that defined early drill and practice computer-aided instruction, commercial software was designed to be appealing and engaging for children, and to compete with other leisure-time activities. This dynamic negotiation between the educational demands of schools, achievement concerns of parents, and the desires and pleasure of children is a central one in the lives of American children at least since the late nineteenth century, defining the ways in which children’s media and toys have been produced and consumed. McCormick and other early innovators in children’s software occupied a shape-shifting patch of turf in this contested terrain, a domain of children’s media that is designed to be entertaining and engaging for children, while also appealing to parental concerns about learning and achievement. Educational children’s products have sustained themselves in a variety of forms as a niche market for educationally minded families through the years. Unlike commercial media such as radio and television that rely on advertising for 105 revenue, the development of commodities such as books, comics, toys, and software are funded directly by their consumers, and there is some relation to supply and demand similar to classic commodities (Kline 1993: 121). Thus books and software can thrive on relatively small consumer bases given low production costs, low volume and an effective mode of distribution. By contrast, mainstream broadcast media programs must attract mass audiences to sustain advertising revenue and justify positioning on limited airwaves. Consequently, highbrow and educational content has had a difficult fight for survival in broadcast media without public subsidization. For these reasons, the development of children’s software shares more similarities with books and toys than with radio or television, though software draws content from television and vice versa. In book publishing, children’s content was initially characterized by highly didactic, moralistic and religious tracts of the seventeenth and eighteenth centuries. The mid-nineteenth century was a turning point in the production of media commodities directed at children, seeing the growth of fiction that was written to delight and engage children. Titles such as Alice’s Adventures in Wonderland and Fern’s Hollow were indicative of a freeing of children’s literature from its religious and didactic roots to a more playful and imaginative model for children’s literature. The next hundred years saw a blossoming of children’s fiction, the establishment of a related segment of the publication industry, and the growth of a new genre of children’s literature in the form of the comic book (Kline 1993: 89-97). In contrast to television and radio, books are considered a vehicle for achieving both basic and cultural literacy, and thus have always been a preferred form of media for bourgeois sensibilities. Even without overtly didactic content, children’s literature has occupied the privileged terrain of learning media, marketable as a highbrow commodity to middle-class families. Describing the current state of children’s literature, Stephen Kline writes that the children’s book industry in Canada and the US is “a niche market, based on a narrow segment of the population buying a lot of books: mainly the wealthy and educated book106 oriented segment of the market, people who still see books as vital tools of socialization” (1993: 96). Toy consumers, by contrast, have a more mixed demographic, and learning toys are one small but resilient segment within the broader toy industry. In his history of the American toy industry, Gary Cross describes the growth of a toy industry infused by mass media in the 1930s with the advent of Mickey Mouse and Shirley Temple dolls. He describes an alternative trend in toy production, however. Not all parents in the 1930s bought their children Mickey Mouse hand cars and Shirley Temple dolls. While toymakers were selling Brownies and Kewpies, psychologists and teachers were promoting plain wooden blocks and pegboards as early learning tools (1997: 121). Cross describes the growth of new parenting experts and manuals in the 1900s, and a rational approach to childrearing that he calls “scientific motherhood.” Contemporary efforts to make learning enjoyable can be placed within an established educational tradition of Jean Piaget and Friedrich Froebel who believed in the educational potential of play. Parents influenced by the new childrearing theories understood that play shaped youthful character and behavior as well as learning. As late-nineteenth century society mechanized and prosperity increased, and as parents had less need for children to work, reformers recognized a need to turn the child’s play time to productive use (Cross 1997: 123-4). Ellen Seiter analyzes advertisements in Parents magazine during this period of growth of educational toys from the 20s to the 50s. “Parents continually repeated the platitude that play was educationally valuable”(1995: 66). “Toys could guarantee joy yet be instruments of hard work and achievement. What more 107 could anyone ask from a commodity?” (Seiter 1995: 67). “Play had become the ‘work’ of children. And work required tools (Cross 1997: 129). Cross continues. The educational toy did not seek to adapt the child to the group or to the consumer culture of suburban America. Rather it aimed to pass on to the next generation the traits of the individualist and the innovator which had been so prized in nineteenth-century America. Similarly, most of these child-development experts valued the virtues of fewer rather than many toys, quality rather than quantity… Blocks and durable dolls represented none of the throwaway mentality or faddism of the Kewpie-doll culture. They and other educational playthings were intended to perpetuate Victorian values by developing the child’s character and intelligence. This was a formidable task. It required that adults take charge at a time when parental authority was being challenged by a growing consumer culture and mass media that beckoned children to want novelty and fantasy worlds. To many middle-class parents that consumer culture seemed to express the narcissism and quest for immediate gratification that bourgeois Americans identified with the lower class. And it threatened to engulf their children as they went to the movies and ached for those flashy toys offered by Louis Marx. The ideals of self-directed play, with objects of simple design had nothing to do with the appeal of character toys. Educational playthings represented, to middle-class parents, a bulwark against the tide of commercialism and its threat to undermine parental authority and Victorian values (: 134-35). This bourgeois view of childhood play as a privileged and generative site for developing the agency of cultural producer, or “worker,” was established in opposition to a hedonistic, “consumptive” or “recreational” view of play that was associated with licensed products and children’s “junk culture.” This period saw the emergence of the contemporary cultural distinction between high and low children’s culture and the integration of this distinction with processes of class differentiation. After the ascendancy of television in the fifties, these cultural and social dynamics changed quite dramatically, and the Victorian parental orientation toward childhood discipline and intellectual development has been 108 overshadowed by the influence of a fast-paced, commercial, fantasy-based children’s popular culture. Middle-class attitudes towards restraint and denial in consumption have eroded in the face of television and the ubiquity of children’s popular culture. Educational toys are marginalized in an era of novelty toys and discount toy retailers, though they are still an important niche market, particularly for preschoolers. The orientation towards making play a site of productive work has been inflected differently though has not disappeared. Among a more educationally conscious sector of the middle-class, there is continued resistance to faddish toys in favor of educational toys developed in earlier decades. Additionally, as boomers question the power dynamics of the Victorian households that they grew up in, a more child-centered and permissive approach to parenting has taken hold in the liberal arm of the white middle-class. The more conservative idea that play should be governed by the logic of work is recently mirrored by a complementary but more progressive view that learning should be governed by the logic of play. For educated families across the political spectrum of the middle-class, there has also been a growing tide of resistance to commercial children’s culture based on these recognitions of play as a key site of socialization. A torrent of publications aimed at the educated middle-class argue against children’s exposure to media and licensed commodities, ranging from conservative calls to a return to wholesome family values, to left-wing attacks on negative gender stereotypes in commercial media. The market niche of non-licensed and educationally-marked children’s products, ranging from wooden train sets to classic children’s books and Lego blocks become a source of an anti-mainstream cultural capital that unites the anti-commercial sentiments of certain sectors of both the conservative and progressive middle-class. This tide of resistance has important elements of critique of mainstream culture, and is pursued for the goal of bettering the lives of children, but it is also tied to the production of cultural capital and class distinction in this country. 109 Seiter has critiqued an ideology of “anti-commercialism” of the educated middle-class who spend their money on expensive toys of European manufacture. While she critiques the gender and racial distinctions that get reproduced through children’s lowbrow popular culture, she also critiques the middle-class view that associates this culture with the cognitive and moral failures of the working class. It is necessary continually to attack the smug self-satisfaction of educated middle-class people who believe themselves to be cleverer than those who do not attempt to monitor, mask, or deny their own television viewing, who believe that other people’s children are already ruined by ‘exposure’ to television (1995: 6). Seiter points out that whether disseminated in highbrow toy boutiques or in retail superstores, and whether made of plain wood or character-adorned plastics, these toys are all forms of “commercial culture,” but only the latter is marked by an unreflexive ideology of anti-consumerism. “[W]e need to accept that contemporary parenting is always already embedded in consumerism, although the scale, the size of the market, and the prestige associated with the goods vary greatly from class to class” (3). Certainly most proponents of educational toys see the best interests of their children rather than class differentiation as the goal of their commodity choices. At the same time, Seiter’s critique is an important reminder that even these well-meaning and progressive intensions are part of the production of class distinction that mark certain children and families as more successful, intelligent, and disciplined than others. In examining children’s software, we need to interrogate its role in the production of social hierarchies, as well as acknowledge the progressive and educational ideals that it embodies. The efforts of educational software designers in the early eighties were a revival of longstanding ideas of the pleasurable pursuit of literacy and educational play. Contrasting the computer to the mind-numbing and “passive” 110 medium of the television, creators and marketers of educational software argue that the medium merges the fast-moving appeal of computational media with active engagement and learning. Like educational toys that originated in the 19th century, educational software is seen as a bulwark against video games and repetitive, hedonistic, and violent play. Software produced by companies like TLC are played on computers rather than game consoles, the “good screens” in contrast to the “bad screens” of television (Seiter 1999: 247). Although mainstream commercial licenses are increasingly dominating children’s software, companies like TLC have tended to shy away from the commercialism implied in mass licensing, creating their own characters or linking up with PBS content such as Blue’s Clues and Arthur. Like books, the term “literacy” is often attached to the use of computers, a cultural marking differentiating it as a highbrow and “difficult” media form, structurally set off from “illiterate” and developmentally regressive forms of media such as television and video games. In fact, like with books, technical literacy is considered a worthy learning goal of using software regardless of content. Even children’s software with no overt educational content, and with no reading literacy involved, can tout technical literacy as a learning goal. For early developers such as McCormick, their goals revolved around putting technical tools in the hands of the disenfranchised and alleviating the oppressiveness of dominant notions of education. But efforts toward technological empowerment can cut both ways, particularly when they are contingent on expensive products such as computers and software that are differentially distributed to people of different classes. Unless reform efforts address commodification and distribution issues, technical literacy becomes one more element of cultural and material capital that differentiates the learned and literate from the uneducated and illiterate. This kind of tension between agendas of intellectual development and the systemic processes of social and material differentiation are distressingly familiar to progressive educators and industrialists who seek to create socially-redeeming products. As Varenne and McDermott (1998) have argued in their description of 111 “successful failure,” constructions of intelligence and learning inevitably invite constructions of failure and social distinction, often thwarting the best intensions of educators and reformers. These are the social and cultural dynamics that frame the development of the edutainment genre of software, as well as the 5thD context of play. From Education to Learning and Back Again At the same time that McCormick was producing software titles such as Gertrude’s Puzzles, Rocky’s Boots, and Reader Rabbit, other educational researchers at the University of Minnesota were beginning to commercialize products such as Oregon Trail and Number Munchers. The Minnesota Educational Computing Corpation (MECC) was originally funded by the State of Minnesota in 1973, and became a public corporation in 1985, riding the successes of these software titles. Jan Davidson, a former teacher, started her company Davidson & Associates in 1983, developing titles such as Math Blaster which, in its various incarnations, has been the best selling piece of math software through the years. These software titles, all originally produced for the Apple II, became the pioneers in the new market for educational software for home use. While growing out of school-based uses of computers, these new products were designed for the home user and the commercial market. They departed from strictly curricular and instructional goals of the majority of schoolbased software, incorporating visual and narrative elements from popular culture. They took computer-based learning out of the behaviorist and school-centered context of drill and practice software and into the era of child-centered personal computing, where the child was given more control to author and manipulate the content of the online world. The late seventies and eighties saw the founding of experimental efforts such as the 5thD, Apple Classrooms of Tomorrow (ACOT), the Vivarium project at the Open School in Los Angeles, and programs at the Bank Street College of 112 Education, which piloted these new technologies in experimental educational settings. User communities and development communities were in close contact in the Apple II and early multimedia era of educational software. Bank Street developed their own software as well as operating an alternative school. Alan Kay, one of the developers of the Macintosh, participated in launching an educational technology program at the Open School (Kay 1991). Seymour Papert, who developed the Logo programming language at MIT, also ran educational programs in various schools with his technology (Papert 1980). Apple computer had a large education division that worked with ACOT schools in developing curriculum and providing computers. They also had research divisions that were incubating the multimedia products that were to become the next wave of learning software. While there were consumer products being developed at this time, they were oriented to a small market of like-minded educators and parents. Development costs were low enough with the minimalist platform of the Apple II that it didn't require extensive markets to support development. Graphics were simple, but still managed to convey basic educational principles such as the logic of circuitry in Rocky’s Boots (fig 4.1). Most of the early innovators in educational software had backgrounds in formal education before turning to these commercial efforts. These early years in the groundbreaking of the industry were characterized by a sense of optimism and social mission. Piestrup, quoted in a report by the Harvard Business Review, describes this sense of mission, tying together the heady promise of personal computing that was budding in the early eighties, with the already blossoming educational mission of promoting active, engaged, and entertaining learning for children. Our core values here involve our desire to prepare children for the computer age. We want to do that with technical excellence in computing. We want to use the very best mass market micros to do that, to do it playfully, engage the kids, involve them, get them 113 FIGURE 4.1 SCREEN SHOT FROM ROCKY’S BOOTS Screen shot reproduced with permission from The Learning Company excited about learning, give them an active goal so it’s not a sugarcoated pill where there’s some dinky reward or something. Its really involving children in a way that they become totally excited about learning and forget that it’s a task. Using TLC programs is like building something with an erector set where you get totally lost in the process. So our goal is to offer that kind of learning on the computer specifically for skills that are needed in the future. No one is quite doing that, building thinking skills, ability to analyze, to construct, to approach things from different angles, to think flexibly, to reason carefully, and to do that in a way that you’re building something, not destroying it. A real explicit value is: we don't accept software that blows things up. We don’t like blowing things up because they are aliens. We like finding out about aliens! There’s a lot of belief about our work being good for people and that really drives us. It isn’t just selling soap. Jan Davidson, in an interview with The Children’s Software Review, echoes a similar sense of mission that was primarily educational rather than business-oriented. 114 When we started the company, I remember first having to make a big decision—“Am I going to be a teacher or a business person?” That was very hard… I always thought of myself as a teacher and felt that I was betraying my goals by leaving the profession (Revue 1997). Titles such as Math Blaster, Reader Rabbit, and Oregon Trail are all considered classics that continue to be re-released. Many of the products that were created for the Apple II are still considered the best titles among children’s software today, upgraded and updated with newer graphics and sounds, but still retaining the same content and play dynamics. Elizabeth Russell, who was at TLC when I interviewed her in 1998, describes how she still considers these “evergreen” titles as some of the best. One of the evergreen products here is the Oregon Trail. It’s one of the oldest pieces of educational software and it’s still one of the best. It’s 26 or 27 years old, and teachers will still talk about this as the ideal of what a good piece of software is, because kids apply math skills and thinking skills to real world problems. And then they face the consequences. Those kinds of things make a program good. In addition to classics such as Oregon Trail, this period of innovation saw the establishment of the basic formulas and genres of children’s software that continue to be reproduced and repackaged today in a variety of titles. Oregon Trail established the genre of educational travel adventure, where kids need to calculate their rations and supplies, traveling through a simulation of a historical journey. Similar titles such as Amazon Trail have followed in Oregon Trail’s footsteps. Math Blaster represented a more behaviorist but entertaining drill-andpractice model where kids are given rewards for completing math problems that they can use as bullets to play shooting games. It is a more literal hybridization of educational (drill and practice) and entertainment (shooting games) idioms. 115 Although products such as Oregon Trail continue to be popular, and other genres like Sim games and detective games also get included in the educational category, the learning software industry currently sustains itself on learning adventure games. Games such as Math Blaster and TLC games such as Reader Rabbit and Gertrude’s Puzzles embed academic problems and tasks within an adventure game format. Kids progress through a fantasy adventure by solving various puzzles and problems along the way. This format has proved to be the most resilient and reproducible, and dominates current educational software. It has the benefit of integrating an entertaining adventure storyline with a flexible structure for sequentially presenting problems. All of the current lead products in learning software such as the Jump Start, Blaster, and Reader Rabbit series are based on this model. This model also makes economic sense to developers, as they can reuse the same game engine—the underlying software for creating the virtual world—and plug in different characters, storylines, and problems, thus reducing overall development costs. Versions of Jump Start geared towards different grade levels can all be produced with different stories and content, but reusing the same game engine. As the educational software industry has matured over the past two decades, the ground-breaking approaches of educators such as McCormick and Davidson have been converted into an established industry model that is more formulaic then revolutionary. Both McCormick and Davidson have left the companies that they helped create, and both cite differences with executives that currently run the companies they were associated with and who have been more focused on short-term corporate earnings. The design of games has been systematized into a formula and established genre called “edutainment,” a label that McCormick “abhors.” Davidson explains that she and her husband “had differences of opinion with the new owners over matters of company goals and values.” The interview probes further and she explains: “Companies need to be purpose-oriented as well as profit-oriented. Many media companies that create movies, television programming and software are saying that you just can’t run a 116 business without compromising on standards, but I don’t agree” (Revue 1997). In my interview with McCormick she is even more direct, having been forced out of TLC early in its history. I sold every share of stock. I wanted nothing to do with it. I sold all my stock for a dollar a share. When it went to sixty-five, I lost thirty million dollars making that decision. And I don’t regret it… They made it impossible to transform education alongside making huge profits by doing the same little programs over and over. Eventually that led to the industry crumbling because it didn't deliver on the promise of creating a resource that assures all children can learn what they need. TLC didn't make any transformative products after that, even though technology capabilities leaped forward. McCormick’s constructivist educational philosophy and egalitarian goals of reaching the technologically disenfranchised were converted through commodity capitalism into a way of delivering shallow curricular content to middle-class families. This transformation is an indicator of how media content is inseparable from the economic conditions in which it is produced and circulates. Even when designed towards the promise of social change, the market-responsiveness of commodities means that they often succumb to the inertia of established cultural categories, market segments, and social distinctions. Social change needs to pursued at all levels of the circuit of production, distribution and consumption, a daunting task for anyone aiming to transform the relations between technology, social hierarchy, and learning. In the eighties, new companies were founded by educators with high ideals and new technology and products were distributed to a small market of like-minded educators and computer aficionados. The nineties saw the proliferation of PCs, the consolidation of software industries, and the emergence of a mass market in family-oriented software. Instead of being sold at specialty computer and hobby shops, by the nineties, most of the volume of children’s software was being sold at superstores such as Cosco, Walmart, CompUSA, Toys R Us and Office Depot. Career CEOs had pushed aside company 117 founders, and by the end of the nineties, the children’s software industry had largely consolidated under two conglomerates, one headed by Mattel, and the other by media industry giant, Cendant. The 2000s saw more buying and selling of companies such as TLC, Knowledge Adventure, and MECC between different media and entertainment giants, but no new companies emerging to challenge dominance in this arena. The networks of technology, people, and capital were extended far beyond the boundaries of the original small-scale market of progressive intellectuals and technologists in the nonprofit sector. A larger market, mainstream retail, and more resource-intensive forms of technology have led, ironically, to the demise of what many have felt to be quality products. The greater production expenses associated with cutting-edge technology and graphics also means that there are higher economic barriers to innovation, lending more inertia to the conservative tendency. Now most development budgets are spent upgrading graphics and sound and developing content in established formulas rather than on developing new models for interaction or game design. The development process has shifted from a socially-minded orientation to transforming education, to a market-driven focus on streamlining and generating profit in a competitive corporate climate. One developer describes how in current titles, unlike the early TLC products, “the impetus for these games comes from marketing. This is retail marketing, not school marketing.” She describes how results of market surveys and shopping mall intercepts define the initial parameters for a new product, and then the designers are given a budget, time frame and a schedule. “The budgets have been shrinking. The calendars have been growing shorter, so there’s a lot of pressure to turn things out quickly.” She describes how these market pressures limit content development. “It’s been quite honestly very frustrating to people in this company to have smaller budgets, less time. There has been a very great emphasis on reusing assets. Some of this makes good sense and some of it is jut cost cutting and corner cutting.” She continues. 118 I’m amazed at what our learning specialists and producers can do with shorter time and shorter budgets. They still turn out good products. But the market pressures are there for example for these grade based products. Well, if you’re going to do something for fifth grade and you’re going to cover the major content areas, you’re not going to do any of them in any kind of depth. The content of educational software reflected these shifts in the market and distribution. While the look and feel of learning software has benefited from the higher-end graphics and professional quality production of a mass market of multimedia PCs, the content has grown increasingly systematic, and marketed based on brand recognition and achievement anxiety rather than innovation in design and depth in content. This is happening at a time when the technology has the potential to support much richer forms of content than those available in the early years. Products that have easily-represented marketing “hooks” like a licensed character, established brand, or the claim to transmit strategic cultural capital are easier to disseminate in the current commercial ecology than products with more open-ended, complex, and multi-referential goals. These shifts in orientation also reflect the quickening climate of the “new economy” of the nineties, with the habitus of achievement, penetrating deepening levels of subjectivity, is deemed essential for competitive success. The current crop of products capitalizes on parental anxiety about whether their children are “competitive” not only in terms of acquiring the cultural capital of school subjects, but also in terms of the identity of an achiever and the habitus of competition. An early product,Oregon Trail, placed academic knowledge in a meaningful context of historical simulation, and removed it from the atomizing tendencies and sorting functions of school curriculum and assessment. As children consider how best to manage rations and supplies and proceed along a simulated journey with real-world referents, academically relevant content is mobilized as one relevant component of decision-making. There is no hierarchical assessment of achievement based on realization of a singular correct outcome. Currently dominant products, by contrast, put social distinction 119 and assessment back in, and this is key to their marketing success. In efforts to boost self-esteem and identification, children are repetitively applauded for getting the “right answer” to academic problems that are unrelated to the fantasy adventure scenario that is presumably the “fun” part of the activity. These successes are framed and tallied in terms of the curricular and sorting functions of school. In marketing materials, parents are told that these products will ensure that their children will internalize the habitus and cultural capital necessary for competitive, upper middle-class success. Contrary to McCormick’s efforts to focus on learning rather than education, one sector of the industry has found that it is achievement, in form of school success, that is the most easily marketable package for academic learning software. Consuming Achievement Grade-based educational software appeals to middle-class parents’ desires for wholesome, creative, and interactive play for their children, that also gives them a leg up on subjects that will be covered in school. Unlike action games, which are marketed directly at children on television and in gaming magazines, educational software is marketed towards parents and appears in magazines such as Family PC. One ad for Knowledge Adventure’s JumpStart software series (figure 4.2), running in the December 2000 edition of Family PC, sets up an unambiguous relation between the products and academic achievement. A blond school-aged girl dressed neatly in white knee-high socks, Mary Janes, and a red skirt, still wearing her backpack, stands with her back to you (your child here), clutching a school worksheet. The sanitized space of the large kitchen and the girl’s appearance code the home as White, suburban, conservative, and middle-class. The girl faces a refrigerator already overflowing with assignments red inked with gushing teacher notes: stars, “Good Work!” and “Excellent!” The backpack, the school assignments, and the voice of assessment are represented in a central role in the intimate sphere of the home. A drawing of mom, posted in 120 the visually prominent area at the top left, hails the parent in charge of childrenrelated purchases. She is a smiling blond mother with curly hair and rosy cheeks. The ad copy describes the current concern with self-esteem and identity in promoting academic achievement. “When kids succeed, they feel confident. When they feel confident, they succeed. This is how JumpStart works. And why so many parents think it’s the best learning software you can buy.” In contrast to the other ads in this campaign, this one features a girl, and has ad copy that specifically poses self-esteem issues. Together with the aggressive posture of the girl with hands on her hips, looking upwards, the ad implies that the software will address the inequities that have plagued girls in academic achievement. The software provides a jump start for stalled children in the academic rat race, mobilizing the metaphor of “education as a race” which dominates the culture of competition of elite schooling in the US (Varenne, Goldman et al. 1998: 106115). The ad campaign’s tagline—“She’s a JumpStart Kid, all right—is subtly crafted to imply a status distinction with other kids, the perpetually stalled failures that don’t use this software. The phrase “all right” is a reassuring confirmation of the parental conviction that their child is inherently smart and deserving of this status. Your child, too, may be deserving of higher recognitions of success than she is currently receiving. These ads target increasingly younger children with their toddler and preschool titles, as well as working to fill leisure time with the competitive logic of academics. Another ad in this campaign features a smiling, sleeping boy in a bed covered in books with titles like “Ships,” “Vikings,” and “The Stars.” The books are even tucked into his bed sheets, replacing the stuffed animal so iconic of childhood attachments and imaginings. He is presumably integrating academic content with his dream work. Another JumpStart kid appears in an ad waking up a bleary-eyed father at the crack of dawn, again with a backpack on and lunchbox in hand. These kids have internalized the disciplines of schooling, 121 FIGURE 4.2 ADVERTISEMENT FOR JUMP START 1ST GRADE Reprinted with permission from Knowledge Adventure, Inc. JumpStart is a trademark or registered trademark of Knowledge Adventure, Inc. 122 reluctant to take their backpacks off and eager to get them back on. They are represented as deeply identifying not only with academic content but the aggressive, forward and upward competitive habitus of upper middle-class success. Corporations market software as a vehicle for academic success to parents, who in turn market academics as an entertainment activity to their kids. Parents can mitigate their sense of being achievement-oriented with the reassurance that their kids are having fun. Academic content gets integrated into children’s self-identities and pleasures. The ads for the Math Blaster series feature children in moments of ecstatic play, swimming or playing superheroes, with thought balloons describing the mathematical significance of their play (figure 4.3). A tiny cape crusader speculates, “If I fly 90 miles an hour and the earth is 24,902 miles around, can I still get back home for breakfast?” “Must be the Math Blaster®” suggests that ad copy below. “Software that gets your kids into math. And math into them.” This is the currently dominant logic of edutainment: The most effective forms of learning are fun. So let’s package tasks that function to measure and sort children into something that is pleasurable. That way, the kids will have fun, they will also get ahead in life, and parents can feel they have fulfilled the impossible imperatives of contemporary middle-class parenting that says they must support competitive successes and disciplines while also keeping their children perpetually happy and entertained. This is a “sugar-coating” philosophy that many game designers critiqued in current game design, but which is perpetuated by the logic of the marketplace (Bruckman 1999). 123 FIGURE 4.3 ADVERTISEMENT FOR MATH BLASTER Reprinted with permission from Knowledge Adventure, Inc. Math Blaster is a trademark or registered trademark of Knowledge Adventure, Inc. 124 It is not sufficient for children to perform well academically; it needs to be fun, and they need to love it. “I Love Reading!” “I Love Spelling!” trumpet the titles of a learning series from Interactive Learning, adorned with the faces of wide-eyed smiling children. The habitus of edutainment, of learning for pleasure, must infuse kids out-of-school lives. As with children’s literature and educational toys, educational software holds forth the promise of learning that is tied to school success, yet is freed from the dusty, boring atmosphere of the school, learning that promises joy, delight, engagement and identification. A token African-American child graces the cover of one of these titles, surrounded by a sea of white faces in this and other ads. The White, middle-class marking of these ads and the hefty prices of the products and computers indicate that the market is for families that are seeking to maintain middle-class status or are aspiring to ruling-class status, not the racially diverse and disenfranchised populations that are the target of McCormick’s efforts. The progressive philosophy of “learning through play” has been transformed by a more conservative agenda of “achievement through play,” a small change of phrase with significant ramifications for how products are designed, marketed, and played with. If the parent is persuaded to pick up a software box at Cosco, Toys R Us or Comp USA, they can learn a bit more detail about the contents of the software. Most software boxes feature a front flap that can be opened, detailing content domains and providing screen shots of different games screens. For example, the Jump Start 2nd Grade box cover features the key elements: the title, the green frog character that guides the adventure, the company name, target age, and the tagline “There’s No Stopping a Kid with a JumpStart!” and crucially, a seal attesting that JumpStart is #1, with over 3 million copies sold (figure 4.4). Successful products like JumpStart push their brand as a central marketing 125 vehicle. Parents are enlisted in the “JumpStart family” of products that range from toddler titles to the upper elementary years. At the top of the box, the company, Knowledge Adventure, is associated with the tagline, “Discover. Learn. Excel,” tracing a three-point progression from the child-centered ideal of FIGURE 4.4 BOX COVER FOR JUMP START 2ND GRADE Reprinted with permission from Knowledge Adventure, Inc. Jump Start is a trademark or registered trademark of Knowledge Adventure, Inc. 126 discovery and exploration, to learning and identification, to social success. As a visual genre, these boxes draw from the representational styles of children’s picture books and parent-friendly animation of the nonviolent PBS variety: bright colors, cute, wide-eyed anthropomorphized animal characters with big smiles and big heads. Although not visually central, certain elements in the cover code for school: the ruler notches in the title bar, numbers, a plus sign and the word “noun” and “verb” as part of the background scene. It translates curricular content into the aesthetically pleasing vernacular of children’s edutainment, much as we find alphabets and numbers adorning the bedding and toys of infants. Opening the front flap, a parent sees the claim emblazoned across the top: “A Full Year of 2nd Grade In an Exciting Adventure!” Below that are screen shots of each activity, describing the academic content involved (figure 4.5). For example, “Ice Cavern Math” teaches multiplication tables and “Save our Universe teaches about the solar system. The back of the box concludes with a list of what “kids learn” and a checklist of “what you get,” “Over 80 Skills Taught” including “Simple Multiplication” and “Social Sciences,” in other words, “a complete 2nd Grade curriculum.” This “grade-based system that grows with your child” packages learning as the ability to progress along an atomized set of tasks as defined by the basic components of school curriculum. A small girl is pictured sitting on the progressive steps of this “learning system.” There is also a photo of this smiling blond child with parental testimony as to how “Amanda” is making so much progress in her schooling. The technical features outlined on the back of the box center on parental control and discipline in the context of a wide-ranging set of skills and activities (figure 4.6). The game has “adjustable difficulty levels” and a “parent’s progress report.” In contrast to other forms of technical engagement that stress the empowerment of the child, this product highlights the function of technology to discipline and monitor behavior. 127 FIGURE 4.5 INSIDE THE BOX OF JUMP START 3RD GRADE Reprinted with permission from Knowledge Adventure, Inc. Jump Start is a trademark or registered trademark of Knowledge Adventure, Inc. 128 FIGURE 4.6 BACK COVER OF BOX FOR JUMP START 3RD GRADE Reprinted with permission from Knowledge Adventure, Inc. Jump Start is a trademark or registered trademark of Knowledge Adventure, Inc. 129 The defining characteristics of this multimedia genre are that titles are age-graded, participating in the construction of a version of childhood that is oriented towards maturing along adult-defined measures. Cute, innocent characters, primary colors, and content tied to school grades marks this as a product that kids over ten years of age would not want to play. Marketing is directed at parents who want their children to succeed at school. Conscious efforts are made to include girls in the framing and marketing, but the racial and class markings emerge as White and middle-class, muted somewhat by the use of animal characters. Distribution is through mainstream mass retailing that touts the “number one” popularity of the product. These are the characteristics that define this genre at the level of design, marketing, and distribution. Now I would like to turn to a specific case study of the content of one game typifying this genre, and the way it is engaged with at 5thD clubs. The Edutainment Genre and The Island of Dr. Brain Edutainment games from companies like Knowledge Adventure and TLC were a mainstay of the 5thD clubs. In the late nineties, when I was conducting my fieldwork, the clubs still ran copies of games that McCormick had been involved in such as Gertrude’s Puzzles on old Apple IIs, and as they upgraded their machines to more sophisticated models, they continued to purchase and utilize more recent titles. The grade-based systems such as JumpStart were yet to make an appearance, but there were products that relied on a similar adventurepuzzle format. During my fieldwork, a new game, The Island of Dr. Brain, was introduced, which was played from a CD-ROM and had more sophisticated graphics than the earlier adventure puzzle games being used at the club such as Gertrude’s Puzzles. At the time, the Dr. Brain series of games was published as a kids' series of Sierra Online, a company known for its adventure games titles for adults and kids alike. The Island of Dr. Brain is one in a series of three Dr. Brain titles. Here I use Dr. Brain as a content case study typifying the 130 edutainment genre and how it resonated with many of the orientations towards academic play of the 5thD, but also created problems by inviting a focus on achievement rather than deep mastery of content. In the words of one of the undergraduates, The Island of Dr. Brain is a "mensa-like" game, involving a series of puzzles that are reminiscent of IQ or school tests. These puzzles are embedded in a fantasy role-playing scenario, where the player is working as Dr. Brain's lab assistant to recover a special battery from his secret island. The preplay sequence of the game includes an animated movie where one is introduced to the benevolent, goofy, but demanding patriarchal figure of Dr. Brain, a predictably white-haired, lab coated fellow, and given a set of instructions for how to play the game. One is then deposited at the entrance to the island, and encounters the first of a series of puzzles and intelligence tests. All of the tasks in the game are organized around science, math, logic, and other school-like subject matters. For example, in order to get into the island, one has to solve a polynomial puzzle that involves placing puzzle pieces on the door to the island. In the entrance chamber, one then clicks on a microscope to solve an algebra problem to sort some microorganisms along x,y axes, a number series problem to open a sarcophagus, and the Tower of Hanoi puzzle to open the door to the chamber. The game proceeds in this manner through different scenes with embedded puzzles: a tropical forest, a bridge, a volcano, a village, a hut, and Dr. Brain's laboratory. At the end of the game, the player is treated to a lengthy animation sequence, and is given a final "report card" of how s/he did on the different problems, and is encouraged to play again at a higher level of difficulty. The look and feel of the game are entertainment-oriented and graphically sophisticated, referencing wacky “mad scientist” tropes that were established in educational television programming (MacBeth and Lynch 1997). Peripheral elements such as humorous dialog boxes and animations mute the didactic tone of the game. While the look and feel are designed with entertainment idioms, the content of the game is essentially academic, trying to package “brainy” content 131 as a cool and fun domain. The game follows a coherent adventure story line, but the content of the puzzles are largely incidental to the fantasy scenario. A spectrum analyzer puzzle may be the condition for opening a doorway, or a synonym puzzle a way of getting a basket of apples. The fantasy scenario furnishes a narrative coherence and goal orientation to a series of otherwise unrelated problems. This dual structure also corresponds to different forms of knowledge. The exploratory elements and fantasy scenario are tied to game specific forms of knowledge, including the particular narrative meanings of The Island of Dr. Brain as well as the features that relate to other adventure games and entertainment media (i.e., what to click on in a given scene, the sequence of puzzles, the "mad professor" fantasy narrative, etc.). The knowledge embedded in the puzzles is meant to “transfer” to school contexts (i.e., math, science, and other cultural capital). This relation between the fantasy scenario and the puzzles parallels the distinction between entertainment look and feel and educational content. The Island of Dr. Brain is functionally relatively simple, but relies on sophisticated multimedia capabilities to capture the player's attention. Both the preplay and ending sequences involve extended animation scenes, and the game throughout makes use of color graphics, animation, and sound that were considered cutting-edge in the mid-nineties, when I was observing the use of the game. Each ambient scene, in which the puzzles are embedded, are functionally much like an animated storybook, with "hot" areas that trigger either an animation, dialog box, or puzzle. While players can explore the storybook scenes in an unmonitored and open-ended way, these exploratory moments are coded as silly and functionally inconsequential, transitional “down times” between the “real work” of solving serious academic problems. Hedonistic and regressive functions of undirected play are domesticated and disciplined by the logic of academic work. The narrative trajectory of the game is sequential and singletrack; although one can revisit previously solved puzzles, there is only one pathway through the island, and getting to any given puzzle is contingent on 132 solving puzzles preceding it. The puzzles are much like a standard test or workbook, based on consideration of a limited set of answers to a problem with clear right and wrong answers. The game allows for different levels of difficulty and keeps track of how many puzzles are solved correctly, which corresponds to the report card that is presented at the end of the game. Other functions of the game include a scorecard that can be accessed at any time, the ability to save a game and set the level of difficulty, and a way to move back and revisit previously solved problems. Players can also click on a “hint watch” that triggers a dialog box giving them clues on how to solve a problem. The number of “charges” in the hint watch is limited, restricting the amount of help that kids have access to, and framing the tasks as ideally the work of individualized and unassisted cognition. Beyond these features, there are no other ways for a user to engage with the technical functionality of the game. User ability to change technical parameters is restricted to navigation, assessment and monitoring functions. While framed in the context of play and exploration, the structure of the game parallels features of school learning, where students submit to the authority of the teacher (Dr. Brain) and canonical knowledge, embedded in a series of disconnected tasks, which are thought to build upon each other in a necessary sequential order. Accomplishment of each task is awarded by "grades" (gold and bronze plaques), and tallied into a final score at the end of the game. The game even provides extra credit points for kids who solve additional problems. Unlike school, however, negative assessments are muted in encouraging messages such as “try again!” Game outcomes and grades are not consequential to the sorting functions of educational institutions, and thus the game is an arena for boosting academic self-esteem without fear of consequential failure. 133 Dr. Brain in the 5thD Despite its school-like properties, The Island of Dr. Brain has been remarkably popular in the 5thD among Young Wizard’s Assistants and kids willing to use free passes to play it. Overall, kids respond positively to the eye-catching graphics and animations, and orient quickly to the linear goal structure of the game. Puzzles at the novice level are doable with some help for all of the kids we have observed on tape; the game skirts the edge of kid expertise, inviting productive collaboration with adult participants. During the period that we were observing, the game had just been introduced to the site on a trial basis and was not included in the activity system of the site. Because of this special status, and because of its cutting-edge graphics, it attracted the attentions of researchers, undergraduates, and kids. The undergraduate fieldnotes describe the game as "challenging," "impressive," "a thought-provoking game," school-like, and with "obvious" educational value. One undergraduate also pointed to the "diversity of tasks" as an important feature of the game in making the game interesting and appealing to different kids. Kids' descriptive discourse about the puzzles focuses on whether the game is "hard" or "easy." This kind of discourse contrasts to other forms of gaming that might be described along a spectrum of "cool" versus "boring." When playing Dr. Brain, "cool" was used only to describe elements from the exploratory scenes and animations, never the puzzles themselves. Initially, researchers thought that the game might provide a useful vehicle for comparative study of engagement with similar cognitive tasks across school and the 5thD; the game included tasks that were often encountered in school, but were framed by an entertainment-oriented game and the unique social context of the 5thD. Videotaping was concentrated on the game during a period of about a month in the fall that it was introduced. The corpus of videotapes and notes about play are larger and more consistent than most other games because of this focused attention, and also because the game requires multiple days of engagement to complete. Many of the simpler games have tasks that can be 134 completed within one club period, or do not have a linear goal orientation, so do not invite these kinds of sustained involvement. With Dr. Brain, we have a rare record of a number of kids engaging across multiple sequential days with a game. After some time evaluating the game, however, the researchers at the site decided that it was actually a poor vehicle for evaluating the particularities of the learning processes in the 5thD, though the game was still included at the site. The game tasks were atomized in a way that worked against the deeper intellectual engagements that the site encouraged, and it also fostered a competitive orientation towards achievement that was not part of the 5thD ethos. The game calls out the often latent tensions between the educational philosophy of the 5thD and the educational philosophy of mainstream schooling, particularly in terms of the difficulty of recognizing and managing dominant social markers such as “smartness” and “success.” In the fieldnotes and videotapes of play, three salient dynamics emerge, which are linked to these tensions regarding the value of the game in a setting like the 5thD. One is the way in which entertainment and education idioms are incorporated into the game as fundamentally disjunctive forms of engagement. Another is the tension between the orientation of kids, who want to get through the tasks in as expedient a manner as possible, and the orientation of adult helpers, who try to get kids to understand the nature of the problem. Thirdly, is the way in which the game invites a competitive orientation through explicit achievement recognitions in the game and knowledge and achievement displays by the kids. After describing these three dynamics, the remainder of this chapter presents a case study of one boy who performs the cyborg habitus of competitive achievement in relation to this game, and thus exacerbates these latent tensions in the 5thD system. 135 Marginalizing Entertainment Problem solving strategies for the Island of Dr. Brain involve two different modes, which correspond to the oscillating structure of the game. When engaged in the click-and-explore scenes, kids will click around and solicit feedback from the scene, eventually hitting on the right element that will trigger a puzzle to pop up. While the animations and humorous messages that pop up when one clicks on the "wrong" elements are amusing for a while, even relatively short periods in this mode invite a sense of frustration in not making progress along the sequential logic of the game. Problem solving in these scenes is based purely on guessing and trial and error strategies, unless there is a local expert that knows where to click on the scene. For example, in one tape, two kids are trying to figure out what to do in a room in Dr. Brain's lab. It takes them about twenty seconds to pick up a cartridge, but then they are stuck for about a minute, trying to find where to put the cartridge. After clicking around in vain during this time, the kid controlling the mouse screams, "AAAAH!" in frustration, clicking randomly all over the screen, before being calmed down by his companion and finally figuring out that one needs to click on a specific part of the robot to get to the programming puzzle: "Yes, I got it!" More commonly, engagement with the transitional scenes is an unproblematic and brief break from the puzzles. Kids will quick randomly around the screen, and will fairly quickly hit the object that will lead them to the next puzzle. In breakdown situations, however, when kids get “stuck” in a particular scene, there is a great deal of frustration and a sense of injustice at not being able to move ahead. One case involving an extended breakdown sequence calls forth this kind of frustration. Cathy, a twelve year old, is playing the game for the first time, and is moving quickly through the puzzles, solving them with ease. In other words, she has no difficulty in navigating the narrative or problem space of the game. At a certain point, however, she runs into some difficulty. She has finished a problem that involves manipulating some microorganisms under a microscope. When she 136 exits the problem, she is presented with a slip of paper. She inserts the piece of paper into a sarcophagus, which is also on the screen, and is presented with a number series problem, depicted as the lock to the sarcophagus. Upon solving the problem and exiting the puzzle, nothing happens, and she declares with dismay, "It didn't open." She tries clicking on different parts of the sarcophagus, but nothing happens. The undergraduate working with her suggests: "Maybe you messed up the first one," and Cathy goes on to repeat the microscope problem. She again solves the problem with minimal effort, exits, and nothing happens. She does the microscope problem again. Nothing happens. She clicks on the sarcophagus, and gets a humorous message that doesn't help her goal of getting the lock open. She does the microscope problem again. Nothing happens, and she tries again, declaring, "Oh! This is making me mad." She does the problem again, trying to click on different parts of the puzzle to no avail. She does the problem again, and again. The following exchange then ensues, involving both the undergraduate and the site coordinator: C = Cathy UG = Undergraduate SC = Site Coordinator 1 UG: Are you stuck? 2 C: I'm mad, cause I put the card in there, but then it won't do it. Watch. (Solves microscope puzzle.) 3 UG: So if you mess up, it doesn't accept it? 4 C: But I didn't mess up. (Solves the microscope puzzle again.) 5 UG: So you have to finish this in order...hmm, for it to work? Wait, it's... 6 C: Watch, look at this. (Clicks around main screen, and gets humorous messages and animations). I got the card, and then I put it over. (Clicks around screen and gets various animations. Solves microscope puzzle.) 7 C: (Calls site coordinator over.) I played this game at least six times, but it won't let me. Watch. Watch. I'll play it. (Solves Microscope puzzle.) Watch. I did that. Watch this. I go to here, and I don't get anything. 8 SC: Yeah. Yeah. Cause you've already done this part. This is the same game, right? 137 9 C: Yeah. 10 SC: Yeah, it doesn't have anything to give you, you've gone backwards. 11 C: Oh. 12 UG: So you just keep on going. 13 SC: Yeah. 14 C: So what do I do? (Clicks on door to exit the screen, but game doesn't let her exit.) 15 K: The door won't open though. 16 SC: How did you get back here? How did you get back here? 17 C: It started me all over again. 18 SC: I've never seen this happen. I don't know. See if maybe you can open the sarcophagus. I don't know. 19 C: (Clicks on sarcophagus, and it doesn't open. Looks up at SC.) How do I get out of it? 20 SC: (Pause) I don't know. You can just quit, but don't save it. This is a frustrating series of events, where Cathy repeatedly solves the problem as dictated, tries clicking on all of the resources available on the screen (lines 7, 14), and solicits help from two adults (lines 2, 7). She is getting increasingly angry and insists that she hasn't "messed up," solving the problem yet another time to demonstrate that she is doing things correctly (line 4). Even the site coordinator is baffled as to why the game is not proceeding along its narrative trajectory (line 18). Eventually, she has to start the game over from the beginning. The hints and other feedback that the game provides are all designed to buttress the narrative fantasy, causing objects on the screen to animate, giving hints on how to solve the problem that she has already completed, or posting funny messages that give no hint as to the underlying functionality of the game that would allow the player to proceed to the next puzzle. If Cathy had clicked just a few centimeters off in one direction, directly on the lock of the sarcophagus as opposed to on the casing, she would have moved onto the next sequence in the puzzle. The game, however, provided no clues that would identify a particular part of the sarcophagus as an activation point. Finding where to click 138 was not designed as a significant bit of knowledge and there were no hint or help functions to instruct Cathy about a way out of her predicament. Unlike this sequence, engagement with puzzles, even over extended periods of time, are considered “productive” by both kids and undergraduates. Kids might pursue a single problem for over ten minutes without exhibiting comparable frustration. This difference is consistent across all the instances of play we have in our observational record on the game. The puzzles involve small, self-contained tasks with fairly explicit instructions and recourse to the "hint watch" that displays a partial solution. When the puzzle first comes up, a series of pop-up windows states the instructions for the game and the game provides ongoing feedback on the users actions while they are working on a puzzle. For example, a hidden figures problem gives feedback such as “you’re getting warm” as the player clicks around the screen. There is no such feedback in the transitional scenes such as the one that Cathy struggled with. Although this was not in use at the 5thD, there is also an accompanying book called the EncycloAlmanacTionaryOgraphy that provides content-based information that would help solve puzzles. Solving puzzles is the rubric under which the game evaluates players and provides recognitions of success like bronze and gold plaques. Unlike the puzzles and “serious” educational content, the fantasy scenes are presented in decontextualized and lightweight ways, involving a pastiche of styles and references drawing from “mad scientist” tropes, tropical island fantasies, and jungle adventure stories. No additional information is provided on how to navigate these scenes, and they are clearly marginal to the overall goals of the game. The game does not keep records of where players have clicked on the transitional scenes, and when the player clicks on the right place to move forward, there is no explicit recognition of “success” other than the transition to a puzzle. While undergraduates, in their fieldnotes, resist “just giving the answer” to kids for the problems, they have no problem with the sharing of knowledge that is specific to the fantasy scenario, such as where to click on the scene in order to 139 get to the next puzzle. The transitional scenes are visually attractive and occasionally amusing, but are functionally inconsequential for the recognitions of achievement and the score keeping of the game and the participants. The remainder of the chapter focuses on the problems as the central features of play with game. Playing the System The awareness of game content is peripheral to awareness of the structure of the problem domain, just as the overall fantasy scenario is incidental to the puzzles. While all of the puzzles exhibit some kind of "brainy" content: chemistry, math, art appreciation, etc., many can be solved tactically, based on the logical consistency of the problem domain, rather than with recourse to extra-textual stores of knowledge. There is almost no discussion of the topics that form the game content (i.e., the nature of algebra problems, what a microchip does, what a dominant and recessive gene is, etc.). In many cases, the puzzle is selfexplanatory or recognizable from other game or test situations: a hidden figures puzzle, a matching game, a word search puzzle, a number sequence puzzle, a jigsaw puzzle, or magic squares. In other cases, the structure of the problem emerges after clicking on some elements of the puzzle and through trial and error. For example, one problem asks for changes to an algebra equation to change the lines on a set of x,y axes. After clicking the numbers in the equation up and down, kids quickly figure out the relationship between the equation and the line on the graph, and the problem is soon solved. In still other cases, the structure of the problem is more opaque, and invites recourse to the hint watch or rereading of the instructions, as well as enlistment of help from other club participants. Regardless of the difficulty of recognizing the general nature of the task, overall engagement time with the puzzle is almost always dominated by trying to figure out the structure of the problem. For example, while the idea of hidden figures is almost immediately recognizable, the details of how you select 140 an answer, and what the hints, such as "you're getting warm" mean, require subsequent explication. Unlike competition with other people, competition with a computer is about anticipation of fixed interactional responses. The conditions for achieving the desired end-state may be dormant, but are already programmed into the system. Mastery, in this form of competition, is not about responding flexibly to an unpredictable opponent who may be indexing a wide range of possible strategies and skills. Rather, competition with the game is about orienting to a set of consistent and algorithmic responses (i.e., building an office unit in SimTower increases population by x amount) or a predetermined narrative sequencing (i.e., if player clicks on apple tree, then progress to the next scene). Game algorithms can be quite sophisticated, as with chess, a game particularly well-suited to the capabilities of computation. In other forms of games, which are not reducible to purely algorithmic terms, people are able to find innumerable ways to outwit the machine through their incomparably richer indexical resources. For example, a child can find game playing tricks in a magazine or on the web, work in collaboration with knowledgeable peers, or simply restart the game when the going gets too rough. With games based on singular goal orientations, the interactional asymmetry between human and machine invites creative workaround and alignment with the rigid conditions set up by the game for the player to win. The game stands in for the educational goals of the designers, but is not able to reproduce them in a situationally responsive way. In practical terms, this often means that kids orient to the precise inputs necessary for moving ahead in the game, rather than to the actual content (especially if educational) that these inputs are supposedly tied to. In the 5thD, some of the indexical resources available to the kids are the other people at the club. As in most explicitly educational settings, the adults, while providing help, feel obliged to withhold actual solutions to problems in the service of the kids' intellectual development, while the kids want the answers, in order to win in the terms set up by the game. The interactional asymmetry at the 141 interface manifests as a tension between kids, who prioritize winning, and undergraduates, who prioritize mastery of content. In other words, for kids, winning matters more than how you play the game, especially when playing against a stubborn machine. Computer games don't account for or acknowledge how the kids play the game beyond the specific inputs at the interface, and thus can invite a focused orientation to achieving these formal conditions for winning, at the expense of understanding or mastery of the process of play. Some examples of play with The Island of Dr. Brain are exemplary of this orientation. In this sequence of activity, Andy, a twelve year old, has been moving quickly through the various puzzles, with the help of an adult. They arrive at a hidden word puzzle, where they need to find and highlight words in a foreign language. Andy chooses French, and they proceed in finding the words. A = Andy Ad = Adult 1 Ad: It's in French. Hmm? 2 A: We have to know...oh, it's au revoir... Where's "au"? Help me find it. Look for an "a." 3 Ad: Oh, I see it (pause). 4 A: Where? Just tell me. 5 Ad: You're hot, hot, hot, hot (referring to where Alex is moving on the puzzle). 6 A: Hot? 7 Ad: No, (as Alex moves cursor). Hot. Burning. You're burning hot. 8 A: Oh, here it is. In this sequence, Andy immediately demands help in finding the words -- "Help me find it" (line 2). When the adult finds the word, she pauses, not pointing it out to him, to which he responds, impatiently, "Where? Just tell me" (lines 3, 4). She compromises by giving hints, "You're hot, hot, hot," rather than tell him the answer directly (lines 5, 7). 142 The undergraduates are working hard to apply the educational Vygotskian educational philosophies that they are learning in class to their interactions with the kids. They have been instructed to “provide the children with as little help as possible, but as much help as necessary to ensure that both the students and the children have a good time” (Cole 1997). This rule of thumb for pedagogy in the 5thD is an application of Vygotsky’s theory of the Zone of Proximal Development, which posits that learning happens as an interaction between experts and novices engaged in joint activity. In their fieldnotes, undergraduates describe their interaction, and work to exhibit their application of these educational principles. One undergraduate describes how she provided information to help her partner move ahead in the task, but that the kid had a good basic understanding. The first puzzle we had to solve was matching elements to their periodic table names. I went through the same steps he did, and when he figured out which element he wanted to match it with, I helped him by telling him what the Latin words were that the periodic table names were listed under. He figured out the abbreviations from there. He knew most of them on his own. Another undergraduate similarly describes how she provided just enough help, but that the kid was doing most of the work in solving the problem. Some of the language was very complex, and I helped him by telling him what the words meant. I would just give him the meaning of one of the words that needed to be replaced, and if he didn't know what the other words meant, I would give him pointers on their general meaning, or use them in a sentence, so he could figure them out for himself. In contrast to this stance by adults, who feel it is important to provide the minimal amount of help, kids seem to have no reservations about giving the answers directly to other kids. On a subsequent day, a younger boy, Chris, is playing Dr. Brain, and Andy shows up to dictate exactly what to input, with no explanation of 143 the actual process. Chris has just begun a new problem involving programming a robot to move through the laboratory and pick up a silver key. Andy shows up, immediately declares his expertise, and then tells Chris what to do. The remainder of the problem solving sequence, until they arrive at the desired end state (to get the key), is exclusively about Andy dictating operations, while Chris inputs them. A = Andy C = Chris 1 A: Allright, go in. 2 C: Here we go. 3 A: I'm very good at this. 4 C: There was the earthquake. Now what do we want to do? 5 A: Take the purple one. 6 (C picks up purple chip.) 7 A: Put it in the back of his head. 8 C: Right there? (Puts it in robot's head.) 9 A: Yeah. OK, let me do this. 10 C: We know how to... 11 A: I'm really good at this. 12 C: OK, hint watch. (Hits hint, which turns position indicator on.) 13 A: Hint watch. OK, robot position indicator. 14 C: OK we want to go -- 15 A: Forward. 16 C: Forward. 17 A: Forward, left, forward, forward, forward, forward, stay, stay, stay. Pick it up. Pick up. Now right, right, forward, forward, forward, right, forward, forward, drop. Now run, I mean go. Do go. 18 (Inputs program as Andy dictates. Runs program, and robot gets a silver key.) 19 A: There he goes. OK. 20 C: Silver key. 144 In this sequence, Andy begins by telling Chris how to activate the puzzle (lines 5, 7), and then dictates the answers as Chris inputs them (lines 15, 17, 17). The jointly formulated goal of the two kids is to get through the problem as quickly as possible rather than to explicate content knowledge for Chris, who blindly follows Andy's instructions. Both of these sequences, while based on different priorities between kids and adults, are similarly an outcome of a linear and singular goal orientation embedded in The Island of Dr. Brain. On a different day, Andy takes this position with another girl playing the game for the first time. The undergraduate working with her is upset by this, and writes an unusually critical fieldnote that describes problems with Andy and the game, and how they disrupt the goals of the 5thD. She was not learning to solve these problems on her own. He wouldn’t tell her the point of the game, or how he was figuring out these solutions, he just commanded her. I guess he saw the goal as getting to the next level, no matter what. It did not matter if she understood or not. Other kids are more amenable to the adult orientation, and after Alex leaves, the girl and the undergraduate work together on the problems again, this time reading the instructions and “really” solving the problems together. The higher priority that adults give to process and understanding also translates into a tension between an explicit instruction-driven orientation and a trial and error, guessing orientation. The adults tent to stand in for the former orientation and the kids for the latter, particularly when they are not working under close adult supervision. Unless held back by an adult, kids almost always click quickly through the instructions, and will invariably look to the hint watch for partial answers before they will try reading the instructions for explicit directions. One undergraduate writes glowingly about a “very smart boy,” and notes with impressed surprise how he would “always read the instructions.” More typical are the observations of another undergraduate working with a different boy. 145 “When we would get to each new puzzle he did not bother to read all of the directions. I was inclined to read each sentence carefully trying to remember what it said and go through all of the directions before starting each task.” The most striking example of this tension is in one tape with a boy and an undergraduate, where the undergraduate, in frustration, repeatedly tells him that she can't help him because she has not seen the instructions beforehand. Eventually, as they continue to run into difficulty with the puzzle sequences, she has him read the instructions out loud before proceeding with problem solving. It is not clear, however, that explicit instruction based problem orientations are the most successful for the game. With the addition of the hint watch, guessing is often a much more expedient solution than following instructions. For example, the two are unable to figure out the tip-o-meter despite reading the instructions out loud. The undergraduate complains to the site director that the instructions are "weird," and eventually the boy solves the problem by using his hint watch charges. In the subsequent rat-driven-elevator problem, the boy has rejected the instruction-based orientation and solicits help from another kid at site, who shows him how to use the hint watch to get half the answer and then guess at the other half, a strategy that was also developed by some other kids that I observed on tape. While the boy was willing to test out the undergraduate's instruction-driven strategy, eventually the hint/guess strategy won out. Unlike simulation, strategy, and scenario games, adventure games such as Dr. Brain require a narrowly defined set of "correct" inputs in order to proceed through the game. There are clear right and wrong answers, and winning conditions are assessed only based on these answers to a series of problems. The kids express satisfaction and even glee at "outwitting" the game, while adults try to steer them toward solving the problem without guessing. Adults at the club do work to get children to understand the problem rather than guess or get an answer from someone else, but there are still limits to sustained engagement with academic content. Even these moves by the adults are oriented toward the structure of the problem rather than content. For example, they will push kids 146 toward comprehension of the instructions for solving the puzzle rather than toward understanding, say, how circuitry works, or what the difference between a reptile and an amphibian is. Much of this orientation is overdetermined by the fact that puzzle completion affords immediate progression to another puzzle rather than continued engagement with a given content domain. When a puzzle is completed, the computer responds with a plaque of achievement, and moves quickly to an entirely different challenge. Competition, Achievement, and Knowledge Display Competition is a basic feature of all game-oriented children’s software, but games such as Dr. Brain that have clear parameters for competition, well-defined obstacles, and unambiguous recognitions of success, invite the most dogged orientation toward winning, often at the expense of actually mastering or making sense of the content embedded in the game. This is the peculiarly academic brand of competition as it is translated to a recreational domain that is not immediately consequential for sorting or assessment performed by educational institutions and testing. As Shelley Goldman has described in her ethnography of an elite school (Goldman and McDermott 1987), this logic applies to the paradoxical concerns of those who are most likely to succeed with altogether inconsequential competitions. It is the story of … intense work constructing competition. Continual quizzes, tests, exams, special project, sports events, and so on produce complex ranking that are displayed in plaques, trophies, special citations. Individual qualities become public events (Varenne and McDermott 1998: 18). The Island of Dr. Brain is part of this cultural construction and display of a form of competition that is institutionally separate from schooling, but is tied to a related discourse and habitus of achievement. The game has clear endings to 147 each puzzle, where kids receive a plaque, keyed to different levels (bronze for novice, silver for intermediate, and gold for advanced). Kids can view these plaques on a progress chart throughout the game, and the game tallies their overall score once they have traveled through the entire island. Game play is punctuated by these small recognitions of achievement, which kids will point out to their partners if they haven't noticed, or, if they are playing alone, may even call out to others at other parts of the club. Although these are “token” achievements that don’t serve to sort children in school or even in the context of the 5thD, they still matter to the kids. One undergraduate writes: “Dr. Brain kept on giving [the boy] bronze awards. [He] kept on saying that this kind of sucked. Why couldn’t he get better than bronze, like silver or gold? He wanted better awards.” One boy, working alone, with the site coordinator's occasional help, is struggling with a particularly difficult problem, and finally solves it, apparently by repeatedly guessing. He gleefully shouts, “Yes! I did it!” calling out the site coordinator’s game. “I got it! I got it!” he continues to shout, dragging two other kids to the computer to show them. “I did it!” Undergraduates also participate in constructing and displaying these recognitions of success. “Upon the puzzle’s completion, I exclaimed to Herbert, “Excellent job!’ The grinning Herbert proudly replied, ‘Thanks.’” Certain puzzles in Dr. Brain are specifically designed for recognitions of levels of achievement or "beating" the game. For example, one puzzle in The Island of Dr. Brain is timed, and will tell you if you beat the record time for completing it. Kids will usually orient to the stopwatch in the corner, and will gauge their success on whether they beat the record. Here Chris and an undergraduate mutually orient to this goal as the game sets it up. Chris is particularly attentive to the time record (lines 3, 5), and his own speed in completing the puzzle (lines 7, 13, 15). The undergraduate encourages this orientation toward beating the record, pointing out the stopwatch in the corner (lines 16, 20), and asking him if he knows what the record is (line 22). 148 C = Chris UG = Undergraduate 1 C: Well, we got the tree done. Nobody can, nobody beat this yet, know that? 2 UG: Really? 3 C: Nobody's beat it in this kind of times. 4 UG: I know, you're doing it really well. 5 C: Nobody's beat it... 6 UG: You got the diving board, and the tree, and what's this... 7 C: Nobody's ever gone this fast, you know that, I've probably, I'll probably beat the record. 8 UG: You probably will. I've never seen anyone do it this fast. That's a hard one, you could put that one back for a while. 9 C: I think this actually goes in there. 10 UG: Oh, wait, you're right. Where do you think that one goes? 11 C: Oh, I see something. 12 UG: There you go. 13 C: I'm going really fast. 14 UG: Yep. 15 C: How fast do you think I'm going? Faster than anybody. 16 UG: It's timing you down there. 17 C: It is? 18 UG: Yeah. 19 C: Oh gee. 20 UG: Seven minutes 21 C: Then I'm beating the record. I'm beating the record. 22 UG: What's the record, do you know? 23 C: I don't know, but I'm probably going to beat the record, because it looks like it. I've never gone, nobody's ever gone this fast. 24 UG: OK, where is that thing. What is that thing called, that little like... 25 C: No that goes right there. Yeah, this goes somewhere. 26 UG: You're almost done. 27 C: I might even beat the record. Where would this go? 28 UG: Right there. 29 C: I couldn't have done it without you, you know that? 30 UG: I didn't do much. You did most of it, and you only have one more piece left. 149 31 C: (Finishes the puzzle, and gets a message that he broke the novice record.) 32 UG: Yeah, you broke it. In another instance of play with this same puzzle, an undergraduate and Cathy similarly cement a common recognition of “beating the record,” although they eventually discover that there wasn’t actually much of a record to beat. Cathy figured out what to do very quickly and was finished with the puzzle in six minutes, which I considered a great achievement. Dr. Brain announced that we had beaten the all time novice record. I was pretty excited, and so was Cathy, until we found out the all time novice record had been 99.99 minutes. But I told her that she had done really well, and she believed I was sincere about it. Given that The Island of Dr. Brain is a series of puzzles of this sort, that culminate in the final "beating" of the entire game sequence, completion of the overall island adventure is greeted with enthusiasm. The game provides a lengthy closing animation, special thanks from Dr. Brain, and an entertaining animation for the final credits. We only have two instances on tape when the game was completed, but both invited enthusiastic responses. Here is one sequence of a boy completing the game with his dad's help, showing his enthusiasm at completing the game, and the recognitions of others at the club: P = Paul N = Norma GS = Graduate Student P: (Completes final puzzle, and game screen changes.) Oh, yeah. Cool. (Game cuts to final animation sequence.) Oh yeah! It's a huge boat! (Turning to dad.) I beat the whole island. (Reads final messages, and watches animation.) (Dad gets up and leaves.) P: (Continues to watch animation.) Oh cool man. (Points at screen.) N: (Leaning in from neighboring machine.) What is that? 150 P: Yeah, it's an old hidden ship. It's an island that looks like a boat. What the heck are you doing ship? (Scene cuts to credits sequence and P reads messages and credits.) GS: (Arrives on camera.) Did your dad go home? P: Nnn-nn. He went to make a phone call. GS: You finished! Congratulations! P: (Continues to watch animation.) Oh yeah! I beat the game! (Raises arms and waves them in the air.) GS: Congratulations! What are you going to do next? P: I don't know. GS: How long did it take you to do it? P: Ohhh, two weeks, maybe three. All of these examples from Dr. Brain rely on game play in relation to clear and stable standards, determined by the game, which channels game play toward a well-defined goals and invites celebration and knowledge display upon achieving those goals. As they work to build kids’ confidence in their intelligence and abilities, undergraduates also reinforce and produce these displays of achievement. Token awards presented by Dr. Brain become social occasions to display achievement. High scores and records are a way of producing success in competition with others in a way that is somewhat removed from one-on-one competition between kids at the club, something that the 5thD philosophy would discourage. Unlike a school exam, these practices are not about sorting children and they do not explicitly produce failure, but they are about producing a subjectivity as an intelligent and competent person. Within the context of the 5thD, where groups of children mingle with educationally minded adults, the game mediates the contexts of school and play. Adults and the game perform academic achievement in a context that is relaxed, enjoyable, and rich with peer group interaction, strengthening kid’s identification with academic content. At the same time, the game is also in tension with the philosophy of the 5thD that encourages collaborative and non-competitive learning processes. These tensions become highly visible in the case of one boy’s engagement with the game. 151 Andy and the Island of Dr. Brain A closer look at boy, Andy, and his play with The Island of Dr. Brain illustrates some of the achievement-oriented investments and subject formation that the game invites. Andy has already appeared in earlier examples as a game expert that often appears over the shoulder of other kids giving answers to the puzzles. He has a reputation at the club as academically competent, especially in the area of computer literacy. One undergraduate describes how he is “really good at the game,” and another how he “really impressed me with his knowledge of the game.” After his completion of the game, Andy becomes known at the club as an expert at The Island of Dr. Brain, and appears frequently in subsequent tapes of the game, helping or heckling other kids. Andy provides a good case for observing a child who orients quickly to the achievement goals and academic content. At the same time, he is a somewhat problematic figure at the club. In the sequence mentioned above, the undergraduate is upset at his “commanding” attitude toward a girl that is playing. “If she got something wrong he would tell [her] that she was stupid, and did it wrong. If he got it right, he would say that he was the smartest person.” On another day, he is working with two other boys on the game. The undergraduate sitting with him writes: “I did not realize that Andy was completely dominating the game until the two boys got up and left from lack of interest.” This same undergraduate writes that, “I like Andy. He is a fun kid, but working with him can make me frustrated due to his limited focus.” On another day, two boys exclude him from their play with the game, calling him “the problem,” and the undergraduate writes that, “I feel really bad for Andy.” Like Ian, the boy that is a central figure in subsequent chapters, Andy is highly visible and active presence at the club because he transgresses certain boundaries, in the process, bringing to light some of the cultural tensions that intersect at the site of the 5thD. While Ian is adept at smuggling in idioms from action entertainment and hacker culture, Andy mobilizes idioms of competitive 152 achievement that are problematic to the 5thD. Although other kids at the site do not exhibit this kind of orientation to the game, Andy has a strong sense of identification with Dr. Brain and uses the game as a resource to produce a particular social identity at the club. Andy’s displays of knowledge and achievement create tensions between him and other children as well as the organization of the club. He becomes an object of interventions by the adults at the club. On one occasion, he got into a dispute with the organizers of the club when he claimed that he had finished the maze and should be awarded the title of a Young Wizard’s Assistant, but the organizers could not find documentation that he had actually completed all the activities. On one day, both the site coordinator and site director are trying to pull him away from Dr. Brain to deal with this issue of his status at the club. He is busy “helping” another girl play. The undergraduate writes that his “idea of helping was to do everything for us.” The undergraduate continues: “[the site director and coordinator] saw what was happening and told Andy to do something else besides play Cathy’s game for her…. In exasperation, I covered the computer screen with my hands.” Eventually, Andy leaves with the site director but returns again and the undergraduate writes that he “told us that he could do this puzzle in seven moves. I told him that was nice, but we could do it on our own. He left.” Andy is not a “typical” kid that exhibits typical responses to the game, but rather is a participant in a social and cultural world that labels him as “special” and at times problematic. The video record provides more detail on how Andy engages with the game and others at the club. The first set of examples is from the day when Andy completes the whole game sequence of The Island of Dr. Brain during one club period. He has played bits and pieces of the game previously with other kids, but this is the first day in which he gets sustained time with the game, and, with adult help, moves through puzzle after puzzle. In this first example, Andy has just begun to work on a puzzle which involves identifying the chemical code for elements in a set of objects, a tin cup, a zinc bar, etc. (figure 4.7). When the 153 FIGURE 4.7 CHEMICAL ELEMENTS PUZZLE IN THE ISLAND OF DR. BRAIN Screen shot reprinted with permission from Vivendi Universal Games puzzle pops up, he reads the instructions, and then tries clicking around to determine the nature of the task. The adults he has been working with have been temporarily discussing other matters, but he calls them back to the task with a question: A = Andy Ad = Adult SC = Site Coordinator 1 A: What am I supposed to do? I don't get this. 2 SC: OK did you analyze it? It says: "These chemical elements..." 154 3 A: (Pulls down another screen of directions and reads, moving pointer over lines.) 4 SC: Oh, you're doing trace elements OK, here. 5 A: Ahhhh! I see. (Starts to read the description of the element to find. The object under question is a zinc bar.) 6 Ad: Oh, do you get the hints? 7 SC: "Blank" -oxide (referring to the description, which gives a hint that the answer is a "____ oxide"). 8 A: Carbon. Blank? Blank? 9 Ad: See the blank here? (Points to screen.) They're saying fill in the blank. 10 A: Yeah, I know. 11 SC: It's like the sun block people put on their face....You know, people put it on their nose... 12 A: Yeah what is it? 13 SC: What is it called? 14 A: SPF. 15 SC: No. There's a thing that completely blocks it out. 16 A: What? Blank? 17 SC: Zinc-oxide, maybe? 18 A: Ziiiinc... 19 SC: Have you ever heard of that? 20 A: (Nods.) 21 SC: It's the really white stuff. So you have to find that. 22 A: What's the "Z"? (Points to "Z" in table of elements.) 23 SC: Go up one. That's the zinc. See it up on top? 24 A: (Selects Z for zinc, and gets the first element identified correctly.) Allright. 25 SC: OK. Now you're doing the next one. It's two percent. It says: "These chemicals are present only in minute amounts. The analyzer cannot trace them." So, that's the hint you got before, which is the trace element, which means there wasn't enough of them to pick up. 26 A: (Selects "Trace Element" and successfully completes analysis of the first object.) Allllright. Zinc Bar...(Places zinc bar to the side, and puts tin cup in the analyzer.) This is tin. I know it already. Tin... 155 In this sequence of activity, Andy orients quickly to the suggested task structure of the overall game for a new problem: read the directions, determine what the problem is, get the correct answer to the problem, and display knowledge. The hail, or call to action by the game, is thus: process procedure, execute procedure, solve problem, record solution (fill in the blank). When Andy falters in determining the procedure, he enlists the help of the adults: "What am I supposed to do? I don't get this" (line 1). Andy and the site coordinator orient to the instructions, and then, the initial recognition occurs, "Ahhh. I see" (line 5), as he is able to decode the instructions and recognize the call for action. Both Andy and the site coordinator then shift their orientation toward the content domain and solving the problem: What kind of oxide is it? (lines 7-10). They need to fill in the blank, the invitation by the game to respond to a pre-programmed structure of meaning. The site coordinator, then, tries to get Andy to fill in the answer, by providing some hints, though she eventually must give him the answer: zinc (lines 11-17). Andy responds with another act of recognition: "Ziiinc," in an extended, low tone, and nodding to the site coordinator's confirmation that he understands the answer (lines 18, 20). He thus positions himself as the subject, who has responded to the call for a particular answer. For the remainder of the clip, she guides him in locating zinc on the list of elements, and he inputs the answer: "Allright" (line 24). This mode of interaction with the puzzles, where Andy decodes the instructions, executes them in solving the puzzle, completes the puzzle, and moves quickly on to the next, is typical of his engagement throughout most of the game. As he works through a puzzle, each successfully completed step is punctuated by an "Allright," or "Ahhh!" of recognition. In this way, he repeatedly enacts the subjectivity and habitus of one whose knowledge and competence is being tested and assessed. Andy's brief utterances of recognition are subtle but repeated frequently. On other occasions, Andy makes more explicit statements that point to his increasing subjectification in the terms of academic achievement as suggested by the game. In the following clip, from the same day as the 156 previous clip, Andy has just completed the Tower of Hanoi problem in The Island of Dr. Brain. His adult partner has been engaged with another child while he works on the puzzle, and he tries to draw her attention to the fact that he has solved the puzzle, self identifying himself as a "smooth" problem solver, displaying his competence: A = Andy Ad = Adult A: Now I have it solved! (Turns to adult who is still preoccupied with other child.) I got it solved... Computer: Congratulations! You've earned a bronze logic sequence prize! A: (S trying to get adult's attention) I did it... Ad: (Turns back to Andy.) Sweet. A: I'm smoooooth. Ad: How many moves did you do it in? A: Seventeen. As described earlier in this chapter, the singular and linear goal orientation of The Island of Dr. Brain, encourages kids to input correct answers, often at the expense of engaging with educational content. Andy is a particularly adept strategist in this regard. In many instances of his play, I have marveled at how he was able to quickly identify the minimal conditions for solving a task, delegating as much problem solving effort as possible to other helpers in the neighborhood, and getting through the problem. This next example is from one of the first instances of Andy's exposure to Island of Dr. Brain. Andy is working with another kid, Herbert, and they are just beginning "the rat-driven elevator" problem (figure 4.8). The site coordinator occasionally checks in on their play. This is the first time for either of them to encounter this problem, and they are exploring and trying to decode the problem space. The task is a complex one. They are asked to determine how many spokes, on two different gears, are required to balance a counterweight with the weight of the elevator. They spend 157 quite some time keying in different answers and trying to figure out the nature of the problem, enlisting the site coordinator's help. They try various solutions, but the elevator continues to either fly into the ceiling or the floor, toppling the crashtest dummy inside. Eventually, they being to enjoy simply watching the dummy crash time after time, moving from a moment away from an achievement orientation to pleasure in this spectacle. After almost ten minutes, in which they continue their trial and error tactics, they finally happen on the correct answer. This excerpt is of this concluding sequence: A= Andy H= Herbert SC = Site Coordinator 1 A: OK, fifty-six. fifty-one and seventeen. you have seventeen and forty-eight. Forty-eight. OK let's try it. 2 H: Yeah. 3 A: I love doing this. 4 H: Yeah this is it. Yep. Nope. Nope. (Elevator crashes.) 5 A: Ahhh!! I love that. 6 H: It must, it must be fifty-one. Oh, man. 7 A: This is so hard. 8 H: Eighteen teeth. Watch this, watch this, watch this. 9 A: You think this is right? No, he got tired. (Elevator crashes.) Ahh!!! (Laughs.) I love this!! 10 H: Eight, twenty-one. Nooo!!!! (Elevator crashes.) 11 A: I love doing this. 12 H: Thirteen. Yeah. (Elevator is lowered successfully.) Oh my gosh. We got it. We got it!!! Yeah, [site coordinator name]. We got it. 13 SC: Allright! 14 A: And we did it by guessing too! 15 H: I know, huh! 16 A: We're so good. Yeah, we can ride it. 158 17 H: Yeah. FIGURE 4.8 RAT-DRIVEN ELEVATOR PROBLEM IN THE ISLAND OF DR. BRAIN Screen shot reprinted with permission from Vivendi Universal Games 159 This clip records a gleeful moment, with Herbert calling out to the site coordinator about their accomplishment, and the two boys mutually congratulating themselves (lines 12-16). While they are still proceeding along the sequential logic of the game, they have managed to claim a small space of achievement for themselves, which is not tied to the procedure for action as suggested by the explicit educational goals of the game. They are still, provisionally, heeding the call to action: working on decoding the instructions and getting the correct answer. Most importantly, they persevere and achieve mastery, at least in the technical terms defined by the game, which are exclusively about keying in the correct answer to a problem. They are particularly happy at having “tricked the system” by getting the right answer by guessing. Far from detracting from their sense of mastery, this accomplishment serves as a display of achievement. “We’re so good. Yeah, we can ride it.” In a subsequent day, Andy revisits the same problem, and mobilizes the guessing tactic that he developed with Herbert, abandoning any attempts to decode the nature of the problem and reproducing the guessing heuristic in another context. A= Andy Ad = Adult 1 A: Now I can open it. (Opens door to rat-driven elevator problem.) I LOVE this puzzle! This is so funny. We just guess. Me and my friend did it and we just kept guessing. 2 Ad: Oh really? It kept kicking me out. 3 A: Watch this. 4 Ad: So what you do is (pointing to screen) you divide the elevator weight into the counterweight. 5 A: (Inputs a solution, and the elevator crashes.) Oh no! 6 Ad: Crash test dummy! (Game states correct answer, and then resets puzzle.) 160 7 A: Oh! It was twelve and twenty-four. Oh, I see. (Game has kicked him out of the puzzle and he re-enters the puzzle.) 8 Ad: How many times does 428 go into 1284? 9 A: I have no idea. I'm just guessing. It works. He eventually did it. Yeah! (Elevator is lowered successfully.) Am I good or what? 10 Ad: Pure luck. In this clip, Andy begins by announcing his guessing tactic. While the adult, in turn, repeatedly tries to get him to orient to the procedure as suggested by the game and the subject position of problem solver: "So what you do is you divide the elevator weight into the counterweight" (line 4). "How many times does 428 go into 1284?"(line 8). This disjuncture, between the narrow definition of achievement called forth by the testing situation (input correct answer), and the more demanding definition of achievement called forth by the adult (follow the correct procedure before inputing the answer), points to a gap between the formal measure of achievement and the process that is meant to underlie the measure. The work by Andy to exploit this space between a formal recognition of mastery and an actual expenditure of personal effort, is similar to other testtaking tactics that are developed by kids who learn to "play the system." When interpellated by a testing formation, one tactic is to guess strategically. At a later puzzle, Andy guesses correctly again and looks smugly at his partner. “I did it. And I just guessed. I’m so good at guessing.” A few months later, Andy is well established as the site expert on The Island of Dr. Brain. I have already described fieldnotes with frequent references to him checking in on other kids' play of the game, often displaying his knowledge and giving answers. In the following clip, Andy's help is being actively solicited by a younger child, an eight year old, Chris, who has also appeared in the previous section. During the course of a day's play, Andy makes frequent appearances over Chris's shoulder, giving him instructions on how to play. Chris will often call out to Andy to come help him if he is stuck. This brief clip illustrates 161 a typical sequence of interaction in this tape, where Chris encounters a puzzle, Andy identifies himself as an expert, and Chris solicits help. C= Chris UG = undergraduate A = Andy C: Now we are here again. UG: Oh that's hard. A: This is hard. I'm pretty good at this though. C: OK, I need some help. A: Allright. This is not an isolated instance. Throughout the course of his play with Chris Andy repeatedly makes statements such as “I’m very good at this” or “I’m really good at this” at almost every puzzle that appears. Other children also display achievement when completing a task, but Andy displays a persistent subjectivity as a game expert across instances of his own play as well as in participation of the play of others. This is unique from the activity-specific acknowledgements, such as “I did it!” that punctuate that ongoing game play. Andy's sense of mastery of the game is thus documented in the video record through the repetition of moments of interpellation, recognition, and alignment with game codes, leading to increasingly public and open displays of game mastery to other kids and adults at the club. I am not suggesting that this process is linearly progressive, but rather it is a sedimentation of repeated acts of social recognition. Andy is repeatedly hailed as a particular kind of learner by the game and others at the club, and repeatedly recognizes the hail, and subjectifies himself to this shared sociotechnical formation (Althusser 1969). His selfrecognition as a knowledgeable subject is part and parcel of recognition by others of his subjectivity, a set of recognitions made possible by ongoing cycles of interpellation and knowledge display. Andy constructs and performs a cyborg 162 habitus in relation to the durable dispositions of the machine, rendered meaningful and socially consequential in a local context that values symbolic academic achievement. In the video record, his small but highly repetitive acts of describing the difficulty of the game and his own mastery of it produce his subjectivity as a smart and successful kid, as much as the identity of the software as representing “hard” content. This subjectivity is validated by the adults that play with Andy, but at the same time, Andy creates tensions when he constructs a competitive situation with other kids, producing “failure” and “stupidity” in others as an outcome of his own success. This was most apparent in his domination of other girls at the club who were playing the game for the first time. As the undergraduate involved writes, “Maybe he did not want [the girl] to be as good at the game as he was. The Fifth Dimension had turned very competitive.” Conclusions In his discussion of “the acquisition of a child by a learning disability,” Ray McDermott follows one boy across a variety of settings, and documents the variety of social settings, practices, and cultural categories that acquire, label, and subjectify him as a “special” child and differentiate him from others around him. He makes the radical claim: *We might as well say there is no such thing as LD [learning disability], only a social practice of displaying, noticing, documenting, remediating, and explaining it” (1993: 272). McDermott’s critique of American education could apply equally to the case I have presented of achievement-oriented software. “In America, we make something of differential rates of learning to the point that the rate of the learning rather than the learning is the total measure of the learner” (1993: 272). The differential is what is crucial here and also what distinguishes the 5thD from school achievement. The 5thD was content to celebrate Andy’s achievement of game goals to the extent that it fostered his learning and self-esteem, but not to the extent that it positioned him in a hierarchy vis-à-vis other children. Play with Dr. Brain in the 5thD could be 163 considered an example of “displaying, noticing, documenting, and remediating,” learning but one with unique characteristics that accentuate academic accomplishment, but seeks to downplay competition. In this context, the content of the software does exert its uniquely stubborn influence. The machine becomes a tool in Andy’s local micropolitics, and Andy becomes a “consumer” of edutainment software, interpellated into a translocal network of multimedia-capitalism. In moments of engagement, he becomes a representative member and producer of a certain multimedia genre. Knowledge displays are oriented to both adults and other children, but adults form the most appreciative audience, structuring the reception context with their recognitions of success. “Congratulations!” “I’ve never seen anyone do it so fast.” These responses are as much part of the cyborg habitus structured by this genre as the efforts of children to heed or resist the call to action of the game. In these everyday practices, the edutainment title has delivered on a certain set of promises in the subtext of the marketing of the genre. As the JumpStart ad copy suggests: “When kids succeed, they feel confident. When they feel confident, they succeed.” Interest in and engagement with content is secondary to the attribution of success, positioning a child in a status hierarchy defined by “winning” in a competitive exercise marked as academically significant. This competitive habitus is latent in the academic priorities of the 5thD, but only becomes a visible problem in when it is taken to its logical conclusion of differentially labeling children. The particularities of the software design are important to keep in mind, as are the particularities of the 5thD setting that inflects its use. It is the collusion between very specific game features such as score keeping functions and ways of getting hings that enables certain forms of engagment that create tensions with the 5thD ethos of collaborative play. One could imagine a game that had packaged similar content in slightly different ways, manifesting substantially different forms of engagement. The cyborg nexus between player and software represents and produces success (and failure) as a social and cultural outcome of consumption/production 164 relations, in turn embedded in the broader fabric of American life. Andy participates in a genre of academic preparatory play that Hervé Varenne, Shelley Goldman, and Ray McDermott have framed as typical practice in upper-middle class schools. They describe a question and answer game called “Screw Thy Neighbor” played at an elite middle school, where kids cover school topics, translated to a quiz-show genre. They conclude that compared to standardized testing, “’Screw Thy Neighbor,’” like the Balinese cockfight, does not do anything. Functionally, it is ‘just’ deep play, and culturally, it is the stuff of life” (1998: 11213). In the words of one of the teachers: “You make it into a contest, and suddenly everyone wants to be an expert at defining vocabulary words” (114). Varenne and his colleagues write. “In their vocabulary, they say simply that the competitions of everyday life are ‘fun.’ Competition transforms the boring into the interesting” (114). Games such as Screw Thy Neighbor and The Island of Dr. Brain are preparatory for “real” school tests and productive of a competitive habitus of upper-middle class status. “The games may not be functional, but they do function to affirm what the world is like: It is a world in which neighbors screw each other within a controlled field” (114). Edutainment software is a multimedia genre that produces a certain form of class identity as one of its sociocultural effects, merging the traditional status of academic content with a highbrow media form, packaged in a pop cultural visual vernacular that can travel across the boundary of the school and into the home and other recreational contexts. Varenne and his colleagues write that When competition on level playing fields is upheld as a cultural model both of the way the world is and of the way it should be, getting unfair advantage is what makes sense for people to do. The more fields are leveled, the more the people who race can be seen reconstructing new obstacles for those behind them“ (Varenne, Goldman et al. 1998: 108). Edutainment software of the currently mainstream variety can function as one of these new obstacles, an escalation of the logic of competition. As the 165 market for learning software expanded from a small, niche market of like-minded progressives to a broader cut of the middle-class, the software has been enlisted into the dynamics of class distinction. Software has become another site for fanning achievement anxiety in parents, and for instilling the habitus of upwardlymobile achievement for children that seem to have been born into success. Varenne and his colleagues have noted among “successful” families that, They could not passively rely on the actuarial tables that predicted career success through the background characteristics of their parents…[T]he students were faced with the reverse possibility: Everyone organized their world to reveal how they would fail if they let down their guard for a minute (Varenne, Goldman et al. 1998: 114). The efforts of progressive reformers to broaden the base of achievement could be considered one part of the escalation of achievement anxiety for the already successful. “Day in and day out, [students at a high-achieving school] have to work hard at school and thus make it harder for the students of [the low achieving school] to catch up” (Varenne, Goldman et al. 1998: 114). The material from the 5thD demonstrates that structuring sites of reception can substantively alter these conditions of social reproduction by downplaying the competitive dimensions of play with this kind of software. The history of the emergence of the genre also demonstrates that learning software could be otherwise. The design an dmarketing of games does matter and can translate to substantive differences in forms of engagement. In fact, just as the founders of the industry criticize current products, many of the educators at the 5thD resist the newer titles and have continued to support the Apple II and the early products produced for that platform. Yet these efforts are rapidly entering technological obsolescence as CD-ROMs and DVDs have thoroughly replaced floppy disks and Apple IIs are becoming difficult to maintain for even the most avid hobbyist. Just as PC user groups have shifted from a hobbyist small-scale community to a mass market, learning software has also become a mainstream commodity, 166 enlisting a different set of interests and actors as it shape-shifted from an educational reform effort to a genre of multimedia-capitalism. Multimediacapitalism relies on visual vernaculars that require a certain level of production value, consolidating budgets around graphical sophistication and reproducibility rather than social and cultural innovation. It also requires that a substantial market, distribution and retailing apparatus support this larger production budget. A certain habitus of achievement is an unstable outcome of the alignment between multiple, distributed actors. The current partial hegemony, driven by the bottom-line cost analysis in a capitalist-competitive field, established and easily packaged cultural formulas get reproduced and recognized at sites of reception. Mainstream retail relies on narrow channels of communication between producers and consumers, where producers communicate through ads and software boxes, and consumers talk back through purchases, in marketing surveys, focus groups and mall intercepts. The complexities of academic content are in danger of reduction to coded markers of intelligence and assessment. Parental achievement anxiety, a culture of competition, and children’s visual culture are the elementary sociocultural forms that get packaged into the durable disposition of software. The commodification of learning has unique dynamics, mobilizing highbrow academic goals as well as failure anxiety as primary marketing tropes that find resonance in a broad cut of the middle-class facing the volatile economic conditions that have persisted since the nineties. In the context of the 5thD we observed the enactment of some of these logics of competition of achievement, but also efforts to create a setting where learning was not primarily an occasion for social differentiation. The effort of this chapter has been to describe “learning through play” as a political, economic and technological event, produced across a heterogeneous but linked set of social contexts. The next chapter takes a similar approach to the production of “entertainment” as a genre structurally opposed to that of edutainment and one that has deeper roots in an existing commodity culture of children’s popular culture. 167 5 The Uses of Fun: Entertainment, Phantasmagoria, and Spectacle In 1980, while Ann Piestrup was developing her first software titles for the Apple II, Gary and Douglas Carlson were beginning a new venture from their apartment in Eugene, Oregon, shipping zip-lock bags with floppy disks that they had copied by hand. This homebrew company eventually became Broderbund, one of the leading publishers of titles such as Just Grandma and Me and Myst that defined the heydey of CD-ROM based multimedia in the mid-nineties. In 1982 Broderbund had bought the rights to publish Bank Street Writer, a word processing program for children developed by educators at Bank Street College of Education. This initial foray into children’s software laid the groundwork for Broderbund to become one of the leaders in children’s CD-ROM publishing, producing titles such as Where in the World is Carmen San Diego and the Living Books series. In a phone interview, Gary Carlston describes their orientation to children’s software, one with an appreciation for childhood curiosity and wonder, but with a primary orientation toward children’s pleasures rather than parental educational goals. None of us had degrees in education. We didn’t want to go out and make all these pedagogical claims. On the other hand, we had developed some of these products for a reason. And it was really Bank Street Writer that gave us credibility. We hadn’t developed it, but we quickly recognized that, hey, this is great. … Basically, our idea was to do products that we ourselves found interesting. That ‘s not a real narrow niche. That’s just kind of whatever seemed fun. And even things like Where in the World is Carmen San Diego, weren’t done for the educators. They were done because of our own childhood fascination with almanacs. Where in the World is Carmen San Diego, released in 1985, represented Broderbund’s the first major commercial success in the edutainment market. By the mid eighties, the console video market had crashed as had the fortunes of Atari, and Broderbund’s investors were looking for another niche. Carlston continues: Our investors wanted us to move away from that uncertain world and find a niche that we could be the leader in. And so we started to do fewer and fewer games, just straight adult or not adult, but typical computer games and to try to get more and more and more into the education area, where it was thought that because of our background in games, that we did more exciting educational products than the more boring educators did (laugh). We had a lot more graphic technology at our disposal at that time because we had a little more experience with that. In contrast to the educators that founded The Learning Company and Knowledge Adventure, Broderbund was a video game company that expanded into the children’s software market. And unlike the classic educational titles and genres that were established on the Apple II platforms, Broderbund and companies such as Voyager made their name with multimedia and CD-ROMs, and were most well-known for ushering in a new era of graphical sophistication for interactive media. More (self-described) hippie than missionary, Carlston gives voice to an enlightened but boyish curiosity, humor and anti-authoritarianism that came to 169 define a genre of children’s software that focused more on entertainment than achievement. This chapter locates the efforts of software developers like Carlston in the history and context of the children’s entertainment industry, and then describes how related elements of visual and spectacular culture manifest in play in the 5thD. Discourses of Childhood Pleasure and Play Unlike software with curricular goals, many of the software titles produced for children in the nineties and beyond owe their inspiration more to television and video game culture than to the culture of the classroom. In contrast to the textenhanced line drawings of floppy-disk software, CD-ROM titles utilize the graphics capabilities of multimedia computers to compete with television for children’s attentions. The adoption of the CD-ROM platform marked children’s software’s entry into the logic of visual culture and idioms developed by movies, television, and video games. Carlston’s celebration of childhood amusement and pleasure is indicative of an orientation that identifies more with the child than with the educator, with indulgence more than achievement. One would have to analyze mainstream video games to examine fully the logic of children’s interactive entertainment freed from educational goals. Within the genres of children’s software examined here, this entertainment genre appears most often as one element of titles aspiring to educational or developmental goals. For example, Math Blaster incorporates a space fantasy and shooting scenes to motivate engagement with math problems. In Dr. Brain, an island adventure forms the visual and narrative setting for a set of cognitive tasks. It is thus impossible to isolate elements of hedonistic play and visual culture in particular titles and companies. The multi-layered malleability of interactive multimedia means that multiple genres can coexist within a given software package. In children’s software this has resulted in titles that mix conflicting genres of entertainment and education. 170 A child-centered popular culture has been growing in momentum ever since the establishment of children’s fiction and comic books, and has expanded into more and more genres of toys and mass media. The television was a turning point in creating a direct marketing channel between cultural producers and children. In his history of toys, Cross describes how through the forties, most toys were still advertised and sold to parents, and pitched as a tool for parent/child bonding, picturing fathers and sons together around a train set or daughters mimicking their mother with miniature cooking sets and baby dolls. In the 1950s this began to change. “Television took the toy beyond the worlds of parent, trained sales people, educational experts, and, most of all, tradition. The new medium made possible a constantly changing culture of play that appealed directly to the imaginations of children”(1997: 162). The eighties saw the growth of toys and characters that often offended bourgeois adult sensibilities, creating violent fantasy worlds for boys and sexually mature and glamorous consumer role models for girls in characters like Barbie. Cross concludes that “Once children are old enough to enter the world of peer culture and consumerism, educational toys have relatively little influence” (233). Much as Thomas Frank described in The Conquest of Cool, the counterculture of children, like the counterculture of the sixties and seventies, has been taken up as a powerful advertising trope, marketing freedom from everyday discipline through consumption. In his history of children’s media, Steve Kline describes how the development of a peer-centered children’s market was similar to the development of the youth market, but had its unique challenges. “The points of contact between the marketplace and children were few and unsuited to advertising. So it fell to television to open up new lines of communication with children, making marketing to young children possible” (1993: 165). He describes the Mickey Mouse Club as a turning point in the development of a distinct children’s consumer culture by focusing on a children’s subculture formed by television (166-7). Another turning point was Mattel’s marketing of the Burp Gun in 1955 through the Mickey Mouse Club. 171 Children obviously couldn’t afford to buy the Burp Guns themselves, the toys were too expensive. They had to convince their parents to buy them and to sympathize with the urgencies of faddish children’s products. The Burp Gun was hard to justify on the grounds of enhancing education and skills. Children had effectively to lessen their parents’ concern to have only educational toys and convey how important the special nature of this object was to them. The success of this television promotion was enough to convince some toy marketers that it was possible to change the family dynamics around consumption by TV campaigns directed at children (Kline 1993: 168). Television created a link between adult media producers and children that has greatly enhanced the cultural resources of children and defined a new cultural domain, hand in hand with a rapid increase on spending on children. This childcentered cultural production initially still remained attentive to parental concerns, and yet gave children resources for aspiring to a blossoming anti-authoritarian youth culture and pushing back at protective and achievement oriented values of parents. One aspect of this child-centered orientation is resistance to adult achievement and progress goals, and the definition of children’s culture and pleasures as based in instant gratification and uniquely ecstatic. In Sold Separately, Ellen Seiter describes how resistance to adult culture goes hand in hand with hedonistic fantasy. She contrasts the educational or developmental orientation of toy ads in Parenting magazine with the ecstatic and utopian world of commercials aimed at children. A separate children’s playground culture and street culture has existed as long as children have lived in cities and gone to school: but this was a culture produced by children and passed on from child to child. A similar kind of culture is now produced by adults and offered to children through the mass media from toddlerhood onward (1995: 117). 172 She describes how “Commercials seek to establish children’s snacks and toys as belonging to a public children’s culture, by removing them from the adultdominated sphere of presenting these products as at odds with that world” (117). “Anti-authoritarianism is translated into images of buffoonish fathers and ridiculed, humiliated teachers. The sense of family democracy is translated into a world where kids rule, where peer culture is all. Permissiveness becomes instant gratification: the avid pursuit of personal pleasure, the immediate taste thrill, the party in the bag” (117-18). This media-enhanced peer culture has created a new rupture in the family around issues of entertainment and consumption, giving power and voice to some elements of child-nature that adults have worked over the years to suppress. In his discussion of discourses about children’s play, Brian Sutton-Smith suggests that the dominant discourse among adults is one of play as progress, or play as fulfilling developmental and learning goals. In contrast, he sees children as exhibiting a quite different orientation, with play used often as a form of resistance to adult culture, and displaying a fascination with irrational fantasy that he calls phantasmagoria, characterized by pain, gore, sexuality, and violence that adults continuously work to suppress. It seems that the history of the imagination in childhood is a history of ever greater suppression and rationalization of the irrational. Paradoxically children, who are supposed to be the players among us, are allowed much less freedom for irrational, wild, dark, or deep play in Western culture than are adults, who are thought not to play at all. Studies of child fantasy are largely about the control, domestication, and direction of childhood (1997: 152). He suggests that rather than univocally repress, we need to pay more attention to these more phantasmagorical narratives, the nonsensical, irrational, satirical, and often violent workings of the childhood imagination. In a move resonating with Freud, Sutton-Smith seeks to acknowledge and legitimize these often repressed psychological fascinations of childhood play. Much as adults 173 have sought to ignore and repress sexual dimensions of childhood relationships, Sutton-Smith suggests that adults repress the violent, dark, and irrational dimensions of play in children. Sutton-Smith sees contemporary children’s culture as giving voice to these repressed elements of childhood, yet he does not fully theorize the social consequences of allying these interests of children with a growing visual culture industry. Borrowing from Foucault (1978), we could consider adult efforts to manage children’s play as less a “repressive” regime that silences these dark fantasies, than an “incitement to discourse” that gives voice and form to “unnatural” and regressive play in opposition to “natural,” wholesome, and productive play. Discourses of childhood play produce the vision of “pure” and innocent play as well a growing corpus of conversations about the regulation, pathologization, and commercial potential of illicit and illegitimized forms of play. This is perhaps most evident in the culture wars over violence in children’s media. Action media producers argue for catharsis, that they are giving voice to repressed and primal aspects of human nature, while concerned parents and activists argue that violent media corrupt an inherently innocent childhood with the pathologies of adult society. Entertainment industries have found an ally in the recognitions of childhood agency associated with progressive parenting and the move to less repressive and more pleasure-oriented approaches to child rearing. All of these positions are co-constitutive. They are contestations over “the natural” in childhood play and pleasure, a discursive space that has expanded together with the growth of children’s entertainment industries. Ironically, a larger and larger discursive, technological, and capitalist apparatus is producing the “discovery” of “natural” and authentic children’s play and imagination. Ever since comic books, and culminating in video games, lowbrow and peer-focused children’s culture has been defined as visually rather than textually oriented, relying on fast-paced fantasy and spectacle over realism, subtlety, and reflection. Popular culture has created and given spectacular form to a wide 174 range of childhood fantasies, including much of the violent and grotesque content of Sutton-Smith’s phantasmagoria. Critique of “trashy” children’s media has been a persistent companion to this growth of children’s visual culture. With the advent of CD-ROMs and high-quality graphics on personal computers, children’s software made its entry into this world of contemporary TV-centered visual culture, borrowing from longstanding traditions of character animation, as well as the interactive spectacles that had been developed by video games since the early eighties. Contemporary children’s popular culture, whether embedded in books, movies, television, or games, is increasingly informed by the logic of visual culture and the high-tech spectacle, the reliance on fast action and high production value images, music and sound to create media spectacles detached from the mundane experiences of everyday life. Budgets for children’s software are being allocated to create more and more visually stunning products that immerse children in compelling virtual fantasies, visual worlds that reference other domains of popular culture more often than the everyday lives of children. Borrowing from Guy Debord’s notion of spectacle, I focus in this chapter on visual culture as a centrally defining element of interactive entertainment. “The spectacle presents itself as something enormously positive, indisputable and inaccessible. It says nothing more than 'that which appears is good, that which is good appears’” (Debord 1995: section 12). Contemporary children’s media involves the discursive construction of childhood pleasure in a uniquely spectacular form. I believe that spectacular and visual forms are as important to analyze as the narrative content of media. Unlike Debord, however, I see engagement with spectacle as a materialized and relational act. Image value and use value, or the symbolic and functional, cannot be clearly differentiated, nor can consumption be relegated to the domain of domestic passivity and submission. Spectacle, in my story of children’s software, is a mechanism through which diverse actors are enlisted in a relational framework coded by pop cultural visual vernaculars of play and hedonism, culturally set off from the functional, responsible disciplines of work and school. This is not about 175 alienation from use-value, but about symbolic practices that have concrete material embodiments and social and political functions. Visual culture is a mechanism for enlisting children into a peer culture defined in opposition to adults and school, allied with a growing apparatus of media production. Visual culture is also a site of intertextual enlistment and translation, as different media genres reference each other in a dense web of visual signification. Pleasure and fun, whether for adults, youth, or children, is symbolically set off from the instrumental domains of work, discipline and achievement, mirroring the cultural opposition between “active” production and “passive” consumption. Media industries capitalize on the discursive regime that produces play as a site of authentic childhood agency, in particular, mobilizing phantasmagoria as a site of regressive, illicit and oppositional power. When looking at children’s engagement with spectacle, there is a level at which it is “just” entertainment, myopic and inconsequential engagement with spectacular forms. But at another level these are politically, socially, and culturally productive acts that create relational networks of meaning. This is not simply a matter of giving voice to children’s inner fantasies, but of creating a new network of relationships based on media technologies, capitalist networks, and discourses of childhood, a celebration of childhood imagination in the hands of commerce as much as children. The content of childhood fantasy in children’s software can range from the wholesome and innocent to the phantasmagoric, often incorporating this range within a single product. Initially, developers such as Carlston defined the early years of children’s multimedia as whimsical, wholesome, and still parent-friendly, more Mickey Mouse Club than Garbage Pail Kids. Yet the logic of already entrenched children’s entertainment and toy industry were soon to make their way to this new media platform. 176 Children’s Software and the Dawn of Multimedia The late eighties and early nineties saw the dawn of multimedia, enabled by the spread of personal computers in the home and the advent of CD-ROM technology. CD-ROMs, with their superior storage capacity and ease of use (in contrast to having to install data from multiple floppy disks onto a hard drive), meant that high-resolution graphic, animation, and sounds could be easily accessed by a personal computer. Until the late eighties, Apple IIs and MSDOS computers provided the platforms for educational software. After the release of Microsoft Windows in 1983 and the Macintosh in 1984, the tide began to turn towards more graphically intensive personal computing, and the late eighties and early nineties saw the emergence of the new buzzword of multimedia. In 1989, the Visual Almanac, a product of the Apple Multimedia Lab, was introduced at the MacWorld tradeshow as a limited release product to be donated to educators. Using videodisc, a Macintosh, and Hypercard, the Visual Almanac heralded a new era of multimedia children’s software that would soon shift from videodisc to CD-ROM. Tying together the graphical capabilities of video and the interactive qualities of the personal computer, the Visual Almanac was the first demonstration of the polished graphical quality in children’s software that we have come to associate with CD-ROMs. Voyager was the company best known for making the transition from videodisc to CD-ROM, publishing the first commercial CD-ROM in 1989 and going on to publish children’s titles derived from the Visual Almanac. From its inception, multimedia was seen in a lineage of visual culture extending from television and video games. It united this lowbrow cultural content with the highbrow promise of the personal computer. In the early years of personal computing, it was the interactive qualities of the machine and the promise of active and engaged learning that played central stage in the mind of early educational innovators. By contrast, with multimedia platforms, the focus 177 was on mobilizing visual popular culture to capture the attentions of children, tying together education and the styles and genres of contemporary commercial entertainment. Sueann Ambron, writing in the late eighties about the promise of multimedia in education, describes the potential to tap the attentions of the TV generation. Multimedia is important in education because it holds great promise for improving the quality of education. People have been dreaming about easy access to information that has the richness of multiple images and sounds, and multimedia begins to deliver on the dream. Students who have difficulty expressing their ideas in writing can now have a new way to communicate and a new class of material to learn from. Children who are used to watching television, listening to music, and playing computer games find multimedia a more compelling learning tool than book-andchalkboard educational media of their parents’ generation. Finally, multimedia allows the user to be an active learner, controlling access to and manipulating vast quantities of information. (1989: 9). Like the early years of TLC, the Apple Multimedia Lab ethos drew heavily from educational research. This reform orientation sought to enrich children’s learning as well as liberate it from the dry, serious, and often alienating cultural idioms of the classroom. Children’s “natural” affinity to new technology and visual culture became tools towards this end. Margo Nanny, a former teacher 178 FIGURE 5.1 SCREEN SHOT FROM COUNTDOWN Reprinted with permission from Aurora Media who helped develop the Visual Almanac and was at the Apple Multimedia Lab from 1989-1991, describes the early years of children’s multimedia. Developers shared a research orientation and had close ties to the educational research community. It was a really fun group. And the thinking was so rich and deep… The people that would come and visit us were the TERCs and the EDCs11 and all the people doing the most interesting stuff, including Apple Advanced Development. But now, there is nothing like that. There’s no place that you can go for those rich conversations about what educators would do with interactive images if they had them. 11 TERC is a nonprofit educational research and development organization founded in 1965 that has produced software titles such as the Zoombinis series. EDC, or the Educational Development Center, is also a nonprofit educational research organization. 179 Bob Mohl, a graduate of the MIT Media Lab and a former member of the Apple Multimedia Lab explains this liminal position between commercialism and research. The Apple Multimedia Lab was a very unusual situation. Here you have a big company that’s funding all of this stuff but it’s not bringing in really serious company accountabilities and deadlines. You can be really into the process. And after a year you think you are going to finish in two months. In fact, it takes another year. It’s not very realistic. Mohl and Nanny went on to adapt some of the content of the Visual Almanac for CD-ROM, producing two titles, Countdown (figure 5.1) and Planetary Taxi (figure 5.2), published by Voyager in the early nineties, among the first in the new genre of CD-ROM based children’s multimedia. At this point, multimedia was still a garage-shop production. Nanny explains. “Countdown was me and Bob and fifty thousand dollars in our garage, and the programmer lived in a tent in my backyard.” Though relying on a small budget and a small team, these titles were still able to set the stage for the use of entertainmentquality graphics, music, and sound effects for children’s software. 180 FIGURE 5.2 SCREEN SHOT FROM PLANETARY TAXI Reprinted with permission from Aurora Media Developing graphical expertise for the computational medium was a process of enlisting talent and technique from other genres through the eighties and nineties. Collette Michaud, a graphical artist who worked at The Learning Company before moving to the LucasArts Entertainment Company to manage its art department, describes how in the nineties artists where drawn from other media forms as there were very few artists that had been trained to produce computer graphics. She describes the situation in 1991. Computer Games had just shifted over from EGA -16 colors on screen, to VGA - 256 colors on the screen. The resolution of 325/600 was the same - pretty low. But having the extra colors opened up a lot of new possibilities for game graphics. Suddenly, we started to attract more artists, but it was still tough to find any 181 who were interested in working on the computer in such low resolution with so few colors. Most of the artists I hired came from the comic book industry. That was the best place to find artists because they were extremely versatile. They could draw and animate without looking at any reference. I couldn't find artists who knew how to use the computer because there just weren't any. So I tried to find artists who had good drawing skills. That was the most important thing. You could always train them on the tools of the computer. Around the same time, Broderbund was releasing its first Living Books such as Just Grandma and Me (figure 5.3) and a CD-ROM version of Where in the World is Carmen San Diego at a time when it was still uncertain whether CDs would become a mainstream form of computational media. Voyager was another pioneer in the market, making the transition from videodisc to CD-ROM in 1988 with the release of Beethoven’s Ninth Symphony, the first consumer CD-ROM. In 1991, they released their first children’s titles. Broderbund and Voyager’s gamble did pay off, and the early nineties marked the beginning of the mainstreaming of multimedia computing. In the late eighties, the New York Times began carrying regular features reviewing children’s software. In one of these reviews from 1992, Peter H. Lewis introduces the term in the mainstream media: “Multimedia is a nebulous thing. Basically it involves adding sounds, voices, animation, video and other eye-catching data types to the simple text and graphics familiar to most computer users.” He explains that to get animation and CD quality sound, however, a family would need to purchase a CD-ROM drive, at the time still priced at an inaccessible $500 (Lewis 1992). While it took until the mid nineties to become a standard feature of personal computers, by the early nineties there was a growing shift towards graphical design as a central component of software production. 182 FIGURE 5.3 SCREEN SHOT FROM JUST GRANDMA AND ME Reprinted with permission from The Learning Company In my discussion with game developers, many commented on the growth of graphic arts budgets through the nineties. Michaud describes how when she started at LucasArts in 1991 there were 14 artists in the art department, and when she left in 1996 there were 65. Compared to the early years, where programming was the primary trade of computer game development, currently, gaming products will generally have three times more artists than programmers. Michaud describes how artists’ roles have been gradually changing from being “just the wrists” to having a stronger and stronger voice in the design of the products, as graphical content becomes centrally defining. For children’s titles that are released as part of a series of products, corporations often reuse the same underlying technology and settings, and plug in different graphics, sounds and story lines to produce a new title. Even in a big-budget game like SimCity, 183 which is currently in its fourth incarnation, you see the same concept being rereleased with more sophisticated graphics and produced by larger and larger development teams. The original SimCity was the work of a lone programmer while SimCity 3000 employed a cast of dozens. In contrast to the companies incubated by educators as nonprofit ventures in the late seventies, the multimedia ventures that were launched in the late eighties were generally started by corporate interests, often entertainment companies. By that time, PC-based gaming had expanded enough to be an appealing new market for established industries. Michaud describes some of the differences in orientation between children’s software production at The Learning Company and Lucas Arts, where she was developing children’s titles within an established video gaming company. At The Learning Company it was all very politically correct. When I created a character, it was put through rigorous executive meetings, not focus groups. Back then,we never really tested anything with kids. Instead the president and his executive staff would get involved and say, ‘Well, that character can't be white, and it can't be blond, and it can't be red, and it can't be a boy, and it can't be a girl, because, if it is, we'll be offending all of these groups’. So I was forced to create homogeneous characters. Needless to say this was a bit tiresome, so I was ready to move on to an entertainment company where it was okay to be controversial. I could create a witch and actually make it look ugly or create a female character and make her look sexy without anyone getting uptight about it. While the more educationally-oriented and minimalist platform of the Apple II gave birth to The Learning Company and Davidson & Associates, founded by former teachers, the nineties saw a shift towards an entertainment orientation in children’s product. Companies such as or Microsoft and Apple were incubating their own ventures into children’s software that had a strong research and educational orientation, but took into account the more graphically intensive and entertaining formats being developed in for game consoles and arcades. As a 184 commercial market, these new ventures were not under the same constraints as classroom software, and were given more freedom to develop content that appealed directly to children. The shift was from a pedagogical perspective that sought to elevate and change children to an entertainment orientation that sought to give voice and shape to children’s pleasures. Gaming companies like Broderbund were beginning to see children’s software as an area where they could create graphically exciting and entertaining but family-friendly products. Maxis’ SimCity became a hit product that spanned the entertainment and education markets, although it was not originally intended as an educational title. Edutainment was an expanding site of negotiation and struggle between the interests of educators, entertainers, programmers, artists, and business people, with the visual culture of entertainment gaining an increasingly strong voice. Packaging Pleasure As described in the former chapter, children’s software often relies on educational claims to market to achievement-oriented parents. Yet more and more products in the children’s software genre focus on entertainment as the primary goal, with curriculum-based products being gradually ghettoized as educational and by implication, not as fun as other software available on market. Michaud comments astutely on the shift away from educational content. "A lot of how well your product is received in the market is dependent on how well you position it as educationally entertaining." She reflects: "Probably the biggest change in the industry is the acceptance of parents and teachers alike that games don't have to have that much learning content anymore." I push her on this. "Why is that?" Michaud reflects a moment and then answers, describing the state of the industry in 1999, when I spoke to her. Because the kids have to actually like playing the game, otherwise the parents feel as though they’ve wasted their money. Three years 185 ago, when there wasn’t much competition in the educational software market, content was king. Products were expected to have a lot of learning content. And if it was fun, that was a bonus. The fun was secondary to the child doing his three Rs. Now, with so many different software games to choose from, kids really have to like the software they play. Kids today are technically savvy. They're learning to use computers and game consoles at an early age so their standards are much higher for what they're entertained by. I think parents are savvier too. So entertainment is more important now. I’m amazed at products that were at the top of the charts three years ago, compared to what's at the top of the charts now. Three years ago it was Oregon Trail, it was Learning Company Math - that kind of thing. Now it's Mattel's Barbie Fashion Designer. Her feeling is that "The trend is really towards highly entertaining software, and educational content is becoming increasingly secondary. " She sees Humongous Software, creators of Pajama Sam and Freddi Fish as a case in point. Humongous when it first came out was kind of looked down upon by teachers, because it didn't have any content in it. It was just a fun game for kids. Now, the various Humongous product series are accepted as legitimate learning products both in school and in the home. Critical thinking, if that's the only content you have in your game, is enough. What is critical thinking? It's become this obscure, broad-based buzzword that everybody puts on their package that is practically synonymous with the word educational. Michaud’s commentary is reflected in the packaging and marketing of many of the popular titles on market today. Since the late nineties, children’s software overall has been characterized by visually polished multimedia titles that can compete with entertainment media in terms of production value. The market for children’s software is being polarized between curricular products that are based on a pastiche of school-coded content, and “wholesome entertainment” titles that are marketed as an alternative to video gaming, providing fun and excitement, without the violent content and mind-numbing repetivity of action games. At either of these poles, a certain level of graphical appeal is a basic 186 requirement, but the two kinds of products rely on different selling points, educational or entertainment focused. In Great Software for Kids and Parents, a book in the Dummies Guide to Family Computing series, Cathy Miranker and Alison Elliot describe what they didn’t want from their family computer. “We didn’t want it to turn into a highpriced video-game player. We didn’t want it to be an electronic baby-sitter. We didn’t want it to be a desktop TV” (1996: 2). Instead they are looking for software that: - Creates inventive, hands-on opportunities for fun learning Offers kids something special, something that takes advantage of the computer’s unique capabilities Encourages kids (and parents) to make connections between their computer-inspired discoveries and real life Fits in with our kids’ lives without eclipsing the books and toys, games and adventures, and traditional pastimes that we value The orientation of Miranker and Elliot describes the mainstream of educational software at this point in the early 21st century. It needs to be fun and engaging, different from the passive and lowbrow media of television and video games, and hopefully though not necessarily educationally enriching from a curricular standpoint. They review curricular products as well as entertainment products such as Barbie Fashion Designer and SimCity. The ads for the more entertainment-oriented titles portray children as ecstatic and pleasure-seeking rather than reflective and brainy, and childhood as imaginative, pure and joyous. The ethos is parent-friendly but child-centered, a formula-established by children’s media companies ever since the Mickey Mouse Club aired on televison. Rather than playing on achievement anxiety, ads for these kinds of titles play on parents’ desires to indulge their children’s pleasures, and the growing pressure on parents to be in tune with their children and keep them happy and entertained. The happiness of a child has become as much a marker of good parenting as achievement and effective discipline. 187 FIGURE 5.4 ADVERTISEMENT FOR PUTT-PUTT Putt-Putt® Joins the CircusTM and Pajama Sam® artwork courtesy of Infogrames Interactive, Inc. © 2002 Humongous Entertainment, a division of Infogrames, Inc. All Rights Reserved. Used with Permission. 188 In contrast to the generic and faceless child facing the refrigerator in the Jump Start ad of the prior chapter, Humongous Entertainment puts the child’s pleasure close-up and front and center. “This is the review we value most” declares the ad copy above a large photograph of a beaming child (figure 5.4). Humongous’ adventure game Putt-Putt Joins the Circus does not make specific curricular claims other than promising an engaging and prosocial orientation. They list “problem solving, kindness, teamwork, friendship” as their educational content items. The ad mobilizes discourses from the established genre of film reviews by describing how “critics rave” over the software title. The bottom of the ad lists quotes from various reviews in software magazines. The last quote, from PC Magazine is particularly telling. “Nobody understands kids like Humongous Entertainment.” The company is positioned as a channel to your children and their pleasures, the authentic voice of childhood. The box for Pajama Sam, one of Humongous’ most popular titles (figure 5.5), features the adorably caped hero, Sam, and describes the software as “an interactive animated adventure.” The back of the box does list educational content in a small box that is visually decentered from the portions describing the excitement and adventure that the title promises. The list of “critical thinking, problem-solving skills, memory skills, mental mapping and spatial relations skills” does not make any curricular claims, and stresses the “creative and flexible” nature of the software and “the power of a child’s imagination.” “Feature-film quality animation” and “original music” are central selling points for the title. It can compete with television and videos for your child’s attention, and it still has some educational value. The “natural” imaginations and creativity of children achieve full expression through the mediation of sophisticated media technologies and an immense apparatus of image production. 189 FIGURE 5.5 BOX ART FOR PAJAMA SAM 2 Putt-Putt® Joins the CircusTM and Pajama Sam® artwork courtesy of Infogrames Interactive, Inc. © 2002 Humongous Entertainment, a division of Infogrames, Inc. All Rights Reserved. Used with Permission. 190 FIGURE 5.5, CONTINUED BOX ART FOR PAJAMA SAM 2 Putt-Putt® Joins the CircusTM and Pajama Sam® artwork courtesy of Infogrames Interactive, Inc. © 2002 Humongous Entertainment, a division of Infogrames, Inc. All Rights Reserved. Used with Permission. 191 “Prepare to get blown away!!” screams the copy above a wide-eyed boy, dangling off the edge of his PC in cliff-hanging mode. “The action in Disney’s CD-ROM games is so awesome, your kids are gonna freak (and that’s a good thing). So hold on tight and check out the action this holiday!” As far as wild fantasy goes, these products are relatively tame, based on the usual Disney formulas of fast-paced adventure with and gore-free violence. Yet the pitch is to market the action and “freaky” aspects of the software as its primary appeal. Although still addressing the parent, the ad copy makes use of children’s language, hailing the hip parent, in touch with children’s culture and desires. In contrast to the conservative dress of the JumpStart children, this boy is dressed in baggy skate-punk shorts and trendy sneakers, and has spiked hair with blond highlights. The children in this and the Humongous ad are white and presumably middle-class PC-owning families, but they are not marked as educationally conscious. In this ad, the vernaculars of children’s peer and popular cultures are mobilized to enlist the progressive parent and position Disney as the authentic voice of children. The LEGO Company similarly features children’s pleasures in ad entitled “Imaginations Powered Daily” (figure 5.6). “Let your star shine” declares their girls’ product, Lego Friends. “His own LEGOLAND theme park!” suggests the LEGOLAND copy below a beaming boy holding a blueprint. “Let their imagination run totally wild as they are challenged to build the LEGOLAND of their dreams.” “His license to thrill!” proclaims LEGO Racers, featuring a too-cool boy in shades and car-racer garb. “Rock his world!” shouts the copy on LEGO Rock Racers. This ad campaign promises to cut children’s imaginations free of their everyday constraints and responsibilities, letting them run wild, in thrilling, action packed online adventure. The LEGO Company tames adult and teenoriented video game culture into an entertainment vernacular that still preserves a protected space of childhood innocence. Unlike mainstream video games, the titles are still marketed to parents, and the children depicted in adorably 192 FIGURE 5.6 ADVERTISEMENTS FOR LEGO GROUP PRODUCTS LEGO, the LEGO logo and LEGOLAND are trademarks of the LEGO group: © 1999 The LEGO Group. Images used here with permission. The LEGO Group does not sponsor or endorse this dissertation. oversized costumes, assuring the parent that despite these adult fantasies and their aspirations to youth culture and action media, they are, after all, children. These more entertainment-oriented titles use the same visual elements as the edutainment titles described in the previous chapter. Both edutainment and entertainment titles share the same stylistic genre, and many titles are not clearly 193 categorized as one or the other. They occupy the same shelves at retailers and are oriented to a similar demographic of middle and upper middle class families, but keyed somewhat towards the more progressive and permissive parent. What distinguishes entertainment as a genre is the orientation toward a more indulgent and repetitious play-orientation in contrast to a competitive and linear progress orientation. Edutainment titles, particularly those that make curricular claims, are generally linear and make much of achieving certain levels and scores. By contrast, entertainment software and elements are exploratory, often repetitive, and generally open-ended. With this latter genre, what gets packaged and marketed is not achievement, but fun, exploration, and imagination. These titles are also distinguished from the action entertainment titles marketed primarily towards teens and adults. In contrast to the darker hues and often frightening characters adorning the boxes of these titles, entertainment software for younger children is clearly coded as a separate market with brighter colors and smiling, wide-eyed characters like Pajama Sam. Software Case: The Magic School Bus Explores the Human Body When I was completing my fieldwork at the 5thD at the end of the nineties, CDROM games and a more entertainment-oriented genre of products were making their appearance at the clubs. Mainstream licenses such as Lego, Barbie, and Disney were yet to arrive at the children’s software scene, so I was not able to see titles such as these in my play settings. We were just beginning to see the emergence of licensing arrangement and tie-ins with television and other media, and more and more titles with CD-ROM quality production value. Broderbund’s Living Book series, licensing popular children’s books such as those by Mercer Mayer, represented one such tie-in. Another, which will be examined in more detail here, is the Magic School Bus series of CD-ROMs. The Magic School Bus series of games is an adaptation of the Living Books format of interactive storybook, and is based on a popular children's book 194 series and subsequent television series. The games were produced by an alliance between Scholastic, the publisher of the book series, and Microsoft, embodying the merged interests of two large corporations; the series represents Microsoft's first major foray into educational publishing, and Scholastic's first foray into software. The series has received much attention in the press and favorable reviews (Ruocco and Dyson 1996). The Magic School Bus Explores the Human Body (MSBHB) is one of the first in the series that currently includes five titles. These titles incorporate many elements of edutainment with their school-like content, but they are evidence of a shift towards the vernaculars of TV-centered popular culture. The series represents a transitional moment in the shift from edutainment to entertainment as the dominant genre in children’s software; academic content is still a focus unlike a title like Pajama Sam that has little overtly school-like references. The packaging of the software exhibits the emerging orientation towards a wackier, visual, child-centered media culture of children’s television (figure 5.7). The cover declares a “fun-filled, fact packed science-adventure!” The back of the box marks and separates out the appeal to children and parents, with the appeal to kids featured more prominently. “Hey kids!” calls out one of the characters. “There’s fun ahead. In the front, back or outside the bus! Just click and you can see what is going on inside you.” “Hey parents!” hails another character. “Here’s why exploring the human body in Scholastic’s The Magic School Bus is absorbing for kids and can be a great part of their diet of activities!” The box then lists the twelve body parts introduced in the software, and sings the praises of multimedia. “Science facts come to life with narrative, sound, video and animation.” 195 FIGURE 5.7 BOX ART FOR THE MAGIC SCHOOL BUS EXPLORES THE HUMAN BODY Box shots reprinted with permission from Microsoft Corporation 196 FIGURE 5.7, CONTINUED BOX ART FOR THE MAGIC SCHOOL BUS EXPLORES THE HUMAN BODY Box shots reprinted with permission from Microsoft Corporation 197 MSBHB is a multimedia space of exploration organized by a fantasy scenario of traveling through the human body. The narrative logic is one of freewheeling and non-competitive exploration. The teacher, Ms. Frizzle, and her magic bus invert the power dynamics of the traditional classroom. The adventures depict kids escaping the disciplines of formal education, adventuring beyond the classroom walls to embark on fantastic adventures with a slightly crazy and out-of-control teacher and a shape-shifting school bus. The kids often appear as the more level-headed and calmer characters, struggling to keep up with their charismatic leader. Like the entertainment industry content creators, Ms. Frizzle stands in for the liberated adult that is in touch with her uninhibited, playful, inner child. Rather than being presented in the linear and progressive logic of classroom curriculum, kids learn about subjects like the human body, space, and geology through a chaotic and dizzying set of encounters where the characters in the story careen from one scene to another. The player enters the game through the classroom of Ms. Frizzle, and can click and explore various animated objects in the classroom. For example, clicking on a fishbowl will make the fish jump up, and clicking on a model volcano will make it erupt. A skeleton in one corner, if clicked on, turns into a puzzle, where the player has to reassemble the pieces of the skeleton. The main adventure is triggered by clicking on the toy school bus in the classroom, which launches a movie of entering one of the kid's mouth, and ending up in it with a handful of cheese puffs. From there, the player can visit twelve other parts of the body, such as the liver, lungs, esophagus, stomach, or intestines. In each area of the body, one is accompanied by the cartoon characters from the series—Ms. Frizzle and her students—and can hear them talk or report on the particular body part. Other activities include conducting a virtual science experiment, using a drawing application, clicking on various objects to get animations somewhat related to the body part, or playing a video game loosely thematized around the given part of the body. 198 The dominant way of interacting with the game is "click and explore" and is based on a relatively intuitive interface and navigation mechanic. One clicks on road maps to move to a different part of the body, and on an object to activate it. Most objects in the game have no functionality other than triggering an animation or a scene change. Some exceptions are the video games embedded within the narrative triggered by clicking on the hand held game machine that one of the kids is playing. These games are generally very technically simple, borrowing from existing models of early video games. For example, for the nose, one has to put together a puzzle, and for the lungs, one plays a game of pinball. There is also a toolbox in certain scenes that allows the player to view scenes from different perspectives, such as x-ray vision or under a flashlight. Help is embedded in the game through "Liz" a small green lizard that is always present at the bottom of the screen. Liz will often give advice on navigation and other aspects of game functionality, and will also give mini-lessons on the body. The organization of game tasks is integrated with the fantasy scenario and content domain. For example, "street signs" for navigation follow the layout of the human body by moving from mouth to esophagus, to stomach, to small intestine, etc (figure 5.8). The tasks are organized around a coherent though fantastic story of being in a tiny school bus that is traveling through a body. The only elements not clearly integrated into this fantasy scenario are the video game-like portions, which are often incidental to the body theme. While the video games break the overall narrative logic, because these games are peripheral, the design still retains coherence between structure and fantasy scenario. In contrast to Dr. Brain, where the puzzles and games were the primary focus for interaction, these “game breaks” are peripheral to the fantasy scenario of exploration. There is no particular sequencing for clicking on different parts of the classroom or other scenes, and once in the body, the "nervous system navigator" allows the player random access to any other body part. There are also no right or wrong answers, but simply information and action that is triggered by mouse 199 clicks. Other than the video games, there is no way to measure achievement according to a goal-like metric, except for when one exits the game and gets a "passport" stamped according the areas of the body that were visited. The passport tracks what body parts were visited, but not the activities that were engaged with in any given area. There are no levels or scores in the main portion of the game, just different places to travel to and explore. No evaluations or rewards mark progress through the game other than the passport. This is clearly an adventure, not a test. While the user has a great deal of flexibility in determining pathways through the scenario, s/he has little ability to input content or interact beyond a single mouse click. The structure of the game parallels an entertainment orientation of non-interactive media by providing content that is almost entirely pre-programmed, and waiting to be activated by the user. One mouse click is often followed by a long animation sequence, character dialog, or a transitional sequence. The game relies on a position of a “spectator” more than the personalized and interactive engagement associated with the position of a “student.” The most technically sophisticated aspects are not the mechanics of game play or user authoring, but rather graphic and sounds. Many of the animation and graphics are have high production value and this is clearly the area in which the majority of design effort was invested. The sounds have been designed to be appealing to kids, with many sound effects and "gross" sounds in almost every scene. In contrast to simulation games that stress user authoring, and puzzle adventure games that assess a child’s knowledge, MSBHB is more like an engaging and animated book that can be opened at any point, but doesn't demand much from the user. This contrasts to the marginalization of the fantasy and exploratory elements in Dr. Brain and grade-based products, where one scene is a precondition for progressing to another. Other than the video game breaks, MSBHB is non-competitive and non-evaluative, driven by a narrative and spectacular logic rather than a game-like or achievement-oriented one. 200 FIGURE 5.8 SCREEN SHOT OF THE MAGIC SCHOOL BUS EXPLORES THE HUMAN BODY Used by permission from Microsoft Corporation MSBHB in the 5thD MSBHB was popular in the 5thD in the period after its introduction. This may in part be due to the fact that it was introduced to the club with fanfare as a gift from the wizard, in addition to its flashy graphics and sounds that seem to catch the attention of kids as they wander about club. In every tape, there is a substantial revolving audience of different kids and undergraduates that check in on the game play, especially in sequences when the game is producing particularly gross or funny sounds. It appears also that MSBHB found a place in the 5thD maze very quickly, and many kids played the game based on the location in the activity system. 201 While most undergraduates did not make any particular comments regarding their impressions of the game, and some expressed confusion about the point of it, many undergraduates were enthusiastic in describing it. The fieldnotes describe MSBHB as "pretty cool," "amazing," "really neat" and "fascinating." Some point to the "great" or "cool" graphics. One undergraduate was even more enthusiastic: I think this is the best computer game I have ever seen! It is visually stunning and completely enthralling. The sound effects are great, a bit on the vulgar side, but I suppose that keeps kids' attention pretty well! It is a completely educational game—there is no way that you cannot learn something from it! Descriptions of the game by the kids seem split along age lines. Younger kids describe it repeatedly as "cool" and "fun." Older kids, however, seem to view it as a "kiddie game." As one twelve year old is playing, a group of older boys walks by and calls it "The Magic Retard Bus." Similarly, the twelve year old who is playing it makes sarcastic remarks about its content, calling one of the characters "a fag," and mimicking some of the talk on the game in an annoying and childlike voice. In a fieldnote, an undergraduate describes how a twelve year old girl “thought that the things they told/taught you were kind of elementary, not at her level.” The game is generally not described as "easy" or "hard," except for the video game portions of the game. There are a number of features of play with MSBHB that make it distinct from the prior chapter’s case of Dr. Brain and the case of SimCity 2000 to follow. Unlike with Dr. Brain, there was no focused period of videotaping for this game, though it appears frequently in our video record throughout the central year of observation. Another factor is that a game like MSBHB does not invite a focused goal-oriented engagement, and kids tend to engage in sporadic and more lightweight ways with the game. Since the game was part of the activity system, many children played it, but were not necessarily invested in it the same way that 202 children playing games like Dr. Brain or SimCity were. Due to this, we have many observations of play with the game, but we do not have sequences of particular children playing this game across multiple days. This is a consequence of its location in the 5thD ecology as much as the design of the game. The remainder of this chapter will range beyond examples with MSBHB to illustrate processes of play with this genre of software, and there is no sustained case study of a particular child’s subject formation in relation to the game. In the previous chapter, Dr. Brain was the focal case for examining the content as well as play with the edutainment genre. Here I describe play with the narrative features particular to MSBHB, and then turn to aspects of play with the entertainment genre that were evident in the 5thD across a variety of software titles: engagement with special effects, discourses of “fun,” and narratives of destruction and action entertainment. Narrative and Exploration in MSBHB MSBHB is a game which foregrounds narrative logic and visual appeal over technical sophistication or user authoring. The dominant features of the design, and of both kid and undergraduate engagement with the game, are around the narrative and visual features, such as the movies, graphics, sounds, educational information, and the Magic School Bus backstory. Elements such as the video games, drawing program, and science experiments afford some peripheral and more user authored forms of engagement. The user experience is designed for engagement primarily as a reader/viewer, albeit one with more control over the story line than with a traditional book or movie format. At moments of play, there are ongoing negotiations between kids and undergraduates about what narrative trajectory to take through the software, and how to engage with the educational content. One persistent tension is between undergraduates, who try to orient kids to the educational content of the game and systematic exploration of all areas, and kids, who orient toward the visual effects 203 and a more chaotic trajectory. In almost every fieldnote about the game, undergraduates will describe their efforts to get kids to engage with the content domain or to get kids to click on various aspects of a scene before zooming off to the next body part. One undergraduate, working with a kid for the second time, says, “I asked if maybe this time through he thought we could explore each area in more depth. This added to the game, because instead of just visiting different places in the body, we explored them as fully as possible. In one instance of play, a boy, John, is working with two undergraduates, Peggy and Elaine. John is controlling the mouse, and has been exploring various parts of the human body. Throughout the interaction, John clicks around the scene, as the undergraduates work to engage with him and the educational content inherent in the game. For example, they might suggest exploring an area further before zooming off to the next body part, or they might ask him if he knows what an intestine is. In this excerpt from the video, they are all observing an animation of the bus traveling through an artery, and both undergraduates work to create a dialog on blood and blood cells, specifically invoking school learning in the process: P = Peggy E = Elaine J = John C = Computer 1 P: What do you think these things are? (referring or disc-like flying objects) Those red things. 2 J: Um, they're um, blood. 3 P: Yeah, blood cells. 4 E: OK now, if you click on that, I think it might tell you something about the kidney. 5 C: Many people can live with one kidney. If one of the kidneys is damaged, it can be removed and the remaining kidney will do the work of both. 6 P: Try exploring. Click around all over the place. 7 J: [Clicks on another place, and an animation of traveling through veins starts.] 204 8 P: So where do you think he's traveling in if those are little blood cells? How is he getting from place to place? What are these tunnels? Do you know what those are? 9 J: Those are your water input right? (Gestures along throat.) 10 P: O.K. what do you have right here? (Points to J's hand.) 11 J: Veins. 12 P: Yeah, veins. And you have arteries. That's what carries the blood. Have you learned about the human body yet? In school? 13 J: No. (Animation ends and bus cockpit appears. J starts clicking on objects outside of windshield, and humorous animations and sounds appear.) 14 P: See they're blue blood cells. 15 J: What is that? 16 E: I think that means it needs to get oxygen. 17 J: White blood. 18 P: White blood cells? 19 E: You want to see what's kind of neat? Try clicking on the mirror. Upon seeing the animation, which includes representations of flying red blood cells, Peggy asks John if he knows what they are (line 1), and he responds with a partial answer (line 2). The interaction is akin to a student-teacher interaction. Elaine suggests clicking on an icon (line 4), which brings up an animation and a narration describing the functions of the kidneys (line 5). After John clicks on another icon, and they see the animation of the arteries again, Peggy again resumes her questioning (line 8), and after one incorrect response (line 9), gets the correct answer from John, and asks him if he has learned about the human body in school yet (line 12). Their dialog is interrupted by a new animation appearing on the screen, and John begins to click on different objects, triggering more animations. For example, a white blood cell animates into an ambulance when clicked on. Elaine suggests clicking on a different part of the bus (line 19), which takes them to a different screen. This afternoon is described glowingly by Elaine as a successful day of interaction with a child. John is described as “diligent” and “polite” and she is impressed by his ability to read and follow instructions. “He had no problems in talking to both Peggy and I, and he 205 accepted our help willingly. He never specifically asked for our help but he never refused it either”. Peggy’s fieldnote is similarly positive about the engagement. More typical is a degree of frustration about the difficulties of getting kids to respond to adult intervention. For example, one boy declares flatly that "I don't want to learn," when an undergraduate tries to get him to open and read the informational drawer. Another undergraduate describes how the site director intervened in their play, guiding both the undergraduate helpers and the kids to engage with questions about the human body. He came over and tried to prompt discussion by asking questions about what things do in the body, or what the drawing was representing. This led to more questions. However, for the most part, the kids did not appear interested in answering our questions. They just wanted to play the game. While there were a few instances where undergraduates were impressed with kids’ interest and knowledge about the human body, there were many more instances of frustration about kids’ unwillingness to engage beyond the spectacular features of the game. One undergraduate describes her difficulties working with one boy. [We] explored many places in the body together, but it was difficult to try to get him to focus on what we were doing, or the purpose of it. He was much more interested in having the pieces of semidigested food in the stomach make their burping/farting noises than what purpose the stomach actually served. Each place we went to, I asked him what purpose it served, but he just wanted to plunge ahead. Another undergraduate describes how she got “really frustrated” with one girl who would not respond to her offers to help her play and to talk about the content of the game. “I kept trying with each different body part and she started to answer me. But when she did, she answered that she didn’t care, and that 206 became very obvious.” The transcript of this session is indicative of a tension between the undergraduate and the kid agenda. UG = Undergraduate M = Mary UG: What happens if you hit the brown thing? (M hits the sign to the Small intestine) M: To the small intestine. UG: What does the small intestine do? M: I don't know. UG: Then we can find out, right? M: Eww! UG: What's that? M: (Unintelligible) That's the lower stomach here. UG: That's why yours does too. . All right here. (They arrive at the small intestine) UG: It goes all through here. (M clicks on some of the floating things) UG: What happens if you point at it? It disappeared. Huh, look it is fat. But you don't know what the small intestine does yet. (M clicks the sign to the large intestine) M: Who cares. UG: Don't you want to learn what your body does? M: Oh, look, there's some Cheetos right there. UG: Mm-hmm. M: Eww. What is up. UG: You're on your way to the large intestine. Do you know what the large intestine does? M: No UG: Do you want to find out? You don't have to if you don't want to. The undergraduate is struggling to get Mary to take interest in what a small intestine is, repeatedly trying to engage her: “What does the small intestine 207 do?” “But you don’t know what the small intestine does yet.” “Don’t you want to know what your body does?” Mary responds bluntly “Who cares” and points her to the Cheetos floating there. She is more interested in the gross visuals, repeatedly calling attention to them with an appreciative “Eeew!” Undergraduates experience frustration and a feeling of being out of control when kids are unresponsive to them in this way and insist on pursuing their own agenda of seemingly random engagement with the surface appearances of the game. While kids exhibit different degrees of tolerance and responsiveness toward these attempts by the undergraduates, they always evidence an orientation toward experiencing the graphics and special effects of the game over the content. In the context of the 5thD, where undergraduates are instructed to keep engagement “fun” and child-centered, kids are generally successful in instantiating their own narrative preferences. Kids can spend excruciatingly long minutes playing with gross farting and squirting noises, despite (or perhaps because of) the discomfort of the undergraduates. Younger kids that are familiar with the Magic School Bus TV series also evidence interest in the characters and the overall Magic School Bus story. Storybook games, like MSBHB, rely heavily on the uniquely spectacular features of interactive multimedia to draw children into engagement with educational content. The basic mode of play is to click on objects to see what visual and auditory effect will result. Kids find these small animations highly amusing, particularly if they are accompanied by a gross noise or visual. One undergraduate describes how two girls working together wanted to click on every animated object in the classroom. One of the girls says she likes the game because of “the music and the weird sounds it makes and how you can go into the human body.” The sounds often drew an appreciative audience, and “advertised” the game to other kids at the club. One undergraduate describes how the girl she was working with “at first only wanted to learn how to produce those ‘cool noises.’” Although other kids were not so systematic in clicking on 208 every object, they did enjoy the animations and showing off particularly cool ones that they had discovered. In the tapes where kids are together at the game, observers will be constantly leaning in and pointing at things to click on. In this sequence, Peter is in control of the mouse, while Chris and Brad encourage him to click on different things (lines 1-3, 6, 8): C = Chris P = Peter B = Brad 1 C: Get that - get that thing. Get that one candy bar. Get the candy bar. Get the candy. Get the candy bar. Get the small chocolate thing. (Leans in and points). Awww. You should've got it. It's funny. 2 B: Get that one. (Leans in and points.) This one's funny. 3 C: Oh, get that one thing. Right here. 4 P: (Clicks on blob that turns into a hamburger with an audible yawn.) 5 B: Oh yeah. Cool. 6 C: Get that chocolate thing. Hit it. 7 P: (Hits blob that turns into a chocolate bar.) 8 B: What's that green thing? The kids rarely tire of this mode of clicking on animated objects, and will revisit areas to show particularly cool interactions to other kids and their undergraduate helpers. This is more a version of show and tell then the displays of mastery that were evident with games like Dr. Brain. Mastery of the game is defined by knowledge of the interface and navigation, rather than knowledge of the content domain. When children lean in to offer suggestions and help, their comments are exclusively about such things as what to click on to get a cool special effect, or how to get to a specific place in the scenario. Although undergraduates view knowledge of the human body as an important aspect of engaging with the game, it is not portrayed as central to “knowing how to play.” Even undergraduate descriptions of their own lack of 209 mastery of the game similarly revolve around not knowing what to click on rather than knowledge of the educational content. One undergraduate describes her sense of being lost and “not having authority” because she didn’t know where to click to get to different scenes of the game. In summary, play with MSBHB was dominated by the open-ended narrative of exploration and discovery rather than a focused trajectory of intellectual mastery. Adults made frequent attempts to orient kids toward a more systematic and progress-oriented form of engagement, but children tended to resist, particularly when there were multiple kids playing together and sharing their discoveries and fascinations. Kids’ oriented instead to the visual and auditory discovery and a more chaotic trajectory through the narrative space. Key factors in the appeal of the game for kids were the spectacular multimedia dimensions of this game. I turn now to a discussion of the logic of special effect in this and other graphically sophisticated multimedia titles. Spectacle and Special Effect Here I present cases from my ethnographic record of play with MSBHB, SimCity 2000 and DinoPark Tycoon around engagement with visual, auditory, and interactional special effects. These games embed multiple goal structures and invite different forms of engagement, but are similar in that they are all CD-ROM games with high production value and polished graphical and auditory effects. Visual Effects The tapes of kids' game play with graphically advanced games is continuously punctuated by their notice of on-screen eye candy, an occasional "cool," or "oooh," that testifies to their appreciation of visual aesthetics of one kind or another. One undergraduate describes a boy playing SimCity 2000 for the first time. “Every time he placed a building on the screen, he exclaimed “Cool!” 210 because the graphics were very complex and vivid. With a game like MSBHB, attention-grabbing graphics are central to the game's appeal, since the game relies on an exploratory mode of interaction rather than one guided by a strong narrative story line or competitive goal orientation. The animations that form the transitions between the different parts of the body often draw appreciative "EEEW"s from both undergraduate and kid viewers, as they watch the tiny bus drop into a puddle of stomach goo, or fly down a sticky esophagus. "This is the fun part. This is fun. Watch," insists one kid as he initiates the opening animation. An undergraduate describes how a girl was “really excited” about showing her one small animation in MSBHB. In Island of Dr. Brain, upon completing the game, players are rewarded with a lengthy animation of the island turning into a boat and sailing away, and kids who have gotten to this point note how "cool" it is, and sit through to the credits screen. The screen in which one designs a face to go on the driver's license in MSBHB, invites many minutes scrolling through the different options for facial features, and discussion of what is a cool or uncool feature. When multiple kids are engaging with the game, there will invariably be extended discussion about, and exploration of different visual features in the driver’s license. For example, when two boys are working together on a game, they argue about each facial feature, such as the eyes and eye wear (lines 4-7), or skin color (lines 8, 9): C = Chris P = Peter UG = Undergraduate 1 C: We're going to do the same things as last time like you want. (Scrolls through features.) 2 P: Yeah, that. 3 C: That one you did, you wanted. That was a good one. 4 UG: Change the eyes. 5 C: I will. I'm going to do the one you wanted. 6 P: Yeah, I like that one. No, put the really thick sunglasses. Go back. 211 7 C: No, I like those. I like those sunglasses. 8 P: Then I get to pick. Change skin color. Do you see a difference? Maybe it just gets it darker. 9 C: There. Like that? (Completes face.) Features such as the driver's license, animations of things in the different scenes, or different controls in the cockpit, provide an ongoing stream of visual effects that are often irrelevant to the educational content of the game, but provide eye catching distractions that keep the kids engaged with the game. MSBHB incorporates visually spectacular features that are ends in themselves for game consumers, regardless of the relevance for the central play action. SimCity 2000 was another graphically advanced game at the site. Although it did not have the same appeal to the grotesque of MSBHB, SimCity 2000 also invited pleasure in the visually spectacular. J = Jimmy H = Holly 1 J: I want to do a highway (selects highway tool) How do I do a highway? Okay. (Moves cursor around.) I'll do a highway right here.2 H: Right there? I think you should have it... hmm.. trying to think where a good place for it... 3 J: Right here? Here? (Moves cursor around.) Here? (Looks at H.) 4 H: Sure. What is that place there, residential? 5 J: (Budget window comes up and Jimmy dismisses it.) Yeah. I'm going to bulldoze a skyrise here. (Selects bulldozer tool and destroys building.) OK. (Looks at H.) Ummm! OK, wait, OK. Should I do it right here? 6 H: Sure, that might work... that way. Mmmm. You can have it... 7 J: (Builds highway around city.) I wonder if you can make them turn. (Builds highway curving around one corner.) Yeah, okay. 8 H: You remember, you want the highway to be.... faster than just getting on regular streets. So maybe you should have it go through some parts. 9 J: (Dismisses budget. Points to screen.) That's cool! (inaudible) I can make it above? 10 H: Above some places, I think. I don't know if they'd let you, maybe not. 212 11 J: (Moves cursor over large skyscraper.) That's so cool! 12 H: Is that a high-rise? 13 J: Yeah. I love them. 14 H: Is it constantly changing, the city? Is it like 15 J:(Builds complicated highway intersection. Looks at H.) 16 H: (Laughs.) 17 J: So cool! (Builds more highway grids in area, creating a complex overlap of four intersections.) 18 H: My gosh, you're going to have those poor drivers going around in circles. 19 J: I'm going to erase that all. I don't like that, OK. (Bulldozes highway system and blows up a building in process.) Ohhh... 20 H: Did you just blow up something else? 21 J: Yeah. (Laughs.) 22 H: (Laughs.) 23 J: I'm going to start a new city. I don't understand this one. I'm going to start with highways. (Quits without saving city.) One sequence during a child’s (Jimmy) play with an undergraduate (Holly) is punctuated by moments of engagement with the interface as visual special effect. At a certain point in the game, as his city grows, Jimmy attempts to build highways. "I want to do a highway," he declares, selecting the highway tool. "How do I do a highway?" (line 1). Moving his cursor around, he discusses with Holly where he might put the highway, settling on an area near a commercial district (line 3). He bulldozes to make way for the highway, and then builds it around one edge of the city, discovering, at a certain point, that he can make it curve around the corner if he clicks on blocks perpendicular to one another (lines 5-7). As he builds his highway in the foreground, he notices that it is elevated above the level of the regular roadways. "That's cool!" he exclaims. "I can make it above?" (line 9). Holly speculates on whether they can build the highway through the city, and then Jimmy points with his cursor to a tall, blue and white skyscraper: "That's so cool!" (line 10, 11). Holly asks, "Is that a high-rise?" (line 12). "Yeah," Jimmy answers. "I love them," he declares emphatically (line 13). 213 Jimmy goes on to continue his highway, and then discovers that if he makes overlapping segments, they result in a cloverleaf. He looks over at Holly with delight when this happens, and she laughs. "So cool!" he exclaims, building further overlapping segments that result in a twisted quadruple cloverleaf (lines 15-17). "My gosh," says Holly, "you're going to have those poor drivers going around in circles" (line 18). Jimmy then bulldozes the whole cloverleaf pattern, blowing up a large building in the process (figure 5.9), and then declares that he is going to start a new city (line 23). He closes his city without saving it. FIGURE 5.9 JIMMY'S HIGHWAY TO NOWHERE IN SIMCITY 2000 Screen shot reproduced with permission from Electronic Arts Inc. © 1993-94 Electronic Arts Inc. SimCity 2000 and SimCity are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All rights reserved. 214 While this sequence begins with certain accountabilities to building a transportation system, by the end, Jimmy has wasted thousands of dollars on a highway to nowhere, blown up a building, and trashed his city. Holly draws him back into the accountabilities of building a well-functioning city, by pointing out that the highway cloverleaf might look cool, but is not going to work very well. Her intervention is subtle, but it has the effect of calling him away from spectacular engagement to the more functional accountabilities of the game. Jimmy responds to her suggestion by trying to fix the highway, but eventually decides to start over since he has wasted too much money on playing with the highway as special effect. He apparently has few attachments to the city that he has worked on for over thirty minutes, and in fact, replicates a pattern of building up cities to a point of difficulty, and then getting rid of them, not bothering to save or follow up on his work. A game like SimCity 2000 provides visual rewards that are linked but not isomorphic with the more functional rewards of building a large, financially stable, and well-populated city. As a city grows, the player is given more and more visually stunning buildings, such as stadiums, marinas, and space-aged buildings. “Oh wow. Look at that!” an adult helper calls out after they finish building and airport. “I got a helicopter! Girl, I got a helicopter,” says the girl he is working with, calling out to her friend. Kids that are invested in the game will develop a certain connoisseurship about the placement of visual features. This same pair takes pains to build a series of marinas and waterfalls, positioning them just right, so that the tiny sailboats do not fall down the waterfalls, and destroying a prison that they felt was too close to this area. In another instance of play, one kid has built a large pyramid-shaped structure covered in water. “I built his by hand,” he tells his undergraduate helper with pride. The pleasure here is in a certain personalized aesthetic, in the spectacle of the interface, not in the instrumental goals of the game or in inhabiting an engaging virtual reality. It is the visual special effect rendered in interactive media. 215 Interactional and Auditory Special Effects Unlike the media such as film and television that were the targets of Debord's critique of passive consumption, interactive media are predicated on the active engagement of the consumer. This interactivity, rather than negating the spectacular qualities of the medium, actually serves to create a new genre of interactive special effect, an experience of being able to control and manipulate the production of the effect. This is clearly evident in twitch games which demand close sensory-motor coupling with visual and auditory effects. In the games that form the basis for this study, these interactional effects are still present, though not as central as in action gaming. While visual effects and animations are generally predicated on a somewhat distanced position of spectatorship, interactive effects often foreground auditory effects over visual ones. Most games have a soundtrack, which plays repeatedly in the background and is rarely noted by a player, which contrasts to sound as a special effect. A sound effect is a result of a particular action, and when initiated by the player, is often the occasion for delight and repeated activation. One example of engagement with an interactive special effect is with an eleven-year old, Dan, who is building a city with an undergraduate who is an expert at the game. As he is playing with the budget window, he discovers that increasing taxes causes the sim-citizens to boo, and lowering them causes them to cheer. He takes some time out from administering the city to play with this auditory effect (line 1, 5), before he is called back to his sim-mayor subjectivity by the undergraduate (lines 4, 6). D = Dan UG = undergraduate brackets signify overlapping talk 1 D: (Starts bumping up the property tax, big grin.) 2 UG: What are you doing? No, no, no. 216 3 D: No, I just [want to see..] 4 UG: 5 D: [Now,] now --[listen]. (Bumps down the property taxes, making the citizens cheer.) [Yeeeee]eaaah. [I just want to make them happy.] 6 UG: [The best way to make money ]-- You want to increase your population, right? So you lay down the green, right? So if you put all, make all this all green, then, ahh, your population will increase and then you could raise taxes and then you could get up to your five thousand mark. 7 D: Ohh OK. (Closes budget window.) Dean's apparent pleasure in this interaction can be understood as a kind of computer holding power (Turkle 1984) which is based on the logic of the interactive special effect. It is the combination of direct interactional engagement with the machine and a unique responsiveness that creates a brief but tight interactional coupling between Dean and SimCity 2000. This kind of interactional pleasure occurred numerous times during my observations of kids' play, but only initiated by the children who were controlling the mouse. While surface readings of the interface can invite collaborative interpersonal interpretation, as in the sequence with Jimmy and Holly, the interactive special effect is somewhat antisocial, relying on a tight interactional coupling with human and machine, often at the expense of other interlocutors. As in most examples of this sort, the undergraduate calls him back to the more functional and progress-oriented accountabilities of game play. This undergraduate is more heavy-handed than the previous example with Holly, insisting that the kid pay attention: “No, no, no… now, now, listen. The best way to make money—you want to increase your population, right?” Another instance of play, with DinoPark Tycoon, also exhibits similar dynamics of interactional special effects. At the "Dino Diner" the player is able to purchase items from a menu as feed for the park's dinosaurs. One of the features of this screen is that there is a fly that buzzes around the menu, and if it lands on the menu, and a page is turned, the fly is crushed, emitting a squishing 217 sound, and the player, upon flipping back to the page, sees a bloody smudge (figure 5.10). In instance after instance of play with DinoPark Tycoon, kids play repeatedly with this game feature. In this day of Ian's play, almost every time he visits the Dino Diner, he spends time smashing flies: I = Ian A = Adult 1 I: (Turns a page, and squishing sound results.) Yeah, I just crunched some more. Yeah, look at all them. They're so dead (laughing). This is rad. Oh, come on fly, I want you to come down here. Come down here puppy. Come to papa. Crunch! (Turns page, and laughs.) 2 A: That's nasty. 3 I: (Turns page.) Crunchie, crunchie, crunchie. (Turns page.) I crunched him! I crunched him! (Turns page.) I'm so mean. I want to go check out my dino. (Leaves Dino Diner.) FIGURE 5.10 THE DINO DINER IN DINOPARK TYCOON Screen shot reprinted with permission from The Learning Company, Inc. 218 As with the case with Dean, this interaction is relatively brief and clearly peripheral to the primary goals of the game, which are to build and administer the virtual theme park. Ian takes some time out to enjoy the interactional special effect (line 1, 2), but returns fairly quickly to the task at hand, checking up on his dinosaur (line 3). In the prior discussion of MSBHB, I noted how the auditory effects were one attractive aspect of the game that a number of kids specifically referred to. One area of MSBHB, involving a simple painting program, is particularly notable as an embodiment of the logic of the interactive special effect. Clicking on the drawing pad of one of the characters calls forth a screen with a canvas, and various tools, shaped like body parts, along the side. After selecting a body part, the player can squirt, splat, or stamp blobs and shapes onto the canvas, accompanied by appropriately gross bodily noises appropriate to the body part. Often to the dismay of the accompanying undergraduate, kids will spend excruciatingly long minutes repeatedly squirting juices from the stomach, or emitting a cacophony of farting noises from the tongue tool. One undergraduate notes, after playing with a group of girls: “Each different shape or design made it’s own unique sound. I think the kids get a much better kick out of the sound than anything else. And they would laugh and laugh when they found the sound they liked best.” Here is an example of another instance of play, which was captured in our video record. R = Ralph UG = Undergraduate 1 R: Look, I could pick any one of these. This one. (Selects an organ.) 2 UG: What's that stuff right there? 3 R: (Squirts juice out of an organ.) I don't know. Squeezing all the juice out of him. 4 UG: Lovely. Now what happens if you grab that one? 219 5 R: Big one, the big one. Blood, brain. (Continues to select organs and make blobs and squishing and squeaking noises.) 6 UG: Oh, you can do it on here? Oh, it does a print of what the brain looks like. 7 R: Oh man. 8 UG: You can do the mouth, you haven't done that one. 9 R: Spitting, it's spitting. 10 UG: I know there's more down this way too. Skin, oh that just changes the color of it. 11 R: Yup. Do you want to see the nose? 12 UG: Nose. I don't know. 13 R: Gross. 14 UG: Oh, gross. 15 R: Boogers, eww. Continues through each organ in a similar manner. 16 UG: Your tongue. Oh wow. 17 R: (Creates long drawn out farting noises.) Ewww!!! (Pushes repeatedly on a squeaking, blapping organ.) OHHHHH!! 18 UG: Wow. 19 UG: What else is there that you could do? 20 R: Nothing. 21 UG: Is that the last one? 22 R: Yeah. 23 UG: Are you sure? 24 R: Yeah. 25 UG: How do you know that? 26 R: (Goes back to the farting noise, and hits it repeatedly.) It's my favorite. The tongue. Watch. 27 UG: Are there any more? 28 R: Oh yeah. The finger. (Clicks repeatedly, making more gross noises.) 29 UG: Eww. 30 R: Ewww. Look. 31 UG: Are there any more after the finger? Let's see. Muscles. Whoa. 32 R: I want to go to the finger again. 33 UG: Why don't we go back and explore the body. 220 34 R: Okay. I know why. I know why. Cause you didn't like the sounds. 35 UG: No, the sounds were great. 36 R: I don't want to play any more. This extended sequence of play with interactive special effects is gleefully engaged with by Ralph and tolerated by the undergraduate, but she eventually suggests that they return to the main areas of the game (line 33). Ralph than suggests that she is discouraging him from playing with gross sounds (line 34), and then decides that he wants to stop playing rather than return to the more educational sections of the game (line 36). The undergraduate has actually been remarkably patient through a very extended sequence of play with each drawing tool, suggesting on various occasions that he try one or another tool. Yet the boy still insists that he knows why she suggests that he move on, “Cause you didn’t like the sounds.” In this case, the boy is more active than the undergraduate in constructing the opposition between the adult stance and kid stance with respect to the orientation to gross special effects. Interactional special effects are similar to the manipulations that are possible with materials such as clay and finger paints, but mediated by a computational artifact that uniquely amplifies and embellishes the actions of the user. Like the visual special effects described earlier, these interactional and auditory effects are not part of a broader game goal structure, but are rather engaged in for momentary and aesthetic pleasure. These are not the dominant modes of engagement in play with children’s software, but they are small, ongoing breaks in the narrative trajectories of multimedia titles. They are also sites of micropolitical resistance to the progress-oriented goals and adult values that seek to limit violent and grotesque spectacles in an educational setting like the 5thD. I will return to this dynamic at the conclusion of this chapter. 221 Mobilizing Fun: The Micropolitics of Pleasure Engagements with special effects are not merely an atomized process of individual engagement. They are part of the political economy of cool, a central source of cultural capital in kids’ peer relations. Spectacle and “fun” are mobilized as a device to enlist other kids and to demonstrate style and status, as well as a way of demarcating a kid-centered space that is opposed to the progress goals of adults. A search for all instances of the word “fun” in the our video transcript record revealed many instances of “funny” but relatively few instances of children describing something as “fun.” More often it got used in questions by adults querying whether a child was engaged: “Are you having fun?” “Is this a fun game?” In undergraduate fieldnotes, “fun” most often appears as a descriptor of play characterized by high-energy and committed engagement. “This was a fun day. Everyone was really into the new game.” “She told me she wanted to play more and so did I. It was a fun game.” “She found that to be something fun because she was really excited.” “What we ended up doing was just working as long as we could on the same game in an effort to finish it. It was easy to do this because [he] had fun with this game in particular.” Less frequently, “fun” gets used as a descriptor of activity that is opposed to the progress goals of the site. For example, in one fieldnote, an undergraduate says, “Today the kids got to play games for fun,” meaning that they did not have to play according to the activity system of the maze that day. Sometimes undergraduates see kids’ singular commitment to fun as a problem. Another undergraduate writes critically of one boy who would not share the mouse. “For kids, their own fun tends to come first before others, and helping out others may not be their idea of fun.” “I reminded Ian that it is never any fun when one person is playing a game and everyone else has to watch that person have all the fun” In the small number of instances in our transcripts where children use the term, it described activity that was spectacular in nature, and non-functional. In 222 one instance of play, one girl has taken a liking to SimTown, a more childoriented version of SimCity. Another child appears and a discussion of taste and style ensues. “I like SimCity better,” declares the boy. The girl counters by saying the more open-ended structure and lack of instrumental logics of financial accountability make the game more fun. ”No, this is much funner, you don't have, you don't have a debt or anything. “ The debate does not end here. “So. Who cares. Debts are cool,” counters the boy. He decides to test the coolness quotient however and pushes the girl to check out if there is a disasters function on the game. “Oh, disasters? What are the Disasters?” Like “cool” effects that code for spectacle, in this exchange, “fun” describes playful non-instrumental game features. The same girl describes the function where a player can trigger cute animations in the buildings as “fun spots” in contrast to the functional roles of buildings in structuring the town. Another instance of talk between some kids exhibits a similar dynamic. Three kids are playing SimTown together for some time, and the one occurrence of the term fun happens when they are trying to squash some people riding bikes. A: Oh, look people are coming out of their houses and riding their bikes B: I'm going to squash them. A: I know. C: Oh, no. A: This looks like a fun game. C: I know. “Fun” between kids is a device to enlist peers into a space of shared pleasures. “This the fun part, look.” By contrast, when speaking to adults, fun can create a boundary between adult goals and child pleasures. In two instances, kids authenticated their activity by describing what they are doing as “having fun,” appealing to adults to let them engage in activity that is not progress-oriented. Activity that is not directed toward a particular adult’s goals are described as “just for fun” even though that same activity might in other contexts be an 223 achievement-oriented task. Children can be politically savvy about the uses of fun, realizing that it is a legitimate form of child-identified activity that can provide a space of self-determination. In one example, Chris is playing Dr. Brain. The site director stops by and there is a discussion of whether this game counts in “the maze” that structures children’s movement through the club activity system. “Well you may never become a Wizard’s Assistant,” he warns. “I don’t care,” Chris replies as he continues playing. “I am just going to have fun.” In another instance, Ian is playing a game of Solitaire, and a video ethnographer comes to set up on the machine he is playing on. The ethnographer works to get his attention, and eventually moves to the machine to quit the program. “I am going to exit you.” “Why? I’m having fun,” Ian protests, but in this instance, he fails to claim a space of indulgence and is called to participate in the sanctioned activities of the club. I = Ian E = Ethnographer I: Man E: Yo, Ian, we're taping on this machine. So get somebody to play with. Hello, are you listening to me? I: What? E: I'm going to exit you. I: Why? I'm having fun. E: Because this is... we're spending money to video tape at this machine, and unless you want to help somebody play a game, then get off of it. I: I'll help them play this. E: No. This isn't a game in the maze. I: So? I can make it be one. E: Who says? ( E takes mouse, and exits Solitaire) 224 These two examples are suggestive of kids’ awareness of fun as a legitimate site of resistance to certain adults goals. The adult narratives of the 5thD also reinforce this sense of fun as a site of authentic and natural child-like agency that can be harnessed to promote engagement, but that can also overpower the play setting if not channeled in a prosocial way. In the micropolitics of the 5thD, just as in the packaging of entertainment for children, fun appears as a cultural fact that is part of the contemporary construction of childhood, a political tool that gets mobilized to appeal to adults to suspend their own agendas. This political role of fun is also closely tied to the vernaculars of hedonistic, repetitive forms of play and a child-centered visual culture. Disobedience, Disasters, and Action Entertainment In the 5thD, an orientation to entertainment (i.e., "fun") is actively encouraged, but ultimately in the service of a reformist educational project. Children mobilize fun as a way of indicating authentic engagement, and fun is celebrated in the 5thD to the extent that it happens in the context of a prosocial learning task. "Entertainment" is clearly not a monolithic category within mass media forms. While some entertainment idioms are legitimized within the 5thD project, action gaming idioms are explicitly excluded as too patently noneducational. As noted in the previous chapter, action entertainment idioms are constantly lurking in the ambient culture that kids participate in. These cultural elements are largely repressed in the 5thD through the selection of non-violent games and persistent adult surveillance, but they are still present. Due to their illegitimate status in the 5thD, they become a resource for subverting dominant (educational) codes in this local context. The case of Ian and SimCity 2000 makes clear this relational dynamic between educational and entertainment idioms, in ways particular to the 5thD, but which point to the pervasive fractures in US culture between wholesome educational norms and violent entertainment idioms. These are hints as to the pervasiveness of action entertainment in peer 225 dynamics, particularly of boys. I present these final examples of engagement with the entertainment genre as a special case of engagement with spectacle, a much larger topic that my work in the 5thD barely begins to address. One day of Ian's play with SimCity 2000, captured on video, is a rare case in which action entertainment appears as a social resource in the 5thD, and it enables us to see the tensions around this cultural domain as it appears in an informal learning setting if this sort. This instance of Ian’s play forms a more focused case study in the following chapter, but here I introduce a portion of it to illustrate the social role of violent and destructive entertainment. The scene opens with Ian sitting in front of the computer, interacting with a well-developed city marked by an enormous airport and waterfalls stacked in a pyramid formation. There is another boy sitting next to him, observing his play and making occasional suggestions, as well as an audience of other club participants, including the videotaper, undergraduates, and other kids and adults walking in and out of the scene. He busily makes a railroad system, water pipes, buildings, and a power plant, and worries about such things as whether his people are getting enough water, or whether power plants need to be replaced. Soon, the director of the club appears, and tries to get Ian to teach others how to play (line 1), but Ian deftly deflects this accountability to the club norm of collaborative learning, with the support of another kid (line 2): I = Ian M = Mark (a younger boy) D = site director 1 D: Because you're not going to be sitting here all day just doing it by yourself. So other people watch you. It's not fair to other people. 2 M: No, we, we, we, we're not supposed to be able to play. We're not supposed to play. 3 D: Why aren't you supposed to play? 4 I: They're not. 5 M: If you're not a Young Wizard's you can't play this. 226 6 D: But if you're a Young Wizard's Assistant and you're not teaching anybody else the game then you can't play it either. 7 M: He's teaching me. 8 I: (Unintelligible) said I could. 9 D: OK good, allright, check it out then. 10 I: Anybody ask me any questions. Ian's tactic is momentarily successful; he passes as a teacher, and resumes his game play. After about twenty minutes, however, he is interrupted by the director of the club again and asked to teach a new undergraduate how to play the game. "I'm not kidding either," the director stresses, "her grade depends on what you teach her, so she'd better do a good job, okay?" After a few moments, Mark suggests, "Show her a disaster. Do an airplane crash." Ian responds with enthusiasm, saves his city, and announces, "Ha ha ha disaster time!!" In this sequence of activity, Ian finds himself in the center of a series of interventions and a great deal of social attention, positioned as an expert and asked to teach both an undergraduate and a large audience of other kids about the game. The videotaper and the site director have already intervened a number of times to orient him to his community role as game expert and teacher. His companion is the first to suggest doing a disaster, and he takes it up with a characteristic virtuosity and anti-authoritarianism. Disaster time involves an escalating series of special effects in which the city is first invaded by a space alien, then flooded, set on fire and subjected to an earthquake and plane crashes. The undergraduate remains pleasant and amused. The videotaper, a longtime participant at the club, is the first to intervene, addressing the undergraduate first. “So, have you figured out how to play?” And then she turns to Ian. “Remember Ian, that Anne has to… Ian?!” The videotaper and the undergraduate’s protests punctuate this instance of play, and though they do not specifically deny the appeal of destruction, they are clearly trying to redirect the activity. They are overpowered as Mark cheers Ian on and they delight in the 227 spectacles of destruction. “Do another airplane crash!” “Destroy it.” Another boy joins the spectacle. “Please do a fire engine.” “Put more fire. Fire’s cool.” “Just burn it all. Burn it. Burn it. Just burn it. Burn it. Burn it. You need more fire, more fire.” The site director appears again. “Is he teaching you how to be a constructive citizen?” he jokes. “Another five minutes, and then put Anne on and see what she can do.” “Do riots,” the third boy continues, not responding to the director’s comment. After the city is in flames, Ian begins to build large buildings within burning areas, to induce more and more spectacular explosions. He turns from blowing up the most expensive of the possible buildings to blowing up colleges, fusion plants, gas power plants, and microwave power plants. His final achievement is to blow up a row of fusion plants lined up in domino formation (figure 5.11). “Ian, time, put Anne in there,” insists the site director at the conclusion of this performance. “He’s into mass destruction at the moment,” says Anne, worried. The director assures her, “Yeah, but these guys know a lot about the game.” Then he turns to Ian. “I don’t want to turn the machine off on you. Be nice to Anne and give her a turn.” That is enough of a credible threat for Ian to start a new city for Anne. Ian’s subsequent acts of constructing a city are the case study of the following chapter. Here I would like to point to the role of action entertainment idioms in enlisting an audience of other boys and the role of computational media in enbling a virtuosity of the spectacular in the hands of a player. The adults at the club are in the difficult position of trying to validate Ian’s technical knowledge, but not wanting the destructive scenario to continue. Ian is quite aware of the boundaries of participation in the 5thD, and plays to his moment in the spotlight, until he is on the verge of disciplinary action. Far from being a regressive and antisocial act, Ian is engaging in a process of enlisting a large and engaged audience in a shared spectacle of technical virtuosity. 228 FIGURE 5.11 BLOWING UP FUSION PLANTS IN SIMCITY 2000 Screen shot reproduced with permission from Electronic Arts Inc. © 1993-94 Electronic Arts Inc. SimCity 2000 and SimCity are trademarks or registered trademarks of Electronic Arts Inc. in the US and/or other countries. All rights reserved. Ian’s instance of play is an unusual one in the 5thD in the prominence of a destructive scenario, but action entertainment idioms are always latent in play with computer games. On one of my field visits to the Boys' and Girls' Club, during the summer when the 5thD was not in session, I set up a machine with SimCity 2000, and invited some kids to play on it. "Do you know SimCity?" I asked a boy who I hadn't seen before, maybe seven or so. "Yeah!" he declared. "That's the game where you blow up the cities!" Nonplused, I nonetheless asked him if he would like to play, and whether he knew how to, and he answered yes on both counts. As he hunted around the toolbar to perform some operation, it became clear he knew little about how the game worked. Finally, he asked, 229 agitated, "Where are the guns?!" With the help of another boy, he succeeded in setting the city on fire, and shortly thereafter, left to play a different game. Ian’s orientation to the action potential of the software was clearly not unique. In many other instances of play, documented in the undergraduate fieldnotes, boys use the disasters function to destroy their cities after they run into fiscal trouble. In another instance of play in the 5thD, Jimmy is patiently building up his city. One of his bridges explodes because he hasn't allocated sufficient maintenance funds. "I broke it again! My bridge!" he exclaims in distress. Another boy, observing, responds, "Cool. Save it and restart." "And do what?" asks Jimmy, apparently perplexed by the suggestion. The other boy continues, his voice rising: "I love doing that. I love just saving a city and then, just destroy It! Every disaster!!" Another child, just checking into the scene, pipes in, "I know! Especially the monsters. Those are cool." "The monster's different on this one," declares the first boy, in the know regarding the new version of SimCity 2000. "It is?" "Yeah," he continues, "You've never seen the monster of SimCity 2000?" (figure 5.12). The space alien is a peripheral, but unmistakable nod to fantasy worlds continuously reinscribed in computer games ever since the hit game, Space Invaders. In this brief interactional moment, Jimmy has been educated as to the not so obvious citational links between SimCity 2000 and action gaming idioms. The space alien, coded into the gaming system as a relatively peripheral element, has been drawn out and made significant in a brief interactional moment, which ties together such disparate cultural elements as SimCity 2000, Space Invaders, monster movies, and "coolness." 230 FIGURE 5.12 THE MONSTER IN SIMCITY 2000 Screen shot reproduced with permission from Electronic Arts, Inc. © 1993-94 Electronic Arts Inc. SimCity 200 and SimCity are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All rights reserved. 231 My observations of kids, especially boys, who are immersed in computer gaming and action-oriented media, is that they index a wealth of cultural content that weaves together representations in film, television, and interactive media. As Kinder has described in Playing with Power (Kinder 1991). Games such as Mario Brothers and Mortal Kombat have made their way into movies, and movies such as Johnny Mnemonic and Toy Story have made their way into interactive media. Action gaming idioms are clearly the cultural domain that has the most extensive set of referents in interactive media, and kids will adeptly interpret, critique and make distinctions between different aspects of the action gaming corpus. The adolescent boys that I game with will endlessly debate and describe the merits of certain form of weaponry, how to run, turn, fire, and evade fire, and what kinds of moves produce the most spectacular explosions and number of kills. Even in a context such as the 5thD, which has been designed specifically to exclude violent media, these intertextual citations are irrepressible, an always available source of cultural capital for kids. Conclusions If we resist the impulse to call the engagement with action entertainment antisocial, then we are beginning to query the social functions of dis-functional activity and a certain cultural paradox. While competitive achievement that individuates learning and produces class distinction is considered prosocial and developmentally correct, hedonistic play that creates peer solidarity in relation to consumer culture is considered antisocial and regressive, an attention deficit to the progress goals of certain authoritative institutions. Sutton-Smith describes this tension in terms of private and public transcripts of childhood The adult public transcript is to make children progress, the adult private transcript is to deny their sexual and aggressive impulses; 232 the child public transcript is to be successful as family members and school children, and their private transcript is their play life, in which they can express both their hidden identity and their resentment of being a captive population (1997: 123). But this is only the first cut on the complex sociocultural contestations that children navigate in their everyday play, particularly in relation to an increasingly powerful and institutionalized entertainment industry that produces and inflects our ideas of childhood. The institution of education and the ideology of individual merit are produced in opposition and constant negotiation with its antithesis of “mass” accessible popular culture. Instances of children’s play have shown that popular culture, far from being an undifferentiated field of cheaply accessible and passive thrills, is a site of virtuosity, connoisseurship and status negotiation among children as well as between children and adults. What constitutes an authoritative institution is a contingent effect of local micropolitics, where pop culture identification confers status in children’s status hierarchies and “fun” gets mobilized vis-à-vis adults as an authenticating trope of a “natural” child-like pleasure principal. This is not a simple story of adult repression of authentic childhood impulses, but is a distributed social field that produces the opposition between childhood pleasure and adult achievement norms as one cultural effect. In a cultural climate that increasingly values childhood as a romantic and privileged sphere, adults that discover their inner children and indulge their own children are on the progressive parenting cutting-edge, a trend that industrialists are quick to exploit in their marketing aimed at the parental pocketbook. Children’s entertainment industries, new technologies, as well as the practices of the 5thD are part of the discursive productions of these oppositions and changing notions of childhood. The spectacular dimensions of new media deserve special mention as a unique semiotic-materialization of kids’ popular entertainment. The atomized consciousness of a player engaging with a special effect is a small moment attached to a large sociotechnical apparatus. Whether in movies or computer 233 games, special effects are what drive budgets, and bring in large audiences. This is indicative of a particular kind of industry maturation, where a growing consumer base supports larger production budgets, but also increases investor risk, driving the push towards sure hit products, sequels, formulaic content, and guaranteed crowd pleasers. Special effects also weed out independent developers who don’t have the budgets to compete in production value. Entertainment industries participate in the production of institutionalized genres that are packaged and stereotyped into certain formulas that kids recognize and identify with as a liberatory and authentic kids’ culture. Just as educational content has been commodified as curricular coverage and achievement anxiety, entertainment genres are packaged into easily reproducible formulas, vernaculars of children’s popular culture. In the titles I reviewed, these appeared as gross bodily noises, explosions, hyperbole, and increasingly, established licensed characters. This “junk culture” is a particular vernacular that cross-cuts media and commodity types, making its way into snack foods, television, movies, school supplies, and interactive multimedia. Just as this junk culture is a site of opposition between adults and kids, entertainment elements in children’s software become opportunities for kids to resist adult learning goals in the 5thD. The idiom of children’s entertainment finds full expression in action media such as video games, movies, and commercial children’s television, consumed in the home among peers. My work in the 5thD has allowed me only a small glimpse into these domains. In children’s software, and in quasi-educational contexts like the 5thD, the entertainment genre’s hold is more partial, achieving fleeting hegemonies as in the case of Ian’s disaster times. The cyborg habitus of entertainment is a constant though often latent presence, punctuating game play with appreciative exclamations of “cool,” “awesome,” “Eeeew!” and devilish cackles of delight. These remarks and moments of play are constructed in interaction with adult efforts to both identify with and resist these idioms tied to a mushrooming media supersystem that embodies the growing strength of the entertainment habitus. As the pleasure-principal becomes coded and embodied 234 as the domain of an authentic and natural childhood, (boring, dry, dusty) education gets framed as going against this human nature, an act of symbolic and social violence. The platitude of edutainment that “learning can be fun” reconstitutes this structural opposition between learning and play, while simultaneously working to deconstruct it. Learning needs to be fun to be authentic, because fun is what kids do best. 235 6 Authoring Virtual Worlds: Hacking, Self-Expression, and Technical Empowerment Seymour Papert is probably the best-known spokesperson for the use of computers in education, specifically the use of computer programming as an educational tool. Although part of a shared intellectual community and discursive tradition as McCormick and many others in the educational software community, Papert’s position is distinctive in its promotion of programming as a key educational and developmental goal. In contrast to the focus on content and curriculum that characterizes most educational software, for Papert, content is secondary to what he calls “technological fluency,” the ability to perform the new forms of literacy enabled by computer technology. Published in 1980, Papert’s book Mindstorms describes the LOGO programming language designed for children, arguing against the drill-and-practice orientation of computer-based instruction that was dominant at the time. In most contemporary educational situations where children come into contact with computers the computer is used to put children through their paces, to provide feedback and to dispense information. The computer programming the child. In the LOGO environment the relationship is reversed: The child, even at preschool ages, is in control: The child programs the computer (1980: 19). The focus of his criticism differs from the position of most advocates of learning software. He is objecting to drill-and-practice not because it is, in McCormick’s terms, a “dry and dusty” form of learning, but because it does not allow the child the subject position of agency and authorship. Even in his more recent publications, in an era when computers are becoming widely available to children, Papert is critical of much of the edutainment software on the market. “Disguising flash cards as a game introduces an element of deception that undermines two fundamental educational principles. First, learning works best when the learner is a willing and conscious participant. Second, deception and dishonesty in a teaching process make a mockery of the idea that schools should develop moral values as well as knowledge of math or history” (1996: 19). He continues: The dominant trend in educational software is following a path that bothers me. The mildest criticism that I can make of it is that it panders to popular prejudices about what is ‘educational.’ The more severe criticism is that most educational software powerfully reinforces the poorest sides of pre-computer education while losing the opportunity to powerfully strengthen the best sides (37). “What I see as the real contribution of digital media to education is a flexibility that could allow every individual to find personal paths to learning” (16). Papert’s list of recommended software strongly favors programs that lean toward user authoring—what he calls constructionist software—rather than the adventure and quiz type formats that are dominant in educational software. For example, he suggests the paint program KidPix, and simulation games such as SimCity and SimTower (209), and he has been working since the late seventies on designing, promoting, and upgrading the LOGO programming language, now a multimedia authoring tool called Microworlds. 237 This chapter begins with the history and cultural context of authoring tools in relation to “hard mastery” of computers associated with hacking subcultures. I then describe how the authoring genre of children’s software is associated with these kinds of uses of computers, and how this manifests in the title SimCity 2000. The last half of the chapter describes how SimCity 2000 and a related title, SimTower were used in the 5thD to create personalized virtual worlds. The Hacker Ethic of Technological Empowerment Drawing from Piaget, Papert describes his orientation as constructivist, based on “a model of children as builders of their own intellectual structures.” He sees the computer as providing new sorts of materials for the “child as builder,” making abstract mathematical concepts concrete and manipulable (1980: 7). Papert’s metaphors of construction and building blocks puts him in the same intellectual trajectory as those educationally-minded toymakers that brought us building blocks and erector sets, a child-centered philosophy of learning that departs from the behaviorist model. The orientation toward computing as an authoring tool, a device to actualize individual agency, can also be located within an ethic of selfauthoring computer programming and use that has persisted since the earliest days of personal computing. In the popular history of personal computing Hackers: Heroes of the Computer Revolution, journalist Steven Levy describes “the hacker ethic” emerging from a group of computer enthusiasts at MIT in the early sixties around the first interactive computers that allowed a programmer to get immediate feedback from a computer terminal. “Access to computers—and anything which might teach you about the way the world works—should be unlimited and total. Always yield to the Hands-On Imperative!” (1994: 40). Following from this were the following beliefs: “All information should be free.” “Mistrust Authority—Promote Decentralization.” “Hackers should be judged by their hacking, not bogus criteria such as degrees, age, or position.” “You can create 238 art and beauty on a computer.” “Computers can change your life for the better” (Levy 1994: 40-45). Levy and my use of the term “hacker” should be distinguished from the subsequent popularization of the term to refer to unlawful activity, and instead is a more general orientation towards the computer as a tool of empowerment and discovery. Levy goes on to chronicle how this orientation towards computing extended beyond what he calls “the monastery” at MIT in the sixties, as computers became widespread in the form of the “personal computer.” In the seventies, Berkeley, California was a key site of grass-roots computing, with Ted Nelson’s (1974) hacker cult publication, Computer Lib, and the ongoing meetings of the Silicon Valley Homebrew Computer Club, both encouraging users to take control of their computers. Rebelling against mainstream corporate computing as defined by IBM, this orientation toward computing eventually led to Stephen Wozniak’s and Steve Jobs’ development and marketing of the Apple II in the late seventies. In the eighties, personal and hobbyist computing led to the new fortunes made by game hackers and eventually, to the mainstreaming and commercialization of the personal computer industry, dissipating much of the anti-authoritarian, anti-capitalist counterculturalism of the early years (Levy 1994). In this orientation, the status of the computer as tool rather than informational medium are central. Engaging and enlightening content is secondary to the political positioning of mastery and self-authoring; transparent access to and control of the technical layers of the machine are sought over surface appearances and spectacle. In her study of internet communities, Sherry Turkle (1995) has described how a “postmodern aesthetic of simulation,” stressing “soft mastery” and manipulation of surface image over “hard” technical mastery has recently come to dominate computing. This shift has happened at the expense of the earlier orientations of the hobbyist and hacker. Yet as Turkle also acknowledges, the hacker ethic still persists as a subculture of computing. The Internet also supports and enables this subculture due to its distributed architecture that allows many-to-many connectivity and small-scale technical 239 production and authoring. Interactive computing, the ability for the user to shape the medium and to get immediate feedback from it, is the quality of contemporary computation that has delivered the hacker vision of technical empowerment. The hacker focus on authoring and empowerment takes this quality beyond the literal ability to act and interact in relation to the machine, toward a political position that insists on individual control of content production. The interactive qualities of the computer are valued not only for the ability of the machine to responsively deliver information and feedback, but for enabling users to computationally embody their agency: as Papert states, programming the computer rather than having the computer program you. One important counterpoint to a univocal celebration of hacker culture comes from feminist analysis. A growing body of work on feminism and technologies demonstrates the persistent and pervasive cultural bias that equates men with technologies of power, and reduces the significance of technologies associated with women. Concluding her feminist analysis of technologies of work, reproduction, home, and space-making, Judy Wajcman writes: “The enduring force of the identification between technology and manliness, therefore, is not inherent in biological sex difference. It is rather the result of the historical and cultural construction of gender” (1991: 137). A similar bias operates in the domain of computer use. Although women are associated with routine clerical uses of computing, they are not considered candidates for the “hard mastery” and innovative uses associated with hacking, where the person is in control of deep technical knowledge. Some even go so far as to suggest that there is a biological reason why women aren’t good hackers. In describing the glory years of hacking at MIT in the sixties, Levy writes that, “The sad fact was that there never was a star-quality female hacker.” He quotes Bill Gosper, one of his celebrated MIT hackers, as stating that “Cultural things are strong, but not that strong.” Levy writes, “Gosper would later conclude, attributing the phenomenon to genetic, or ‘hardware,’ differences” (1994: 84). These early years of hacking gave rise to a resilient, though slowly changing 240 stereotype of hacking as a domain of antisocial, unattractive, and unsanitary men that could barely communicate with women much less admit one into their midst. Turkle describes a shift in the mid-eighties away from hard mastery and toward the dominance of “soft” and more women-friendly forms of computer use. Writing in the mid nineties, she sees an emergent “culture of simulation” where “the computer is still a tool but less like a hammer and more like a harpsichord” (1995: 63). She describes how women hackers in the early years felt that they needed to distance themselves from close identification with the computer, even while they were attracted to it (62). In the recent turn towards more graphical and concrete interfaces, Turkle sees hope for transformation in the relation between women and computers. “A classical modernist vision of computer intelligence has made room for a romantic postmodern one. At this juncture, there is potential for a more welcoming environment for women, humanists, and artists in the technical culture” (62). The current debate on games for girls is also informative at this juncture. Like Turkle, most makers of “girls’ games” have taken gender difference as a given, and worked to design content that is less aggressive, less competitive, and oriented towards girl-friendly themes like friendships, fashion, storytelling, and popular music (Cassell and Jenkins 1998). By contrast, the small groups of women associated with more maleidentified uses of computers argue that women can hack too. L. Jean Camp is a participant in the mailing list, “Systers,” an electronic forum started by Anita Borg to link women computer science professionals. She writes, “We are geeks, and we are not guys. Not guys, but geeks! How could that be? If it surprises you to learn that more than fifteen hundred feminist geeks are out there, imagine the surprise to each of us” (1996: 114). Women hackers are out there, and they have not been deterred by either cultural biases or feminine intellectual “hardware.” In their review of girls’ games, Justine Cassell and Henry Jenkins “boil the issues down to their essentials: do we encourage girls to beat boys at their own game, or do we construct a girls-only space?” They describe a dilemma: “play will always be gendered, and female play will always constitute 241 the marked options. How to avoid this impasse?” They suggest “pushing at both ends of the spectrum” and hope for a “gender neutral space in the middle” (1998: 34-36). I share a similar hope, and believe that challenging the automatic association between men and generative uses of computers is one road to this vision. In fact, many domains of women-identified cultural production share affinities with hacker creativity and anti-authoritarianism. While the hacker ethic is something that is particular to computational media, it shares commonalities with other kinds of media “hacking” in literature, television, and film. Studies of fan communities, with their appropriation of mainstream narratives through fan zines and remade video are examples of a similar orientation to other media types, and these are domains where women have often been dominant. Media hacking is a particular twist to the idea of active and oppositional consumption, a resistance to the passivity associated with consumption. The broadening range of computational media that Turkle describes should be accompanied by a reassessment of what counts as powerful uses of computers and media across the gender spectrum. A current hit computer game, The Sims, is a breakthrough as an authoring title that appeals to women as much as to men. It follows on the “Sim” tradition of providing nonviolent games that do not have a strong gender bias, but it pushes more in the direction of women-friendly content in simulating domestic life. A gender-neutral title, it still does not compromise on technical virtuosity, and thus is a breakthrough in the gender dynamics surrounding computer-based authoring. One could imagine a growing set of titles in this space that provides technical tools for imagining and creating virtual worlds across a gender and age spectrum. In contrast to the negative associations between women and hacking, children are categorically associated with a “natural” and fearless affinity to computers. For children and youth, access to computers, and more recently, the Internet, has opened up a space of agency that has raised the bar on public discourse regarding media access and regulation. Children are often seen as 242 particularly in tune and uniquely empowered by computers, celebrated by Don Tapscott in describing a “Net Generation” that is master of new media, “interactive, malleable, and distributed in control” (1998: 26). He describes how the computer has enabled children to be authorities in a new domain, changing the power dynamics of the family (36-38). The hacker ethic is a technocentric twist to the cultural studies position that see children as “active players in historically complex circumstances” rather than as passive victims and innocents (Kinder 1999: 3-5). This sense of childhood empowerment has created a protectionist counter-narrative, arguing for restraint in video game violence and restrictions to children’s access to the Internet. What is relatively unexamined in both sides of the mainstream debate is how computer technology is a political tool for children to address their conditions of disempowerment. Rather than assume that children have a natural and internally-driven affinity with computers, we need to recognize the social conditions that draw particular children to computers, including the persistence of a gender gap in children’s engagements with computers. Budding Hackers: Promoting Technical Literacy and Multimedia Authoring Papert’s work with educational software from the seventies to the present can be considered an effort to extend a version of the hacker ethic to the hands of children, as an interface between a constructivist educational agenda and computer programming and authoring capabilities. The LOGO programming language, developed in the seventies, and commercialized in the eighties and beyond, provided a simplified programming environment that allowed children to see visual representations of their programming. A child instructs a “turtle” to move and turn in different directions, creating drawings and music. Papert’s argument, which has been the focus of extensive debate in the educational community, was that these programming tasks gave children a set of materials to engage intuitively with basic mathematical concepts. 243 Unlike Oregon Trail, Math Blaster, and Reader Rabbit, LOGO and Microworlds are not major commercial successes as consumer software, having the strongest influence in schools. Papert’s theoretically-motivated claims that programming leads to mathematical and other forms of coveted learning have not been as amenable to packaging and marketing as educational claims by software that clearly represents academic content areas. I include this line of work here not because of these particular software efforts per se, but because of the influence that Papert has had in giving voice to an orientation towards children’s computing that extends to their engagements at school as well as in the home. Papert’s more recent publications do not restrict his constructivist agenda to programming, and extend to a general orientation towards computing that puts the child in control of the learning experience. He recommends web authoring projects, drawing with KidPix, and play with simulation games in addition to his own programming and multimedia authoring software, MicroWorlds (Papert 1996). In the broader genre of children’s authoring-oriented software, the two types of software that have proven most commercially viable are not programming tools but kid-oriented graphics programs such as KidPix, and Print Artist, and simulation games, most notably SimCity. Unlike edutainment software with its age-graded framework, and unlike children’s entertainment coded in opposition to adult culture, authoring programs do not posit a sharp break between the markets of adults and children. Although there is a market of authoring software designed specifically for children, overall, authoring software has been designed as adult-oriented tools, and adapted downwards for children. Programs such as KidPix have simplified controls, sound effects, and kid-oriented graphics, but they are functionally quite similar to adult applications. In the case of SimCity, a game designed for adults was taken up by the kids and educational market. Parents that I spoke to described to me how their children would use business-oriented authoring tools such as Powerpoint to design cards and pictures for their friends and family. The 5thD used standard word processing tools such as Microsoft Word for writing tasks at 244 the site. This particular genre of children’s software was not about creating a new category, but about opening up the user demographic of an existing software genre. In my interview with Will Wright, the creator of the original SimCity, he describes how he did not target children in the design and initial marketing of the game. I didn’t realize that people would take it that seriously. I thought it might have some limited appeal to city planning types, but for the most part, they didn’t play games… We tried to make a game that we would like to play, a little more thoughtful, a little more interesting. His market is age-blind. “So the fact that there are seven year olds playing SimCity, that’s great. That’s exactly the way that I would want to the kids’ market, as opposed to something with big brightly colored buttons and some cute fuzzy character.” He distinguishes between his software and games that have competitive goal orientations. “I like games, but I’m kind of uncomfortable with that term for some of the stuff we do, because I think some of the stuff we do is more of a toy than a game.” He sees SimCity as more of an open-ended tool, linking it to a hobbyists pleasure in creating, constructing and designing something unique and personalized. His work melds the constructivist orientation toward tool development with the visual and interactive appeal of computer games. A toy I think is quite a bit more open ended. A toy you can actually use for a lot of different games. You can come up with your own rules. You give someone a ball, and a ball is not a game but you can play a lot of games with a ball because it is so open-ended. In some sense the stuff that I really enjoy doing, I would say with the SimCity type stuff, is closer to a hobby than a game. I think of it in those terms, again that kind of construction and creativity part. I really like things where I can build something, design something. I want to be able to do something in the game that nobody else has 245 ever done with that game. So no two cities are alike. When you play SimCity, they may be similar, but no two are identical. There’s something really cool about that. In contrast to the pedagogical stance of McCormick or Papert, Wright argues for the value of SimCity not in conveying particular forms of content, in “teaching” urban planning, but in providing an open-ended set of tools that allows intellectual exploration and creative production of a simulated object. He also does not posit a sharp break between his subjectivity as a “producer” and the subjectivity of a player. His discourse slides back and forth between identifying as a player and a software developer. This is not to say that content and his role as designer does not matter to Wright; he sees software as delivering a certain message and is a meticulous researcher in the domains that delves into. He describes some of his more science-oriented games as having a Carl Saganesque quality of scientific popularization, providing a dynamic model of scientific theories such as Gaia hypothesis (SimEarth) or emergent behavior (SimAnt). Yet his meticulous research into content domains is not an effort to realistically represent authoritative knowledge, but rather is an exercise in experimentation and exploration of an imagined and hypothesized space. I think if we tried to make it realistic, we would be doing something that we wouldn’t want to do. Many people come to us and say, ‘You should do the professional version.’ That really scares me because I know how pathetic the simulations are, really, compared to reality. The last thing that I want people to come away with is that we’re on the verge of being able to simulate the way that a city really develops, because we’re not. Other games have followed in the footsteps of SimCity, providing various kinds of simulation authoring capabilities. In the children’s market, these titles include DinoPark Tycoon, or Rollerpark Tycoon or DroidWorks as well as a host of other “sim” imitators. 246 While the Sim titles and LOGO originated in the computational medium, more recently, the multimedia authoring genre has seen tie-ins with other media types. The MIT LOGO group has partnered with Lego in creating Lego Mindstorms, named after Papert’s 1980 book, catapulting LOGO into mainstream commodity capitalism. Mindstorms is a kit with which allows kids to program and control Lego vehicles. Another major license entered this genre with Barbie Fashion Designer. Mattel created a commercial success with this product that allows users to design fashions and print them out onto fabrics to create Barbie outfits. Although Barbie is an example of a gender-coded title, and perhaps indicative of a trend in that direction, software in the authoring vein generally exhibits a relative gender and age-blind orientation in the representation content. This contrasts to the highly gendered nature of mainstream entertainment titles, and the grade-based orientation of mainstream educational titles. Where the gender bias exerts its influence is not in the explicit representational content, but in the implicit association between technology and masculinity. Like building blocks, train sets, pens, and paints, these tools are designed for flexibility in expressing a range of personal styles, interests, and capabilities, and should be able to support a wide range both in terms of age, gender, and other categorical variables. The central appeal is self-expression and personalization, coupled with the capability of the computer to embody and animate these creations. Packaging Power Barbie and Lego are particularly appropriate licenses for the authoring genre, as they capitalize on existing forms of open-ended toy play. Other titles have had a harder time entering this niche, as the authoring genre is more difficult to position and market than the edutainment or entertainment gaming formulas. Compared to the natural affinity between toys and authoring tools, it had proven more difficult to translate narrative media such as film into an authoring genre. For example, Lucas Learning, the children’s software arm of Lucas Film, released 247 DroidWorks, Pit Droids, and The Gungan Frontier, three authoring-type titles as their first releases. They were initially marketed and packaged as entertainment titles, attempting to capitalize on the Star Wars license and mobilize it for the children’s market and educational goals. Ads ran in gaming magazines as well as Family PC. With these titles, Lucas Learning was competing with mainstream gaming in terms of production values as well as market orientation. They utilized expensive, customized 3D game engines and an original concept. Eventually, though, the orientation of the company’s products as well as the box design shifted from entertainment to the edutainment genre. The same product, Gungan Frontier, was originally released in an adult entertainment genre of packaging—gold fonts on a darkly ominous background with a scary frowning character. The current updated box features the same character with a smile rather than a frown, surrounded by bright yellow banners and cute purple lettering. In subsequent products, they have lowered their target ages to below ten years, and have adopted the more established children’s entertainment genre. The titles embed quasi-educational tasks in a fantasy scenario featuring their more kid-friendly characters such as Yoda and the young Skywalker. Their boxes are designed for shelving in the kids’ corner rather than the gaming section, and feature wide-eyed, cute characters that fit right in with Reader Rabbit and Disney titles. Jon Blossom, working with project leader Colette Michaud on Droidworks, describes some of the difficulties that he had in positioning his product in a field of typecast products. Lucas Learning is really interesting in that we’re trying to straddle that line between education and entertainment. It’s been a really really hard line to travel because it’s not really clear how you market that. It’s not really clear how you explain it to people. 248 He contrasts his work with the standard curricular products, the “two plus two kinds of products that we don’t think are fun.” He describes the difficulties of marketing learning as a genuinely attractive and fun activity for older kids. It’s hard to convince parents that our games are educational and it’s also generally hard to sell to a pre-teen, particularly someone who’s ten or eleven, trying to be independent, thinks learning is dumb, and doesn’t like going to school, and here’s this box that says Lucas learning on it. If we market it as an educational product, they don’t want to buy it. He goes on to explain how the company has been feeling growing pressure to follow in the footsteps of established successes such as the JumpStart line that are cheaper to make and still sell well. I interviewed Blossom’s colleague, Michael Wyman, while he was in the midst of production forPit Droids. He explained how budgets have been shrinking in the kids’ category and this is probably “the last show and tell. I feel like I got really really lucky to have the chance to spend the kind of money I’m spending and doing what I think is a really great product. Will it be profitable? I hope so, but I don’t know.” He worries that it will take major marketing muscle to create attention to a new genre of the sort that Droidworks and Pit Droids aspire towards. Unlike a major toy company, Lucas Learning has worked to make quality the beacon for dissemination, rather than a television ad campaign. As a result their products have gained critical acclaim and have been moderate sellers, but have not achieved the major commercial success of some of the Barbie and Lego software products. Authoring and simulation tools thus have a different marketing tactic, and generally package their appeal as technical empowerment, the ability to translate authorial agency into a technologized form. “Create your own Star Wars world with fantastic 3D creatures,” suggests the box of The Gungan Frontier. This positing is easier to do for titles that more clearly fit the authoring genre (word processors, drawing tools) than games like Gungan Frontier that are presenting a new and unfamiliar concept. “Create anything imaginable in real-time 3D!” 249 proclaims an ad for Disney’s Magic Artist 3D, featuring a virtual Mickey stretching the surface of a shiny, 3D, textured Mickey logo. The claim and the appeal are to be able to mobilize as substantial a technical apparatus as possible in the form of full 3D animated graphics. Like SimCity 2000, titles in this genre are often not age-specific, and cross over between adult and kids markets. “The power to change history is in your hands” announces the ad copy for the game Call to Power, packaged in an adult entertainment genre but advertised in Family PC. Like SimCity 2000, titles in this genre are often not age-specific, and cross over between adult and kids markets. Like SimCity 2000, this game is a strategic simulation that enables a user to author a virtual world. “Call to Power lets you create a world of your very own.” Similarly ads for SimCity 3000 that ran in PC Gamer, stress that radically different game outcomes can result from the player’s actions (figure 6.1). “Mr. Roger’s or Mr. Hussein?” queries the ad copy over contrasting images of a peaceful town or a blown-out office building. “It’s a beautiful day in the neighborhood when you’ve got the power to rule over SimCity 3000.” These titles all package their appeal on personal identification, customization, and authoring, rather than claims that they will transmit specific bits of knowledge or spectacular pleasures. 250 FIGURE 6.1 ADVERTISEMENTS FOR SIMCITY 3000 © 1998 Electronic Arts. SimCity 3000, SimCity, Maxis, and the Maxis logo are trademarks or registered trademarks of Electronic Arts in the US and/or other countries. All rights reserved. 251 FIGURE 6.1, CONTINUED ADVERTISEMENTS FOR SIMCITY 3000 © 1998 Electronic Arts. SimCity 3000, SimCity, Maxis, and the Maxis logo are trademarks or registered trademarks of Electronic Arts in the US and/or other countries. All rights reserved. 252 Software Case: SimCity 2000 SimCity and the genre of simulation games that it opened up is by far the most successful title in a child-friendly constructionist genre. The most current game in this line, The Sims, is the best selling game software in history. As a type of software that integrates popular culture and authoring, and as a set of titles that was in wide use at the 5thD clubs, it provides a focus for my discussion of the authoring genre. Maxis, the company that produces the Sim line, started as a venture in 1987 between Will Wright and Jeff Braun to market SimCity, a game that Wright had designed and programmed. Wright and Braun deliberately avoided the label "educational software" for SimCity, believing that "people have a low opinion of educational software" (Wright in Barol 1989: 64). The SimCity 2000 sourcebook bills the game as "entertainment/educational software" (Dargahi and Bremer 1995: 4). The game spans the boundary between the explicitly educational children's market, and the entertainment market, competing in the category of strategy and simulations games. The SimCity games are rare crossover hits, winning rave reviews from educators (Eisler 1991; Paul 1991; Jacobson 1992; Tanner 1993; Peirce 1994) as well as attracting a wide following among the computer gaming community as a whole. In 1997, Maxis was bought by Electronic Arts, the primary producer of action and sports computer games, and they have abandoned efforts in the children’s and educational market. But until that time, Maxis had a division that specifically worked on children’s titles, and on educational framing of other Maxis titles. Maxis recognized the legitimizing aspect of the educational market, while catering to the economic strength of the entertainment market. Maxis released SimCity 2000 in November 1993, following a $1 million development investment (Darlin 1994: 300). Unlike the original SimCity, SimCity 2000 was the work of a large production team, and integrated the suggestions of hundreds of fans who wrote in asking for new features (Dargahi and Bremer 1995: 337). While SimCity broke new ground by presenting an innovative model 253 for a computer game based on world-building simulation, SimCity 2000 pushed the envelope on complexity and multimedia. It capitalized on capabilities of new personal computer platforms, incorporating 3D graphics and animation, advanced music and sound effects, new public transit systems, a water system, hospitals, schools, and a complex new economic system (Dargahi and Bremer 1995: 396). Both SimCity and SimCity 2000 were hit products in the competitive computer game field, earning Maxis millions in revenue (Darlin 1994). The games have spawned an active subculture, with Usenet newsgroups, competitions, numerous publications, and even networked versions initiated by a loyal user community. Currently, SimCity is in its fourth incarnation with SimCity 3000. SimCity 2000, the focus of this chapter, is both authoring tool and interactive game. It provides a responsive virtual environment equipped with tools for users to build and administer a virtual city. The primary interface window is a grid that can be rotated or zoomed in and out. Starting with a blank landscape dotted with trees, water, and hills, the player chooses different tools from a toolbar running alongside the screen, building, bulldozing, and zoning. In addition, informational windows report on population, educational levels, pollution, industrial growth, and city budget, among many other factors. The basic progression of the game involves building roads, zoning districts, and providing city services such as power, water, schools, parks and libraries. In addition, the player must make decisions about budgeting: taxes, city ordinances, and allocation of funds. If zoned and administered properly, "Sims" (simulated people) will populate the grid, creating their own buildings and voicing their opinions through the city newspaper. The user plays the role of mayor of the city, and receives rewards for good governance and population growth, such as a mayor's house, a statue, or a spontaneous parade. The system promotes a model of expansion and growth through rewards for achievement of population levels, but parallel and sub-goal structures exist in the game, including ecological and economic balance, 254 community relations, and aesthetics. Since SimCity 2000 foregrounds userauthoring, it is less a game driven by a specific goal than a structured space of possibility for the user to explore. Subverting linear growth scenarios are disasters that can be turned on and off, including fires, floods, and space alien invasions. The algorithms underlying SimCity 2000 rely on cellular automata12 techniques, creating an impression of lively growth, interactivity, and change—a sense of the city as a living entity. Construction sites change to small buildings, which are in turn torn down to make space for a large shopping mall or a stunning skyscraper. As the population and transportation network of the city grows, ant-like cars start flowing frenetically across highways and roadways, and planes and traffic helicopters fly across the cityscape, occasionally crashing into a tall building and maybe even starting a fire. A disaster function also creates periodic floods, fires, earthquakes, and other calamities that spread unexpectedly through the city. The focus of the game is to create a viable and aesthetically pleasing simulation. Goal orientations are afforded by the rewards functions that give players kudos for achieving population levels, as well as the persistent possibility that your city can fail, by going bankrupt or becoming unlivable for the Sim citizens. The primary interface window is a grid that can be rotated or zoomed in and out and toolbars bristling with buttons and pop-up windows. The interactional dynamic is much like engaging with a drawing program. The player chooses a tool, such as a zoning tool, a bulldozer, or a tool to build a specific public building (e.g., a stadium, park, or power plant), and "draws" that element onto the grid. Auxiliary windows such as the budget window and city ordinance window allow the player to adjust elements of the city, such as tax rate or monies allocated to city services, which are not represented visually on the primary window grid. What is different from a drawing program is that the software will 12 Cellular automata are a computation method developed by John Von Neumann and Artificial Life scientists in an attempt to mathematically model a self-reproducing automaton (Helmreich 1995: 69-71). Cells on a grid change states in cycles, in response to states in neighboring cells. 255 "interpret" a player input and perform operations on it in the form of a simulation, such as populating a newly zoned area or having Sim citizens flock to a new stadium. By integrating an urban planning scenario and an authoring tool, the game produces the effect of a god-like bureaucrat, able to produce immediate outcomes in a city by virtue of simply laying out a city plan. In contrast to many games that are adapted from non-computational and narrative media (e.g., animated storybooks, adventure games), Sim games tend to functionally complex, and allow players to engage and tinker with the technical substratum. The special effects and graphical representations at the interface are generally tied into substantive functionality that is relevant for game outcomes. For example, the flow of cars across a freeway is an indicator of traffic patterns, which are tied to other game factors such as the satisfaction of the Sim citizens, pollution levels, and population. This is in contrast to games that rely on storyline and characters for their narrative cohesion. In these games, graphical representations may be meaningful for the player, but not for the underlying machine logic. Although providing a robust fantasy environment, Sim games are characterized by the dominance of technical logic over narrative logic. While the cellular automata algorithms are not directly available to the player, numerous supplementary materials for the game enable the player to delve below the interface elements and engage with the nuts and bolts of how the city runs and grows. The manual for the game, and "sourcebooks" of many hundreds of pages document the algorithmic relations that drive the simulation. For example, the Sim citizens are programmed to walk only a certain number of game squares to get to public transportation. Otherwise, they will take their cars. Algorithmic relations of this sort, described in supporting materials, determine many of the contingencies of the city: the life span of power plants, the relations between transport systems and pollution, the consequences of city ordinances, etc. Players that are even more technically savvy can purchase the SimCity 2000 Urban Renewal Kit that enables players to design their own buildings and tinker with the algorithms that drive the city. SimCity 2000 exemplifies some of 256 the more complicated and dense layerings between narrative, interface, and functionality possible in what was state of the art at the time it was released. SimCity 2000 in the 5thD SimCity 2000 is a game that has had some persistence at the 5thD, and our data covers both the 94-95 and the 95-96 school year. It was introduced into the 5thD in February 1995 with fanfare as a gift to the wizard for her/his birthday party, the major celebration for the club's year. The game was a special request from Ian who appeared in the previous chapter. Ian was a great fan of the original SimCity, a game well established as a popular game at the site at the time of SimCity 2000's introduction. SimCity 2000 was installed on the machine for exclusive use by the Young Wizard’s Assistants, but soon regular 5thD citizens were petitioning the Wizard to be able to play the game, and were using their "free passes" to gain access. Since the game was so popular, kids began a practice of meting out game play in thirty minute or fifteen minute turns, so that no one kid was able to play for the entire duration of site. The game also became a motivation for kids to achieve YWA status, and fieldnotes document how at least a few kids were working diligently through the maze for the purpose of gaining access to SimCity 2000. The SimCity 2000 machine was almost always surrounded with a small group of two to five kids, usually the older boys at site (ages ten to twelve), some of who are onlookers (both kids and undergraduates), and others who are waiting their turn. Most observers, especially if they have some knowledge of the game, are not shy about throwing out suggestions to the player, and critiquing their city. Many undergraduates, in their fieldnotes, note the "spectacular" or "incredible" graphics and sounds, and describe it as an "every popular," "attractive," and "exciting" game. Kids are generally enthusiastic about the game, evidenced by their maneuverings to get a chance to play, as well as their descriptions of the game. Undergraduate notes document how SimCity 2000 is a 257 constant magnet for the kids. In response to one undergraduate asking if they liked the game, one boy responded: "Are you kidding? We're Sim kind of people. Sim City, Sim Kid, Sim Ant." "I love it, definitely," replies another kid. During the course of game play, they often comment on a "cool" graphic or sound, and will show off innovations in their cities to other kids and undergraduates. One boy, insisting that he wanted to play a “non-educational game” suggested SimCity 2000 as one candidate. Overall, kids who play SimCity 2000 have a strong sense of ownership, and identify it as a game that caters to their, as opposed to adult, agendas. Expertise is associated with technical expertise with the game, rather than age and real-world experience. Undergraduates typically were attracted to the game as a visually appealing and challenging game, but unless they were experienced with the game, they were generally put into roles of observers. They often describe their confusion. As one undergraduate stated after her first day with SimCity 2000 : "Since I do not have the slightest idea as to how SimCity 2000 is supposed to be played, I was unable to provide ... any help." Even after a second day observing the game, she writes, similarly: "Since I don't know how to play the game and have no suggestions or advice to offer I usually just sit back and watch the children play." This undergraduate's experience is not unique; when there are a group of boys playing the game the undergraduates' role is almost always one of peripheral observer rather then helper or co-participant. Particularly in the latter part of the school year, kids had achieved a degree of expertise, while the undergraduate cohort was being renewed each quarter, so the kids are almost always in the position of teaching each other as well as the undergraduates. When an undergraduate does appear who has some experience with the game, they are put in the position of having to demonstrate their expertise before kids will listen to their suggestions. One undergraduate, playing with Ian suggests using nuclear rather the coal power, to reduce pollution. He challenges her, “How do you know that?” When she explains that she saw it in the User 258 Manual he confirms, “Are you sure?” and she says that she is. It is only after this confirmation that he takes her suggestion. Undergraduates may try to bring in knowledge about the world at large to inform game play. “I suggested to Jimmy to put in some schools as there were none in the city. I told him ‘People will stop coming to live here if there aren’t any schools’…. He looked doubtful.” There were other ways in which the orientation of kids and adults diverge. Kids are more versatile in their play, engaging in goal directed play as well as more open-ended play with aesthetic dimensions of the game. By contrast, undergraduates generally try to get them to play towards city growth and management. One undergraduate describes her interactions with one boy who was using the game as an exercise in “creative design.” “I suggested he play the game correctly to see if he could build an efficient city that worked, but he told me he was having more fun just designing it.” Playing with disasters, described in the previous chapter, is also part of this more exploratory mode of play of the kids. Another undergraduate writes about how one boy “was frustrated and only wanted to blow up a city…. We both protested and finally [another boy] came to control the mouse and we were able to get him to begin to be rational in his decisions as we had been doing.” When a different undergraduate suggests that they reflect on how to make their city work better, she gets ignored. “I think they were more interested in the plan of the city rather than the success of the city.” The boys that she is working with focus instead on the placement of the mayor’s house. Undergraduates also are surprised at kids’ lack of investment in their cities. “When I looked back at the game, Kevin had DELETED the whole thing ON PURPOSE. He had just spent like an hour building this city.” Another undergraduate notes with dismay that how the boy she was working with “did not want to save his city, and shut off the game.” “I would have destroyed my city with a natural disaster like an earthquake or a hurricane,” suggests one onlooker. Given the complexity of the game, most kids who played during the 199495 year, when the game was introduced, only scratched the surface of the game's capabilities. Without an experienced coach, they often fail to uncover the 259 basic functionality of the game. Without recourse to the game manual or an experienced player, it is not obvious how one begins a city and gets it populated; the player must have roads, three kinds of city zoning, a power plant, and power lines to even begin to populate a city. When working with an inexperienced undergraduate, kids usually begin exploring the complex toolbar that allows players to build city infrastructure and public buildings such as police stations, stadiums, and hospitals, and will often begin building these parts of the city without knowledge of the minimal conditions to attract a city population. Soon the player runs out of money and starts a new city. Kids and undergraduates also spend much time puzzling over the actual interface, looking for the button for the power plant, trying to figure out how to build roads up a hill, wondering how to connect a set of train tracks, or trying to build on on-ramp to an otherwise nonfunctional freeway. Given the constant circulation of kids around the SimCity 2000 machine, however, more often than not, other more experienced kids will chime in and explain that a road needs to be built, or that a power line needs to be drawn to a certain area, and most kids, by the end of their session, are able to attract at least some Sim citizens. After beginning to attract some citizens to the city, the next challenge is budgeting. The game is designed so that it is easy to run out of money in the first hour of game play, and requires careful planning and some understanding of how to manage the city budget. The practice in the 5thD early on was for kids to take out bonds as soon as money ran out, and to prolong play time before bankruptcy. Eventually, however, as the bond payments increased, they would inevitably run out of credit and money, and would start a new city, often after destroying their bankrupt city with a series of disasters. In the first few months after the game was introduced to the 5thD, it was only after an experienced undergraduate instructed kids on how to manage the budget that kids were able to move beyond the initial troubles with budget management. The strategies for moving toward a positive balance sheet are complex, including reducing funding for certain city services, adding or reducing certain city ordinances, taxing 260 different industries at different rates, pursuing controlled city growth, and constant monitoring of property tax rates. The fieldnotes and video tape document the gradual increase in expertise on the game at the club with the advent of the undergraduate expert, combined with knowledge about the game the kids began to bring from home. It is unclear whether kids and undergraduates, without the help of experts of this sort, would have succeeded in overcoming the basic problems of budget stability and population growth. Despite the persistent difficulties that kids experienced in building and maintaining a stable city, almost all kids continued to play and enjoy the game. In addition to the goal structure of the game that stresses city growth, the kids often orient toward the aesthetic and design dimensions of the game, spending much time building elaborate waterfalls, twisted subway systems, lakes with multiple marinas, enormous airports or seaports, islands shaped like letters, a private mayor's retreat, and countless disasters that are only incidentally related to the more functional goals of the game. In the fall of 1995, when the 5thD started up for a new school term, one of the kids experienced with the game arrived with a new bit of knowledge that furthered this tendency toward play with the aesthetic dimensions of the game. One of his older friends had divulged to him the secret code that gave the player unlimited funds and access to all of the special buildings that are generally only awarded after achieving certain population levels. In other words, the code enables the player to circumvent the structures of the game that encourage attention to fiscal issues and population growth. After this knowledge became disseminated at the site, kids new to the game would struggle for a while with budget and population issues, but sooner or later, the secret is divulged to them, and they tend to use the game more as an elaborate authoring tool. 261 Power Users and Hard Mastery SimCity 2000 is a game with multiple technical layers that the player can manipulate. In contrast to educational software that seeks to convey a set knowledge domain, often in narrative form, authoring and simulation games require the player to master a set of technical tools to design customized narratives and meanings. A certain amount of technical knowledge is a requirement of play. More complex technical functionality also results in esoteric technical mastery that is often called “power use” by experienced computer users. The “learning narratives” about software like SimCity and SimTower are generally around explicating technical functionality: how to place a marina or a bridge in relation to land and water formations, how to schedule elevator routes, how to manipulate tools to make the subway system connect, what the relationship is between zoning and population density. There is often a sense of accomplishment associated with learning how to use new tools and discovering different technical functions and relations. This differs from the sense of achievement of “beating” a game or completing a set of problems. A few weeks after the game is introduced, an undergraduate, Bruce, a power user of the game, appears at the site and begins to reorganize kids’ play towards more sophisticated technical mastery. He describes how the kids had been taking out bonds that the city would never be able to pay back, dooming the city to eventual fiscal failure. He sits down with the YWA who had been most involved with the game, and starts giving him detailed tips on how to balance the city budget. He shows him the window that allocates specific amounts to different city programs, and shows him how to fine-tune these settings to maximize revenue. “One of the main strategies is to cut all funding to the fire department and turn off the ‘disasters’ mode. When this mode is turned off, there can be no fires, so fire department funding is not necessary.” Working on a subsequent day with another boy, he writes that the boy “was a very fast learner, and genuinely interested in the more complex aspects of the game. It’s fine to 262 put the game on ‘Autobudget’ and watch it slowly grow, but he, like me, found it more fun to play around with the city’s budget and taxes to increase income.” Dean worries, however, that he may have initiated a technical discourse that would be over the head of some 5thD participants: I can just hear him approaching and eight-year-old just learning to play the game and saying ‘No! You have to cut the spending to the fire department, cut spending to un-needed transportation system, increase taxes on textiles and steel, decrease taxes on automotive, implement sales tax and a smoking ordinance, and don’t forget nuclear-free zones! Don’t you know how to play this game?’ One example of play of Bruce’s teaching of SimCity 2000 functionality illustrates the sorts of interactions that I am characterizing as oriented toward mastery of the technical logic of the game. Bruce is playing with Dean, and observed by Ian. Bruce points out some of the more complicated features of the game to Dean, and triggers some talk around deciphering a particular graph. D = Dean I = Ian UG = Undergraduate 1 UG: You see this little graph? (Points.) You know what that means? 2 D: (Opens graphs window.) 3 I: Whoa! Go back go back (responding to window snapping shut) 4 D: (Opens window and drags to keep window open.) That's my S. That's my something. That's my industrial. That's my residential, and that' s my commercial. (Moves cursor down to point to different lines in the graph, labeled "S," "I," "R," and "C," as he refers to them.) 5 I: Commercial. 6 UG: Right. This other one right here. (Points to another item on toolbar.) 7 I: (Jumps up and points to closing window.) 8 D: (Closes graph window.) 9 I: The seaport! That's seaport! That's seaport! 263 FIGURE 6.2 GRAPH OF ZONES IN SIMCITY 2000 Screen shot reproduced with permission from Electronic Arts Inc. © 1993-94 Electronic Arts Inc. SimCity 2000 and SimCity are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All rights reserved. In response to Bruce's question, Dan makes links between the lines on a normally hidden graph window and the different zones in his city, industrial, residential, and commercial (figure 6.2). He skips over the line labeled "S,"—“That’s my something"—a move that Bruce also glosses over (line 4). Ian, however, notices the omission, and as Dan closes the graph window, jumps up and enthusiastically points out that "S" must refer to seaport, a special kind of zone (line 9). The excitement is in uncovering a new symbolic relationship between two game elements. His insight is not, however, acknowledged by the other two, who move on to the next graph that shows population levels. Even as 264 Ian's contribution is not taken up by the others, the participants have managed to cement a common interactional space which is focused on deciphering the intratextual referents within the game, the meaningful space of identifications looping tightly within the technical terms of the game. The narrative logic of learning “about seaports” is secondary to the sense of revelation in uncovering a representation tool. Bruce, Ian, and Dean seek to uncover the particular instrumental logic of the game as designed by the Maxis production team. Like film critics that might analyze a camera angle and lighting, the three forge links with the production apparatus, making the game meaningful as a complexly embodied technical achievement. This kind of interaction, where kids and undergraduates work together in figuring out how the tools and interface work are frequent in the transcripts for games like SimCity and SimTower. As kids gain more technical expertise, they can push the technical functions even further. In another instance of play, some months later, Ian is playing with a different undergraduate who is not as familiar with the game. The undergraduate describes the kind of experimentation that Ian was engaging with, testing the parameters of the simulation. Ian wanted to try out his SimCity experiments so he closed and saved my city. He wanted to see how well a certain type of arcology would survive in a series of earthquakes. He created a number of these min-cities all over the terrain then clicked on the Disasters menu button and proceeded to subject them to 30-40 earthquakes. I had a feeling of being witness to a scientific experiment: I also wanted to see what would happen. I told Ian that arcologies were a little like the city states of ancient Greece and I explained that the ‘polis’ served as an early form of democracy where men, not women at the time, could vote and run the city. The arcologies we were testing did not all crumble at once. After 10 earthquakes, 2 collapsed. After 30, most of them fell. Within a few months after the games introduction, a strong peer culture had arisen around the game, which was dominated by the older boys, aged 1012, that frequented the site. The regular girl participants at the site also enjoyed 265 the game, but they rarely participated in the group interactions of the older boys surrounding the game. One excerpt from a fieldnote in the second school year after the game’s introduction describes the nature of the interaction between the boys: There were about five boys crowded around one terminal when I first joined the game. Another [undergraduate] was following along with the boys also. George was seated in front of the terminal controlling the keyboard, but all of the boys were shouting out suggestions and reacting to the things George was making happen on the screen… The boys spoke loudly to each other, but they weren’t fighting. They were more or less challenging each other’s expertise on the game. If one of the boys told me something that the others disagreed with, a debate would immediately take place until it was resolved. Each of the boys was extremely informative when I had a question. They would tell me everything that they knew, even if it was way past what I had originally inquired about. While undergraduates like this one often commented on kids’ willingness to share their knowledge at length, there were also times then they felt left out by their lack of understanding. The peer culture around SimCity 2000 quickly built up forms of esoteric knowledge that excluded outsiders. As one undergraduate notes: “Another child by the name of Mick stood beside me and talked a lot about the game, most of which I couldn’t follow because they were so esoteric.” Although I don’t have any direct evidence that girls were turned off by this “in group” of SimCity 2000 boy players, girls’ lack of participation in these discussions is evidence of a gender bias, where boys dominate these technical debates. The instances of girls’ play we have on record are all in situations where one girl is playing with an undergraduate or one other girl friend. One girl at the site does take a keen interest in the game, and starts working diligently towards becoming a YWA so she can gain access to the game. In contrast to Ian’s intense and ongoing engagement, however, she gets bored of the game soon after she becomes a YWA. An undergraduate writes: “She blew her budget on things not really needed. She called her town exclusively La Jolla in her first 266 three attempts but as she started giving up on the game she was calling her town Dumb Town. She was giving up without really trying.” There are no records of her playing with the game after this instance of play. Creating My Own World: Identification and Self-Actualization Competitive and spectacular pleasures are present in simulation kits, but differ from the pleasures involved in creating and authoring a unique virtual world. Authoring systems like SimCity 2000 allow players to create their own spectacles, settings, characters and interactive possibilities, constructing user subjectivity as a world-builder rather than world-explorer. Game play and mastery involves uncovering the technical functionality of the building tools, and then executing a personalized vision of a city while managing the balance between different factors such as cash flow, population density, and aesthetics. Just as children learn the relation between materials and physics when they manipulate building blocks, SimCity mastery is about being able to manipulate and combine computational building blocks into a unique structure. In contrast to the discussions of power use, this is a domain where girls were often active participants. The results of these construction endeavors are often highly invested with personal reference, style and meaning, a sense of creative accomplishment that differs from a sense of achievement in more clearly competitive scenarios. Kids will continuously debate what features and buildings are cool, and where they should be placed, and then showing off their creations to one another. “My friend had one of those big shark-looking things up o a big hill that he had made!” “Look! Want to see my huge mountain? I made this huge mountain by hand and I covered it in water by hand. I did this all by hand.” When playing in a group setting, negotiating authorship is often difficult, because of the unique and personalized nature of the choices being made. Here an undergraduate and two boys debate whether to put in a zoo or a park in a location by the mayor’s house. 267 Mark, the youngest of the group, is in control of the mouse, helping build a city for the undergraduate. UG = undergraduate I = Ian M = Mark UG: Why don’t you put in a park? I: Put in a zoo. M: I want to put in a stadium. [Picks stadium] I: Dude, what did you want? UG: It doesn’t—let’s put in a zoo. I: She wants a zoo. M: I want a stadium. I: She wants a zoo. It’s her space. M: I want to do a stadium. I: She wants a zoo. M: You said I could do something. UG: Here. You can put in a stadium. We’ll put in a zoo later, okay? In this sequence, the undergraduate eventually compromises. “You can put in the stadium. We’ll add put in a zoo later, okay?” Her decision is definitive as they had started the city as “her” city. Cities include the input of others but are experienced as personal creations. One way that SimCity 2000 accomplishes a sense of identification is by suturing players into identification as the mayor of the city. Advisors from various city offices advise “you” on the state of transportation, education, and other city services. After achieving a certain population level, you are awarded a “mayor’s house” that can be placed at will. This moment appears frequently on tapes of children’s play as a key moment of identification. They will general spend a great deal of time working to placing the house in a nice location—on top of a hill, overlooking a lake, distanced from the bustle of the city—and might add a private 268 subway or park for the mayor’s residence. The player with ownership of the city will without exception refer to the house as “my house,” and the appearance of the house will generally initiate a sequence of imaginative projection, where interlocutors will talk about what it would be like to live in a particular location. “Girl you want to see it?” asks one of our teenage players to a new friend at the club. “Watch this nigger. Watch. That’s my house girl.” “Oh!” Proclaims the friend, impressed. “I want to build. I‘ll make mine.” One instance of a boy (Jimmy) and an undergraduate (Holly) discussing the mayor’s house is representative of these interactional moments. They have been working on this city for about twenty minutes, with Jimmy in control of the mouse the entire time. Their city has just reached a population of one thousand, which triggers the "rewards" button to highlight, indicating that the player can build the mayor's house. As Jimmy moves his pointer up to select a button on the toolbar, he notices the rewards button, and the following exchange ensues: J= Jimmy Holly = undergraduate brackets signify overlapping talk 1 J: I can make my house, the mayor's house (Clicks on rewards icon.) Where do I want to make my house? 2 H: (Laughs.) You want it overlooking everything? (Laughs.) Aaa... Do you want to have it overlooking the lake or something? 3 J: (Dismisses year end dialog box.) 4 H: Yeah, you can have like those be the really nice houses or something. Like up in the hills? 5 J: Up here? (Moves cursor to flat area on ridge.) 6 H: Uuuu maybe over here (pointing) because this you'd be just overlooking over the power plant. That wouldn't be very nice. Maybe over by the lake or something? 7 J: How about, right here? (Positions cursor over flat ground by the lake.) 8 H: Sure, yeah, like right on the lake? 9 J: (Builds house on lake opposite city.) Yeah, I need power, obviously because it's my house. 269 10 H: (Laughs.) 11 J: (Builds power lines to mayor's house.) 12 H: You need water I would think. 13 J: Hate water! (Selects water pipe tool.) 14 H: (Reads from status bar.) Water shortage or something. Why would there be a water shortage? Something like a drought or something? You can't really.. mmm... 15 J: (Builds pipes to mayor's house.) There! (Water keeps running out.) Better give me water! (The water doesn't flow to house.) I don't care though! (Dismisses budget window.) It's so hard... 16 H: What is? 17 J: Using this... (Selects hospital tool.) Hospital? Should I put in a hospital? 18 H: Another one? 19 J: Do I already have one? 20 H: Uh-huh. You have one by the college. You have another on... do you have a free clinic or something for the people [who can't afford it? -- ] 21 J: [How 'bout auuummm! ] A prison. 22 H: You have a police station already, right? 23 J: Where should I have it, right here? 24 H: That's over by the hospital. You probably want it... how about over by the sewage, like the industrial area. So it's not, cause you don't, I mean, like, no one would want to live in that area. 25 J: (Tries to place prison on terraced ground.) I can't put it on the, like, it has to be on flat ground. How about right here? (Positions cursor by lake.) 26 H: Don't put it right by your house! You don't want to live by the prison do you!? (Laughs.) 27 J: (Laughs.) Right here? (Positions on opposite side of lake.) 29 H: Sure. That's right by the police station. You might as well. 30 J: More convenient. In this segment of activity, Jimmy begins by taking up an identification, proposed by the structure of the game, between him and the mayor: "I can make my house. My mayor's house," and then invites Holly into the decision of where to place it: "Where do I want to make my house?" (line 1). Holly's talk then draws in a series of connections from her knowledge about the world: what constitutes 270 desirable real estate, a good view, and signifiers of power and wealth (lines 2, 4, 6). Jimmy takes up her first suggestion, to put it overlooking a lake, by trying to place it on a ridge overlooking an industrial area. She then offers an alternate suggestion, to place the house by the uninhabited region by the lake. Jimmy, with her agreement, places "his" house by the lake opposite the city (figure 6.3). They go on to consider the placement of a prison, and Holly advises against placing it next to the mayor's house (lines 23-25). Holly is not basing her suggestions on any knowledge of the underlying algorithms of the game that calculate real estate value or the "not in my back yard" (NIMBY) phenomenon, but rather she makes the game sensible for Jimmy in terms of her sociocultural knowledge. In fact, the placement of the mayor's house is inconsequential in terms of game outcomes, but functions as an effective hook for locating a subject position for the player within the game's mis en scene, and conversely, for locating the game within a system of social distinctions. This kind of talk, where Holly refers to social contexts at large to make sense of the game, is fairly typical of their interaction. At other times, for example, Holly initiates discussions around what kinds of transit systems might be desirable, or how good school districts attract families. While the tone of the talk is decidedly playful and peppered with laughter—it’s just a game after all—Jimmy, Holly, and SimCity 2000 have succeeded in organizing themselves around a series of identifications that link Jimmy, the Mayor, "nice" parts of town, and a good view. 271 FIGURE 6.3 SCREEN SHOT OF JIMMY'S MAYOR'S HOUSE IN SIMCITY 2000 Screen shot reproduced with permission from Electronic Arts, Inc. © 1993-94 Electronic Arts Inc. SimCity 2000 and SimCity are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All rights reserved. On another day, two girls, Allie and Jean, are playing the game with an undergraduate. The undergraduate fieldnote describes how they engage in a series of imaginative projections where they build a mansion for themselves, and then a home for their parents far from their home. They continue to build homes for others in their lives. There is a young man named Seth who Allie doesn’t like, and she built him a house on the far corner of the city, and proceeded to surround his home with dense forest, far from civilization, roads, and water. Because neither girl likes Jean’s four-year-old sister, 272 Allie built her house in a deserted valley without water or electricity, to die in isolation. I said that it was mean, so Allie placed a teeny, tiny lake far away from the sister’s home. For children that engage with SimCity 2000 or SimTower over the course of multiple days, they develop even stronger attachments to their creations. One of the girls in our teen club developed her tower over a period of weeks. On her first day of play with SimTower, in a dull moment while she was waiting for income to build more of her tower, I had shown her some peripheral features of the game. If the player clicks on particular person in the tower, they can assign names to them. People named in this way appear in blue instead of the generic black, and can be "found" through the "find person" command, where an arrow on the screen will point to where they are in the building, whether they are in their office, or having lunch, or waiting to get on an elevator. On this subsequent day, captured on video, Brandy is displaying her tower to a visiting teenager, Kathy, and shows her how she has named people in her tower after her mother, and her best friend Tamika (figure 6.4). B = Brandy K = Kathy 1 B: See now I'm out of money, so I have to wait until all my money goes up, because I just wasted all my money on another elevator, and I have people that I named, watch. See who's on this floor? Nobody I know. See the people I named, they're blue. They're look it, watch. (Clicks on the coffee shop, then on one of the blue people in the coffee shop.) 2 B: See all the blue people? And I have to click on them, and that's [Stella], that's my mom. She's at work, and she works on the office floor two so that'd be that floor. Look let's find [Tamika]. Let's see if [Tamika] is at work, if she's not, she's getting fired. Goes to find person command, and finds Tamika. Window listing named people pops up.) 3 B: Let's see. these are all the people that I named. There's [Tamika's] name right there. I have more people though. 273 FIGURE 6.4 SCREEN SHOT FROM SIMTOWER Screen shot reproduced with permission from Electronic Arts, Inc. © 1995 Electronic Arts Inc. SimTower is a trademark or registered trademark of Electronic Arts Inc. in the U.S. and/or other countries. All rights reserved. 4 K: How many did you name? 5 B: All of them. 6 K: Cool. 7 B: See, [Tamika] is there. She's got to be there. I think she works on the third floor. Yeah, oh, she's eating. So that's [Tamika] right there. 8 K: She's eating? 9 B: (Clicks on Tamika.) Yeah, she's like getting her lunch. 10 K: Cool, [Tamika], you're eating. 11 B: You're getting something, you're eating, uhm, what are you eating? [Tamika] is eating, you're eating Japanese soba, soba, soba. 274 12 K: How do you know what she's eating. Oh my gosh. 13 B: Cause that's what the restaurant is. Let's see who this is, [Tamika]? (Tries to click on a different person in the tower.) Catch them. Oh man. In this sequence of activity, a peripheral element of the game inconsequential in terms of building a smoothly operating tower, becomes a social resource. The ability to name people in the tower enables Brandy to translate game elements into relationships that are part of her everyday life. This process not only links her particular relational universe (best friend and family) (line 2) into the space of the virtual world, but links these familiar aspects of life with more unfamiliar ones. The game becomes a vehicle to imagine what it might be like to be creator and administrator of a skyscraper, and for a teenage friend to work in an office, get fired, or eat Japanese noodles (soba) for lunch (line 10). It is a source of pleasure not just in engaging with the visual and interactional effects of the game, but in forming a personal identification and sense of ownership of a unique creation. Engineered Subversion The last chapter introduced a sequence of play where Ian, a boy heavily invested in SimCity 2000, is playing the game with some other kids, and is asked by the site director to teach a new undergraduate how to play. The sequence of play not only illustrates the effects of children’s peer networks in engaging with special effects and consumer culture, but also some of the shifts in consumption/production relations when kids are handed a flexible set of computational authoring tools. Ian, the eight year old who forms the basis of this case study of SimCity 2000 use, is a veteran of the 5thD, and a Young Wizard's Assistant (YWA), which means that he has completed all the games in the maze, and has earned the right to play the high-end games at site. It also means that he is responsible for 275 teaching others. At school, Ian has been flagged as a problem child, and diagnosed with Attention Deficit Hyperactive Disorder, and at home, he is subject to a behavior modification schedule. At club, he is known as a game expert who can control the attention of both other kids and adults. He is also described frequently in undergraduate fieldnotes as exceptionally bright. “I was very impressed with his knowledge; he seemed wise beyond his years.” Despite his identity in the club as a game expert, undergraduate fieldnotes document how Ian doesn't think he is a smart kid. When an undergraduate compliments him as "smart" in relation to his game expertise, he reacts with surprise, saying that he doesn't think he is smart because he has been held back in school. Like Andy, a central figure in Chapter 4, Ian is an uncommon kid that appears at the center of certain social tensions in the 5thD. He challenges the agendas of school and the club by mobilizing technical resources in unexpected ways that don’t conform to adult educational agendas. Ian has a particular fascination with SimCity and SimCity 2000, and is known for his intense engagement with the game, usually at the expense of learning other games or working with others at the club. His letters to the 5thD wizard and fieldnotes describe his constant negotiation, pleading, wheeling and dealing in order to play SimCity 2000. Before becoming a YWA, Ian was largely excluded from playing SimCity 2000 because it was a game reserved for YWAs or kids with special permission from the wizard. During this period, Ian barrages the wizard with special requests, and pleads with the site coordinator to be allowed to borrow the software to play at home. Video during this period has him lurking at machines while other kids play, tossing in suggestions, and futilely pleading to be able to play. After becoming a YWA, largely out of motivation for unrestricted play with SimCity 2000, the struggle is to disengage him from the game enough so he can teach others how to play. These kinds of struggles, where Ian emerges as a devoted and engaged member of the club, while persistently pushing against club rules, creating trouble, and demanding attention is typical of Ian's 5thD identity. Ian’ hacker-like expertise and obsessive 276 engagement with the game is cause for both celebration by adults, as well as constant efforts at redirection. Even after achieving YWA status and gaining free access to the game, adults intervene in Ian’s play by instituting a twice-a-week rule so that he will also play with other games. In the previous chapter, I described Ian’s “disaster time” where he subjects his city to various floods, plane crashes, earthquakes, fires, and explosions. After Ian is finally displaced from his burned, flooded city at the insistence of many adults, he starts a new city for the undergraduate, and they work on it, together with another kid, for the remaining forty minutes on tape. During this period, Ian returns to construction mode, building buildings, power plants, the mayor's house, a railroad, and a subway system. Significantly, however, he begins this new city by typing in a secret code that gives the player unlimited funds and opens access to all of the special rewards such as space-age buildings, the mayor's house, and all of the high tech power plants. By typing in the secret code, he can circumvent the game parameters that demand attention to fiscal responsibility and gradual urban growth. The game is transformed from an urban planning exercise to a palette for the free construction of any desired elements. Ian uses the backdoor code as a way of expanding the space for personal agency, and he also works toward building a network of co-conspirators that will reproduce this alternative mode of game play. In this excerpt, he has just been working to build a subway system, but has difficulty, and needs to keep bulldozing and reconstructing. This leads to a discussion of how much money he has wasted, but how it doesn't matter, because of his secret code: I = Ian UG = undergraduate 1 I: We wasted hundreds and hundreds of dollars. I don't believe it. We just wasted about $500,000 trying to connect it, and it was already connected. 2 UG: Whoops. Oh well. 277 3 I: That was a big mistake. 4 UG: That's OK. We still have tons more money. 5 I: Yeah tell me when you want some more. More! 6 UG: Are you going to show me how? You're not going to show me the secret? Why not? 7 I: Promise you won't tell anybody? 8 UG: I won't tell anybody. 9 I: OK. Porntipsguzzardo. 10 UG: What did you push, what did you press, redtips? 11 I: Porntipsguzzardo. 12 UG: Wait, I don't remember. 13 I: Then you keep pressing guzzardo. 14 UG: Where'd you learn that? 15 I: Somebody taught it to me. 16 UG: So you go... 17 I: Every time you type that it gives you another half million dollars. (Continues to type "guzzardo" which continues to add money, as citizens cheer.) 18 UG: Oh, wow. I don't think I need any more. Wow, they're cheering up a storm on the screen. Uh, look at how much we have. I don't think we need anymore. 19 I: That's not very much. 20 UG: Not very much? So it's porntips, then how do you spell the last guzz -- 21 I: Guzzardo. 22 UG: Guzzardo. 23 I: Guzzardo, double Z. 24 UG: Double Z. Thanks. Now I won't be... 25 I: (Continues to type code.) Is it changing right now? 26 UG: Yeah, totally. 27 I: How much do we have? 28 UG: Here, we have enough, we're at twenty million. 29 I: That's not very much. I had twenty-eight million. 30 UG: Twenty-eight million? 31 I: (Continues to type.) 32 UG: You just hear them screaming and screaming. They're going to lose their voices they're screaming so much. 33 I: Twenty-nine. 34 UG: That's, that's plenty. You want to just go up to thirty? That's good. 278 35 I: Good. 36 UG: We have so much money, that we won't even know what to do with it. 37 I: I know. 38 UG: That's so much money. In this sequence, Ian has started to run out of money from building his subway (line 1), and asks the undergraduate when she wants more money (line 5). The undergraduate had previously noticed him typing in a secret code to get free funds, so she takes this as an opportunity to ask him if he will show her (line 6). While showing some resistance at first, he tells her to promise not to tell anyone (line 7), takes a quick look at the video camera, and shows her the code (lines 9, 11, 12). He then continues to type the code until they reach thirty million dollars, an enormous sum in the SimCity 2000 economy (line 38). Ian's (not so) secret transmission of illicit knowledge is not restricted to this one instance on tape. On another day, he has been asked to visit a neighboring afterschool club to teach kids how to play SimCity 2000. His first act, upon arriving at the club, is to teach the kids the secret code, thereby subverting the possibility that these kids might engage with the game as an educational urban planning simulation. He goes on to show them the coolest buildings, and they experiment together on pushing their city to extremes—painting their initials in land formations, seeing if their city will survive various disasters, building a prison fortress reminiscent of Alcatraz, and building an enormous airport. He shows them various aspects of game functionality, how to zoom in and out and rotate the grid, how to get information on various industries, or a description of the space age buildings. When one of the kids notices that the game has posted a suggestion that there be a transit system, Ian informs him that he doesn't need to worry about things like that. After all, with the secret code, there is no need to generate revenue, and hence no need to keep one's city happy and well populated. Other children at the club form an appreciative audience. The adults at the club are in an uneasy position of trying to validate Ian’s technical expertise, 279 but wanting to reproduce the quasi-educational urban planning scenario and not the action entertainment content of Ian’s destructive scenarios. They are foiled by the content of the game that has these capabilities as a hidden interactional resource. The result is that Ian’s subjectivity gets produced as a countercultural one in relation to educators’ expectations, and one that enlists other kids at the club, who also relish subversion of these expectations. Ian is a political actor that hacks technology to enlist it into his oppositional social network. What does it mean to consider Ian's game play in relation to the malleable technology of SimCity 2000, and a trans-geographic production/consumption network? Within the afterschool program, blowing up buildings is a subversive activity, going against the educational goals of the club and the orientation of SimCity 2000 as it has been widely marketed. Yet opportunities for destruction have been anticipated by the designers of SimCity 2000, and coded into the game, citing well-established idioms of action gaming. Behind the backs of the educators, game designers have mobilized a powerful counter-narrative that enlists computer savvy kids at site. The game and the Internet give Ian access to subcultural but powerful adult communities who provide resources to validate a subjectivity and practices in opposition to educational goals and the adults at the site. Ian’s play with the alternative functionality of SimCity builds relationships with other kids as well as fan communities and game designers with whom he doesn’t have a direct interpersonal relation. Will Wright and other SimCity fans are resource for Ian to produce an alternative subjectivity and social network that can stand up to the demands of adults at the club. At one level, this case is about familiar antagonisms and fault lines between children and their adult opressors, as children struggle for autonomy within adult-run institutions. But in this long-standing power struggle, a new interlocutor has entered the mix, handing the children new resources and sources of solidarity. One way or another, Ian was able to tap into this "oppositional" (vis-a-vis the educational encodings of the game) knowledge, and transform the game into a radically different space of possibility. Instead of claiming slivers of time to 280 construct, say, a frivolous freeway, before having to start over, Ian is able to freely construct and blow up as many fusion plants and large, space age buildings as he desires. He has wholly escaped the subjectivity of a responsible and constructive mayor, and instead, is able to smuggle in an entertainmentbased code, while still passing as a SimCity 2000 expert at the 5thD. The codes that Ian mobilizes are not individualistic or antisocial, but rather are part of an alternative community of practice, one that includes other kids as well as SimCity 2000 game developers and the action gaming industry. In addition to the different modes of “legitimate” play, SimCity 2000 embodies hidden functionality accessible by “cheat codes” that a user can type in to change game parameters. Research on the World Wide Web reveals that SimCity 2000, as well as many other games, have a number of what developers call "cheats" and "easter eggs." An easter egg, in contrast to other forms of cheats, is defined on one SimCity web page as "a pre-programmed, hidden and undocumented feature inserted by the programmer for their own enjoyment." In the world of computer game fandom, undocumented is clearly relative, and cheat codes are featured on even the official Maxis web page, albeit with a disclaimer: We do not advocate the use of cheat codes, as playing legitimately will lead to a far more stable and enjoyable city building experience. We are providing these cheat codes solely as a service to you. We will not discuss these codes further on the phone. We do not guarantee that they will work for you. We will not discuss problems with any city in which you have used a code-- once you use a code, all bets are off, and you're on your own! (http://www.maxis.com 1998) Maxis capitalizes on the flexibility of computer technology in catering to heterogeneous users and use situations. While the dominant marketing pitch is one of a constructive and educational simulation, the designers and a wired fan community have successfully smuggled in a myriad of alternative readings, 281 including special effects of destruction and easter eggs for localized and customized forms of game play. In my interview with Wright he describes the cheat codes in SimCity 2000 as a way to transform the software from a game with a goal structure, to a toy, more like a construction kit. In other words, he consciously saw the codes as enabling alternative forms of game play, a move that he calls “engineered subversion,” the ability of software to encode the conditions of its own undoing. He also described how game producers use cheat codes to generate buzz about a game. Buzz is a marketing tool, even if it means subverting the goal orientations and rules embedded in the game design. In other words, cheat codes are a community building device. Cheat codes cater to fans and technically savvy hacker communities, who remain an important audience despite the mainstreaming of the computer gaming market. Wright describes how in the early days of computer gaming, hackers would race to break the copy protection of a new piece of software. A similar niche community is also involved in cracking the cheat codes in current gaming software. “They’ll break through the code. They’ll disassemble the program. It’s incredible. We came out with SimCity 3000. People within a week had discovered all the cheat codes by digging through the code.” SimCity grows out of and enlists an extremely varied set of producer and consumer communities, and embodies these contradictions within the design of the game. The positioning with both educational and entertainment markets, the use of cheat codes and easter eggs, and a double talking web page are all indicators of this. These features of SimCity are common to any media artifact with a large and diverse set of fan communities, but because of its status as a digital authoring tool, SimCity is an even more flexible object. The ability to subvert the dominant paradigm of the game is, to borrow a common mantra of software development, “a feature, not a bug.” Players can also buy the SimCity2000 Urban Renewal Kit (SKURK), which allows players to go behind the scenes, designing their own buildings, scenarios, and circumventing other game 282 limitations. These SKURK creations are published and distributed on hundreds of web pages on the Internet, including Maxis’s own. Instead of only interpretive flexibility, consumers are also handed functional flexibility and the ability to author radically different and personalized narrative terms through their game play. Conclusions: From Engineered Learning to Engineered Subversion The case of authoring software exemplifies the ambivalence that adults feel about discipline and freedom for children, the desire to support self-expression as well as enriching knowledge acquisition. This genre of software attempts to hit a fine balance between furthering educational developmental progress goals within a non-competitive and open-ended structure. Just as Papert had a difficult time demonstrating that programming led to gains in mathematical ability, authoring software has a hard time packaging educational content as an outcome of engagement. What is packaged in these software titles is less particular forms of content, but the ability to influence, construct and personalize a digital domain. This package of self-expression is amenable to parents and educators to the extent that is promotes creativity and technical literacy, but runs afoul of the basic premises of competitive achievement that characterizes the sorting functions of mainstream educational institutions. The problem lies not only in the kinds of freedoms of self-expression that we allow children, but in marketing these tools are educational. What are the standards that assess children’s progress in these games? Is any kind of self-expression considered educationally productive? Technically literacy becomes the one outcome that technologists can tout as a concrete educational outcome of this genre of engagement The rapidly contours of technology and the extremely narrow and software-specificity of much technical knowledge, can, however make even this a dubious proposition. 283 Authoring tools are not educational in the traditional sense of reproducing certain cultural domains, skills, or a competitive habitus, but can perhaps be seen as most revolutionary as a political tool that alters the conditions of cultural production. Children’s relationships to computers changes from that of slave to master, in the process, subverting the power hierarchy between child and adult. This is a different kind of subversion from the kind of cultural opposition that entertainment media make in creating a children’s culture opposed to adult norms of discipline, health, and work. Authoring tools are practically rather than merely symbolically anti-authoritarian, a shift in the control of cultural production, allowing children to not only imagine a world where kids rule, but to substantively participate in its construction. They are, to borrow Kinder’s phrase, playing with power (Kinder 1991), embodying their interests and personalities in a powerful new computational media. This is not the power, however, of the mainstream competitive rat race or the status wars around consumptive style, but power within the technical microworlds of computational media, and the social relations that these technologies mediate. Given the political strength of certain authoring tools and hacker subcultures, we need to interrogate the gender dynamics that associate boys with these more generative and potentially subversive uses of technology and girls with more docile and acquiescent forms. As more technical content filters into software that is not explicitly boy-identified, we should hopefully expect girls to take a keener interest. The 5thD demonstrated the persistent dominance of boys in displaying technical mastery, but it also proved that when given access and support, girls excel in creating virtual worlds tailored to their own interests. Authoring software can place children politically and socially in the same arena as adults, particularly when children often have the upper hand in manipulating new computational media. When a piece of technology becomes part of a network of peer information exchange, children’s knowledge can quickly supersede that of their parents and teachers, and they look to mixed-age hacker and fan subcultures to extend their expertise. Children are playing with fire, 284 expensive tools and fast-flowing information networks. When children engage with software like SimCity 2000, they are no longer in the protected space of childhood. Software like SimCity 2000 that is designed for the adult market has adult-scale production budgets behind it, catering to a much larger and economically powerful market segment than the children’s niche market. This manifests as high production value as well as advanced functionality, including the possibilities for engineered subversion. Further, unlike children’s software that relies on the legitimizing force of commodity capitalism as a sanctioned form of communication between adult strangers and children, mixed-age gaming communities are border zones where children rub shoulders with adult hobbyists and hackers. These mixed-aged learning communities could on one hand be celebrated as age-blind and democratic sites of authentic apprentice-like learning, or they could be attacked as a corruption of the young, a dangerous corrosion of the boundary between children and adult worlds. Marketing through mainstream channels is but one of the communications channels in the world of hobbyist and Internet aficionados. Consumer level buzz and communication is as key to a product’s positioning as advertisements and commercials. The hacker habitus thrives on the many-to-many status-blind communication of the Internet that allows a cacophony of voices and self-expressions, a world of web diaries, homebrew software, and engineered subversions of commercial software. I close this chapter with the figure of one software engineer, Don Brenner, that I interviewed as part of my research. He is an-demand programmer who specializes in children’s software, particularly the most arcane technical layers of the production process. He has a clear educational philosophy. My big thing right now is creativity and construction… Games where there isn’t necessarily one solution but many solutions. That’s kind of a tough balance with having content embedded in that, that is appropriate for what the problem is you are looking at. 285 His dream is to create tools for collaborative creativity. I want to work towards social change and how you get people to feel like they are empowered. How do you get people to think that they can come up with creative solutions to analyze problems and find problems within what they are confronted with? I think that those are real basic strategies that you can carry out to a lot of different situations. So I don’t necessarily see the content as being really that significant at all. I think it’s really more about the process you go through to learn more about specific things. But perhaps even more than his philosophical goals, Brenner’s attitude toward his career and life is most emblematic of a cyborg habitus that prioritizes self-expression over mainstream achievement, process over content, and a noninstitutionalized approach to learning. He is a freelancer that takes on jobs as they come, working intensively on a project and then going “off-screen” for six months to travel around the world. He does almost none of the professional networking, public speaking, and conference circuits that most designers I interviewed participate in, and engages with his peers primarily through projects and discussion groups on the Internet where he gets help with thorny programming puzzles. These days, he turns down jobs that require any management responsibility, preferring to work on high-paid but bounded programming tasks that give him the freedom to do his own projects on the side. He explains to me how he has almost no formal education in programming, but learns it on the fly as he engages with a new project. “Things are changing so fast. How do you keep up?” I ask, marveling at his ability to engage with different projects with very different technical requirements. “Well I think that’s the whole thing. Nobody really knows what they are doing. I think some people admit that and other people won’t. But I think what drew me to it in the first place is that you are always creating, always making it up.” 286 7 Conclusions: Multimedia Supersystems, Independent Publishing, and Consumer Activism In this dissertation, I have argued for a view of children’s play as a site of intense social, cultural, and technological engineering. Far from being an innocent, natural, and carefree expression of childhood impulse, the meanings instantiated through play are social, cultural and political achievements performed by a broadening set of social, institutional, and technical actors. The ongoing productions of children’s play are generative sites for instantiating visions of childhood, class and status distinction, age cohort identity, gender difference, and changing relationships to technology and media. This work is one example of the heterogeneous social interests and agendas being brought to bear on children’s play, invested in the unique engineering efforts of the 5thD, as well as seeking to give voice to a broader range of implicated social actors. One set of actors that is increasingly involved in the production of children’s play is the growing industry of children’s media. I have traced a sociohistory of the emergence of the children’s software industry in relation to descriptions of play in the 5thD. I see this industry structure, software design, and related cultural codes as an outcome of the everyday interactions and micropolitics of a heterogeneous set of actors, including children, programmers, designers, marketers, educators, parents, and retailers. I proposed a set of three genres—edutainment, entertainment, and authoring—that were outcomes of this process, a partial stabilization of technology, social relations, and cultural structure. The state of the industry and the genres is however, far from stable, and has been going through major upheavals even in the span of a few years since I completed my fieldwork. After sketching some of the most current trends in this industry and the ongoing and dynamic tensions in the field, this concluding chapter summarizes the theoretical and practical implications of this study. The Changing Face of Children’s Software In 1996, Mattel released Barbie Fashion Designer and changed the face of the children’s software industry. Despite earlier attempts at making games designed for girls, Barbie was the first title to make corporate executives stand up and listen to the girls’ market. G. Beato, in an article for Wired describes how the CD-ROM industry received a wake-up call when the runaway best-seller turned out to be Barbie Fashion Designer. In its first two months of sales, Mattel’s digital incarnation of the oft-denigrated but remarkably enduring role model sold more than 50,000 copies, outstripping even popular titles such as Quake—and leaving the rest of the industry wondering how to cash into this newfound wellspring (1997). The title not only brought corporate America’s attention to girls’ software, but to licensing and marketing as a driving force in defining children’s software success. In their analysis of the title, Subrahmanyam and Greenfield argue that the design of the product was as important to its success as the franchise and retailing clout of Mattel. They point out that other Barbie software titles released at the same time did not do as well, despite having the same licensing and 288 marketing apparatus (1998: 48). Undoubtedly this is true, and many designers that I interviewed, even while exhibiting distaste about the license itself, felt that the product concept was innovative and engaging. One thing, however, that Subrahmanyam and Greenfield do not note is that Barbie Fashion Designer innovated not only in it’s content, but by being the first children’s software title to have a multi-million dollar TV-centered marketing campaign behind it, an effort that dwarfed the development budget of the product. In the late nineties, titles such as Barbie Fashion Designer, Lego software, and Disney software titles were indicative of the mainstreaming of the CD-ROM industry, where good design is necessary but not sufficient to define a title’s success. The entry of Mattel and Barbie into the scene of children’s software marked a decisive shift away from the previously dominant market of edutainment, advertised primarily through print media read by parents, and to a mainstream entertainment format that used the vehicle of television to appeal directly to children. Children’s software and the computational medium were toppled from the pedestal of highbrow learning commodity, and critics were scathing in their attack of this turn to junk culture. The New York Times review of the Barbie sequel in 1998 is uncharacteristically scathing in its attack on the consumerist logic embedded in the product. While all other NYT software reviews I have read confine themselves to discussion of the software content and technology, this review was the first I saw to critique the capitalist logic of a product. It is not simply what Barbie signifies, but her tie-ins with multiple toys and media platforms that raises the specter of capitalist domination of childhood imaginings. From a marketing perspective… it is brilliant. Because what Barbie Cool Looks Fashion Designer really teaches you to do is function in a brand-saturated environment. In Barbie’s cyberworld, everything—the characters and the clothing, the décor and the architecture—is engineered and trademarked by Mattel. This environment really owes more to Mickey Mouse than to Barbie. And even in Walt Disney World, there are some things that haven’t been imagineered: the weather, other people, things you carry with 289 you. But Barbie Cool Looks Fashion Designer really is a total environment. Every scrap of dialog has been scripted. Everything you use has been choreographed. Like all corporate choreography, it is designed to sell things (Herz 1998). This review is quite clear in laying out a critique of a gendered consumerism. Unlike the fascination with technology and heroes characteristic of boys’ software, Herz takes a biting stab at what he describes as “stupid software.” “Yes, girls will become digitally literate by rearranging Barbie’s coiffure on a computer screen.” Even the educational consolation prize of technical literacy has lost its masculine luster in the face of an ultra-fem plastic domesticity, and the title is seen to reproduce only consumptive excess. While a title like SimCity is celebrated as culturally generative and creative, making fashion, particularly for Barbie, is considered purely derivative. The product actually does enable girls to create their own designs and personalize their dolls, just as play with Barbie is an open-ended site for engaging with a set of pop cultural materials. We need to be attentive to the cultural biases that code male uses of new technology as culturally dominant and more creative than uses that are designed for girls. I believe we need to expand the genre of construction-oriented software to include titles that are not coded as male. Will Wright’s current hit title, The Sims, a simulator of domestic life, is an example of the authoring genre of software crossing the gender gap, with more women playing then men. I see the problem with Barbie Fashion Designer less in the move towards a passive consumer culture than in the move into cultural logics of mainstream children’s popular culture, characterized by a strong gender differentiation. With the advent of titles based not just on the Barbie license, but Hot Wheels and Tonka trucks, children’s software is reproducing the tried and true formulas that have differentiated boys’ and girls’ play over many decades. In my interviews with developers, all were unanimous in stating that it takes an established license or market share to sell children’s software these days. “You cannot expect to come out with a product now and be successful easily unless you have a major 290 license behind it.” Characters such as Pajama Sam and Freddi the Fish, created by Humongous Software in the mid nineties, were the last to make prime time that were original to the computational medium. Many also pointed to a polarization of content into formulaic tracks often released as sequels and series—edutainment being defined by curricular content, and entertainment being defined by established licenses from movies, toys, and television. The overall trend, is clearly toward the entertainment genre and media supersystems (Kinder 1991) that cross multiple media types with companies like TLC taking on popular licenses such as Arthur, Dr. Seuss and Little Bear, still retaining a hold on the edutainment-PBS genre, but enlisting a broader set of licensing networks. As with public children’s television, edutainment is being ghettoized as a product geared for upper middle-class families and children under ten years of age. Once children start gaining the upper hand in determining their purchases, entertainment-oriented peer culture becomes dominant. Edutainment software has been increasingly targeting younger and younger children, including infants, in a desperate effort to capture market share after losing the over ten set to the entertainment market. Many described the changes in the industry in terms of a “maturing” or disciplining, the establishment of set roles and industry models and networks. For example, one developer that I spoke to, Chris Blackwell, likened the current changes to the changes in the movie industry twenty years ago, where the tasks of publishing, marketing, and distribution became essential in a mass market. Now the entertainment software industry, like the movie industry, is moving towards specialization of function, where the studios that develop the products are separate from the publishing and distribution apparatus. I think it is becoming more understood that you’ve really got to have a good backbone and infrastructure to be a publisher, but that a publisher is not necessarily the right person to be producing the product. It seems ridiculous that people haven’t realized. I mean, 291 there’s a reason that that’s how books are made. There’s a reason that that’s how movies are made, and television shows. One developer who worked for a major entertainment studio describes a highly disciplined six-month development cycle, timed to a movie release, and characterized by a targeted approach to concept development, a detailed design and technical specification, and the use of an underlying game engine that streamlines the programming task. This development process is in sharp contrast to the early homebrewed multimedia products that were based on exploratory research efforts extending for many years, and characterized by a bootstrapping process with uncertain timelines and pioneering technology. All developers saw the stabilization of the industry in the form of systematized game engines as a central disciplining factor, enabling companies to reduce the uncertainty of technical development. Developing new technology in tandem with new content has always been the black hole of software development. As one developer put is, “It’s really hard to schedule something you have never done before.” The other component of this maturation is the increasingly central role that retailers play in determining software content. While some saw the growing strength of retailers as partially a positive force in getting developers to make what consumers really want, others in the industry were more critical of what they described as “the shelf space wars.” As the industry has grown and consolidated, it has resulted in a narrowing of what the retail market can support. The shift in retailing focus from specialty computer stores such as Egghead Software and Sam’s Warehouse to superstores such as Best Buy and Cosco, means that there is a smaller and smaller amount of space dedicated to software, and even less to children’s software that gets pushed out of the shelves by the more high volume adult gaming software. Additionally, the costs for buying retail shelf space take a substantial bite out of development budgets. Robin Raskin, who edited Family PC, estimates about 25% of the cost of getting an average children’s title to 292 market is taken by marketing and buying retail space. For products such as Barbie and Tonka with television ad campaigns, the marketing budget dwarfs the development budget. Raskin continues. Right now if you go to retail, they don't have room for classics, because they have this hot mentality. The titles are only on the shelves for two months. By the time the parent tells another parent, the two months are over. The titles are gone. And they have the wrong mentality, because they're dealing with it like a hit record, and they don't have the shelf space to do anything different. So it's a problem. The strategy of superstore retailers goes hand in hand with licensing and consumer spectacles, where products need to have shelf appeal supported by a multimedia supersystem. After the glow of a movie has faded or after a television ad campaign has been retired, the leftover products are throw into the bargain bin, making room for the next round of hot titles. The industry is characterized by a hardening of genres and brands as the networks of production, distribution, marketing and consumption are extending their reach. As studies of science and technology have shown, extending a network requires a stabilization and a packaging of interests, a black-boxing that becomes harder and harder to reverse. These are material networks built through the bodies of machines, coded into software, institutionalized into corporate strategy, packaged as brands and licenses, channeled through distribution infrastructure and deals, and coupled with long-standing cultural dispositions and social distinctions that have been enlisted into their purview. On one hand, the market has become more egalitarian, as PCs have become more ubiquitous and the price of software continues to drop. Yet the broadening of the market has been accompanied by new processes of status and educational differentiation. As licenses like Barbie have made software accessible to lower middle-class families and girls, other consumers of children’s 293 software have been snapping up titles oriented towards educational achievement in a competitive academic environment. Twenty years of design, marketing, branding, and play have produced children’s software as a recognizable media type, which in turn has a number of established genres some of which I have labeled edutainment, entertainment and authoring. Children’s software has become an object that can translate the interests of multiple social worlds, creating an uneasy and shifting alliance between educational claims, market pressures, entertainment appeal, and technological promise. As it has become more mobile, it has also become more immutable (Latour 1990), hardening into systematic content types, software engines, development disciplines, and industry strategies. While developers who have been with the industry for a while see it as a corporate monster sustaining itself on larger and larger mergers and acquisitions, for established media industries, children’s software is still an unstable field, largely due to the rapidly changing face of technology. Mattel fell victim of acquisitive excess in their purchase of TLC in 1998. Within a year of the deal, they had discovered that the companies earnings were not what they expected, around the same time that the CD-ROM industry was experiencing another downturn as the Internet emerged as the next technological miracle. After the ouster of a number of key executives, TLC was sold to Irelandbased Riverdeep. Mattel was left licking its wounds and retreating to tried-andtrue entertainment formats and licenses. Another reason for Mattel’s troubles was the bubble effect, where the industry over-inflated in the early nineties shifting from a rate of about 68 programs being released in the late eighties to 700 programs per year in the late nineties. Similar to the crash of the video game industry in the mid eighties, the CD-ROM crash was a result of over inflated industry expectations and a glut of low-quality content that shook consumer confidence. Even in the face of a revival through strong licenses such as Barbie and Lego, the industry never fully recovered the glow and promise of the early years and by the late nineties, the Internet stole the spotlight. 294 In this climate of a larger, more distributed enterprise, strategies for success shift from the effort to create products that will shine in a small pool of contenders to tactics for being heard across large social distances and among a cacophony of options. Extremely small products can survive on Internet distribution, but titles that compete in mainstream retailing must keep cost low and exploit an existing formula, or go for a major hit as in the case of Wright and his Sim line. Budget allocation is polarizing between those targeting an original mainstream hit and those that are streamlining costs and exploiting a license. For those targeting a best seller, it is a winner-takes-all scenario. Wright explains: If you look at the top ten games, the difference between number one and number ten is, usually, at least an order of magnitude, sometimes two, in terms of sales. If you go down to the twentieth spot, that’s easily two orders of magnitude difference. So there’s this extremely sharp rise at the very top. The top four games will probably be fifty percent of the dollars. Hit makers such as Wright are given free reign for technical and creative innovation, something that is far from the norm in the industry. “Whether we spend two million dollars on developing a title, or four million, those numbers are irrelevant if you look at the eventual sales as being between one million dollars in sales versus thirty million dollars in sales.” For the children’s market, most developers are at what Wright calls “the low noise level,” trying to keep costs down and make enough money to continue off mediocre sales, what Wright characterizes as below a million. Blackwell explains how the established formula now in the children’s entertainment software genre is to create titles based on a license or a movie release, rather than on designing a new type of game. Just as edutainment developed a model of reusing the same software engines to create a flexible context in which to embed a series of educational tasks, children’s entertainment software has settled on a similar formula. A scenario based on the latest movie release, whether it is Star Wars Episode One or the Lion King will provide the narrative 295 setting for a series of amusing tasks that may or may not attempt to be educational. The standard package includes puzzles games, coloring sheets, and simple, non-violent action games. Describing one company that takes this tactic, one developer at a major entertainment company comments that nothing they’ve done has ever been a hit product, but they make quite a lot of money because they make so many and they’ve got good advertising that they can sell enough to keep themselves afloat. And that unfortunately as well has been sort of [our line]. We base our titles on our characters and the fact that they sell that way, and also our volume. These efforts have decided not to compete with the high-stakes and high-budget race of technological and design innovation in the adult gaming market that designers such as Will Wright participate in, choosing rather to reproduce a conservative set of children’s genres. Engineering Alternatives On the edutainment side, many of the pioneers in children’s software have been working on smaller, leaner projects that focus on original content and alternative distribution rather than on technical innovation, expensive licenses, 3D graphics, and mainstream hits. For Wright and others in the mainstream gaming market, traditional retail is the only game in town. But for many working in the area of children’s software, the Internet held promise as a route for disseminating products produced by smaller teams of enterprising programmers, designers, and entrepreneurs. As I was completing my research, there were a few efforts being launched on the Internet to support children’s content such as MaMaMedia and JuniorNet. I spoke to Scott Kim, a puzzle designer, who was creating a set of puzzle games for the JuniorNet site. He sees puzzles as an ideal content form for distributing over the net, as they are compact packages of content that one can engage with quickly, and that can be serialized as periodic site updates. His 296 puzzles are created in the programming language, “lingo,” for Macromedia Director, a “higher level” language designed specifically for multimedia applications that brings quicker results than the languages used to program action games. Lingo enables a relatively lean development process that enables graphically sophisticated interactive programs, though not the lightening physics of action gaming. It is a development environment of choice for educational multimedia applications that are based on slower and more reflective modes of interaction. I also spoke to two programmers involved with Kim’s project, Larry Doyle and Marabeth Grahame. Doyle describes the puzzles as elegant “programming haikus” that take about thirty to forty hours to complete. Kim’s team is indicative of this more streamlined and responsive web environment. He works with Doyle and Grahame, both freelance lingo experts, and a pair of graphical artists in addition to the project managers who coordinate with the overall web project. Their relationships are project-specific and indicative of the flexible multi-tasking of the webbed world. Grahame, Doyle, and Kim all work out of their home, balancing parenting with multiple design and programming jobs, of which JuniorNet is just one. The jury is still out whether these Internet ventures will be profitable over the long term, but the overall climate seems hopeful in supporting these efforts that sustain themselves on the public service orientation of kid-friendly designers. Many of the designers I spoke to described a desire to work on children’s content as a sense of social mission, and these online sites are a venue for these energies. For example, Ann McCormick is continuing work with children’s software in a project she calls Learning Friends, which is funded by philanthropic grants as well as industry, and makes use of the web as a networking resource. There are difficulties, however, for mobilizing the children’s market. Unlike the adult shareware and free software movements that have been thriving on networked hacker expertise and producing software such as Linux, young children don’t have the resources and organization to create their own content. They must rely on a community of dedicated adults to advocate for alternative 297 children’s content. Further, young children’s access to media on the net and elsewhere is generally mediated and monitored by their parents, thus requiring a certain amount of parental activism as well. Unlike television, which communicates directly with child-audiences, the Internet requires a level of literacy that delays children’s entry into this more decentralized marketplace. The shift to computational forms of media has had multiple and contradictory effects that work both towards consolidation and democratization of market dynamics. What is a clearer sociotechnical outcome of the recent disciplining of the industry is the fact that, at least for now, alternative genres and independent content have dropped out in the mainstream market as a result of the polarizing of titles into established genres. Titles that don’t fall into the established categories of grade-based products or licensed entertainment products have a hard time acquiring market share unless millions are spent on advertising. This has worked against the support of design innovation and more open-ended educational goals in high-end titles. Even high-end authoring titles with a major license such as the Lucas Learning products have a hard time breaking into the market, and after a brief foray into web publishing, Lucas Learning eventually closed its doors. Margo Nanny, who pioneered some of the first uses of multimedia in children’s software, describes the difficulties she has had in getting her voice and a more constructivist orientation out in the current corporate climate. “It’s a shame the people that have been dumped by this industry, the talent that’s been dumped by this industry. And I’m sure that happens in every industry. Why should we think we’re special?” Nanny organized a gathering of forty-six children’s software designers, educators, and educational researchers at Stanford in a meeting dubbed the “Woodstock of Educational Technologies” in 1998. Overall, the conversation was pessimistic about the state of affairs, complaining about lack of innovation, a widening equity gap, and the commercialization and conglomeratization of the industry (Revue 1998). 298 From a related perspective, Shannon Tobin ran the Children’s Multimedia Expo through the nineties, designed to showcase quality titles in children’s software. She describes her aspirations for the expo to be the “Sundance of children’s software,” a venue for supporting independent publishing and alternative forms of distribution. “There was no place where you could get the developers and the producers together with the kids themselves, and the teachers who are going to use them in the classroom.” She describes the shelfspace wars and the problems in distribution as the reason for her efforts. She estimates that seventy percent of the products in her expo could not be found on retail shelves. She sees a lot of new, naïve, and enthusiastic talent producing titles in the field. “I think the little guys right now see and opportunity because they haven’t seen the last couple of years where everybody misses out on distribution, and they keep coming in and believing that they can get through the market place.” Just as Sundance “saved the artsy films, the documentaries, the things that wouldn’t have gotten distribution and funding, I really think there is the opportunity to do that for children’s ed products.” The children’s market has proven, however, to be a difficult one to organize on a distributed model due to children’s status as a protected population with limited resources and stifled agency. Activism on the part of parents is as necessary as among children, the actual consumers of the products. Mainstream retailing is an extremely narrow but massively distributed infrastructure for communicating between producers and consumers. Alternative distribution and community-organized efforts offers a higher bandwidth of communication and exchange, but without public backing, requires the distributed activism of multiple players, a proposition that is difficult to maintain given the time-strapped nature of parents with young children. Consumption needs to be not only re-theorized, but differently performed in practice. Local contexts of consumption are consequential not only in being able to reshape and locally inflect the meaning of a stabilized text, but as sites of political activism that construct material, social, technical and symbolic worlds across a highly distributed social field. This distributed relationality is literally 299 embodied in the distributed architecture of the Internet and the promise of smallscale, alternative production and distribution. But even the relations of mainstream commodity capitalism are a site of consumptive agency where parents and teachers can equip themselves with knowledge and pursue a wide range of alternatives. Just as consumption is a site of micropoliticing that inflects the productions of everyday life, production is a highly heterogeneous, situational, and contested field that does listen to the voice of a segmented marketplace and consumer response. We need to celebrate and support those voices of leadership within the field that advocates for independent cultural content that falls through the gaps of the mainstream networks. Part of this support also entails resistance to the logic of competitive status anxiety, technological progress and the imperatives of spectacular innovation. Alternatives to these easily packaged and distributed tropes have sustained themselves in the independent movements of other forms of media, ranging from independent film, progressive children’s literature, and alternative music, and deserve to be sustained for children’s software as well. Consumption is not constrained to the “local” contexts and communities, and has highly distributed translocal effects. The attribution of a passive, faceless, mass identity is a mystification of the heterogeneities and highly contingent nature of market segmentation. The case of children’s software demonstrates that even within the market of the “middle-class” there is a wide range of views of childhood that support software ranging from narrowly curricular products to products that celebrate chaotic and free-form exploration. The viewpoints of children and parents feed back into the circuit of production not only through user feedback and market research, but through participation in shared social, material, technical, and cultural formations. This is not only about appropriation of the “proper” and hegemonic discourses in Michel de Certeau’s metaphor of “textual poaching,” but of actually co-constituting the structure of multimedia capitalism (1984). Users and buyers of children’s software are performing operations not just at a symbolic level, but at social, material, and 300 technical levels as well. While acknowledging the limits of consumptive agency, I believe that purchasing decisions and choices about genre need to be seen as political acts rather than acts of passive reception. This is not the fetishization of freedom through consumption that gets produced as a marketing trope, but rather an acknowledgement of the fact that there are alternatives in ways of buying and spending that make a political difference. Further, in the actual engagement with a malleable piece of software, users can exercise a great deal of control over what kinds of functions and symbolic activity get instantiated. The 5thD is one example of a systemic intervention in the politics of consumption. The site encourages access to new technologies for groups that may not always engage with them, including girls and lower income families. Further, the 5thD seeks to intervene in the processes of engagement. Young adults are being instructed in an alternative view of childadult relations, while also encountering occasionally unruly children in the process of play with new technology. Children are challenged to consider play and social relations beyond their same-age peer group and the spectacles of popular culture, and undergraduates are challenged to value the expertise and moral competence of children. Interactive media have a unique role to play in this equation, by providing resources for actualizing flexible, personalized, and often amusing engagements with abstract and intellectual content. While perhaps too much has been made of the active agency enabled by interactive media, the hype contains a basic truth about the changing capabilities of digital media, the multi-layered symbolic and technical functions that are embedded in these complex new objects. The Cultural Politics of Children’s Software The case I have presented about children’s software describes contemporary American children’s culture as a heterogeneous and highly contested terrain, characterized not by a single hegemonic structure of childhood and social 301 reproduction, but by multiple, co-constitutive, material, technical, social and cultural logics. These include the dynamic negotiation between adults and kids mobilizing the genres of education, entertainment, and authoring; the ideals of learning, fun, and creativity; and the politics of enrichment, indulgence, and empowerment. These three genres have been tied to different forms of social and cultural distinction. Edutainment has become a vehicle for producing class and educational difference. Entertainment produces age cohort identity by creating a space of childhood pleasure in opposition to adult disciplines. Authoring software and the habitus of the hacker provides a counter-cultural identity and has the unfortunate outcome of participating in gender distinctions. In all of these cases I have also tried to denaturalize the assumptions that create these categories, describing intelligence as a socially contingent achievement, the freedom of childhood play as an engineered discourse, and authorial agency as something that need not be tied to male-coded technology. Though I have advocated for the authoring genre as an alternative to dominant logics of achievement and commodity capitalism, I have also presented the three genres as structurally integrated. Just as Varenne and McDermott have suggested that success cannot exist without failure (Varenne and McDermott 1998), education can not exist without entertainment, as well as the engineered subversions of these dominant discourses. Children navigate a politically charged and necessarily contradictory field, structured by the intervention and surveillance of adults. In the context of the 5thD, children are able to negotiate with adults through the vehicle of play, a contradictory site of agency where children are constructed as both uniquely free while also being subject to more and more engineering efforts. In this context, kids in the 5thD are political actors mobilizing cultural, technical, and social resources in pursuing status negotiations and claiming agency, momentarily resisting the progress goals of adults, smuggling in forbidden idioms of action entertainment, and using adults to support public knowledge and status displays. As technology and cultural trends increasingly support a malleable pastiche of styles and genres, 302 these opportunities for creative mobilization are expanding for a media and technology-savvy generation. I have also worked toward a view of habitus that is situational, nonindividuated, and contingent on couplings with particular technologies. Acquiring a habitus is not a bio-psychological process of internalizing the constraints of external structure, but a process of participation with and flexible coupling with shifting sets of local resources. Just as cultural codes are multiple and negotiated, an individual can not be reduced to a singular set of dispositions and can embody contradictory forms of habitus based on situation and resources at their disposal. Technologies, too, have durable dispositions, but can be increasingly reprogrammed, subverted, and tinkered with. Kids like Andy and Ian may exhibit a dominant cyborg habitus of competitive achievement or hacker virtuosity, but both of these children reproduce other genres of interaction as well, and engage with multiple types of software. I see the identities described here as local to the 5thD context and contingent on couplings with particular technologies. In the micropolitics of the 5thD, the balance of power between children, adults, and software is constantly shifting. A game like SimCity 2000 can transform from a site of gleeful destruction and male peer status display to a contemplative site of conversation between an adult and a child about the relation between wealth and crime. One well-timed intervention can tip the scale toward a different genre, a different mode of engagement, a different power dynamic. The subtleties of software design are also highly significant in these micropolitics. Seemingly trivial design decisions such as score keeping mechanisms or a particular cheat code can inflect play in substantive ways. While these dynamics are in many ways unique to the social mix and agenda of the 5thD, we can also expect that there are multiple sites of intervention that can substantively alter children’s experience and subjectification in relation to these new technologies. The case has worked to contextualize a new media form within existing cultural contexts and the resilient institutions of family, school and commercial 303 entertainment. Children’s software grows out of these contexts and reproduces many of the same tropes and relationships. At the same time, the difference in technical embodiment and the shifting contours of late capitalism does make a difference. Technology is not just contextualized by society and culture, nor does it impact it as an external force. It is, importantly, a materialization of social distinctions and cultural categories that brings together new relationships and discourses. Multimedia is a technology that draws multiple genres and social interests together, creating new forms of social and cultural distinction. As is typical with new media, people have overestimated the short-term and under estimated the long-term effects of a major shift in the material conditions of representation and cultural production (Joichi Ito, personal communication, November 2002). In the wake of the crash of the CD-ROM market, and an era of deflated dot com hype, we can begin to assess some of the durable features of the shifts to multimedia. One long-burning trend that children’s software has decisively contributed to is the new cultural category of edutainment. The philosophy that advocates active learning in the context of play and making learning fun has gradually been shifting to the mainstream of progressive parenting. Children’s software gave this cultural nexus a name and a technical form. Has children’s software opened up new and exciting possibilities for authentic and unalienated learning for children? To some extent, the answer is yes. The cases of children’s play in the 5thD described a quality of engagement that was animated and often delighted. The responsive qualities of the interactive media coupled with the graphical sophistication and pop cultural idioms of multimedia are a winning combination in capturing the attentions of children. The habitus of edutainment is certainly different from the habitus of mainstream education, in creating a cultural sphere where children feel a greater sense of mastery and ownership. At the same time, the platitude of “fun learning” barely begins to capture the complexities of what is produced as an effect of children’s play with these new technologies and the effects of large-scale engineering of pleasure. We find 304 play being colonized by the competitive logics of upper-middle class status anxiety and we find the logic of commodity capitalism reproducing the most formulaic aspects of school content. Both these trends are occurring in tandem with the growing strength of the genre of entertainment in children’s lives as learning becomes more and more a site of entertainment. From the perspective of those that founded the industry, one unintended outcome of the move towards edutainment and visual culture is a reinforcement of the multimedia-capitalist networks of media industries. While the children’s software industry was originally founded as an educational reform effort, twenty years of commercialization have turned it into an enterprise dominated by entertainment models of culture and commodity capitalism, with education functioning more as a legitimizing and marketing trope than an actual philosophy of software design. Production of visual appeal captures most of the software development budget and educational researchers find themselves out of a job. The learning moments afforded by the current crop of edutainment titles are a far cry from what the original educator-pioneers envisioned. The move to the visual idioms afforded by multimedia, as well as the larger production costs that this entailed, decisively inflected the medium in this direction and have participated in the penetration of visual culture into more domains of children’s lives. The construction of a multimedia supersystem continues apace as the new medium gets integrated with other media forms through licensing arrangements and other tie-ins. The turn to visual culture is also accompanied by the turn to a more interactive form of media engagement, and this is where I see hope for positive transformation. Enthusiasm about “the net generation” needs to be tempered, however, by acknowledgement of a persistent gender and equity gap regarding these more empowered uses of technology. The support of authorial agency needs to happen in a context of debate about technology access and critique of what sort of cultural codes are being authorized, particularly when technological production is associated with a gendered agency that sees game code hacking as a uniquely masculine intellectual endeavor, and digital fashion design as a 305 trivial use of technology. Despite the fraught nature of the endeavor, efforts to design girls’ games are one instance of these productive conversations over the meaning of technical fluency and empowerment. Video games and interactive software wet the suppressed appetites for self-determination of a population that lacks control and agency in most domains of life. In the cases from the 5thD, we found that the aspect of playing with power, the use of technology to actualize self-expression, was a central part of children’s play experience, and one that is uniquely enabled by computational media. In the child-centered context of the 5thD, we saw many instances of adults experiencing a sense of chaos and loss of control, as well as times when they constructed a shared space of “fun” that momentarily erased the dominant power hierarchy between child and adult. If I see promise in these technical shifts, it is in the habitus of authorial empowerment that these new media have the potential to support. Resistance to the structuring and stabilizing effects of multimedia-capitalism is not likely to come from commercial interests, but may emerge from the maturation of a generation of kids that have grown up with an activist and entrepreneurial orientation to consumption and media engagement. 306 APPENDIX 1 The Anatomy of a Computer Game A cultural analysis of computer games needs to be appropriate for the particular characteristics of interactive media, while borrowing from existing frameworks that have been applied to other media genres. Theoretical frameworks that address the content of computer games, while paying attention to the particular features and technologies of interactive multimedia, are just beginning to emerge (Murray 1997; Manovich 2001; Wardrip-Fruin and Harrigan Forthcoming). As reviewed in the second appendix, with the exception of Turkle's (1984, 1995) work on the psychology of computer use, current cultural analyses of computer games tends to focus on the narrative qualities of games, that is, the symbolic logic of their themes, settings, and characters. While narrative is a key feature of computer gaming, it does not provide a sufficient framework for understanding many of the key characteristics of interactive media. Computer games hybridize aspects of traditional narrative, gaming, and features of human-computer interaction. Some computer games, such as certain puzzle games (e.g., Tetris), sport and flight simulations (e.g., EA Sports, Wing Commander), or electronic versions of board and card games (e.g., Battlechess, Monopoly, Solitaire) have minimal narrative features, and are primarily strategic or oriented towards manipulation of on-screen objects. By contrast, many games do contain significant narrative qualities, including well-developed characters, setting, and plot. Children’s software, relying primarily on storybook and adventure formats, tend to have substantial narrative qualities that can be subject to cultural content-based analysis. Traditional narrative theory thus clearly has much to contribute to an analysis of computer gaming, but only addresses certain aspects of game content. In addition to plot, setting, character, ambiance, sequencing, and other narrative features, games also have aspects peculiar to their interactive and informatted aspects, which include play action, dynamic user interfaces, functionality, and game utilities. In short, the technical features of games are crucially constitutive of game content. This is to take seriously McLuhan's (1964) insight which is now a truism for media technology, that "the medium is the message" as much as narrative content. For other media technologies such as literature and film, studies of technical aspects, such as print technologies (Anderson 1991) or film production technologies have received scholarly attention, particularly in a historical frame, but these aspects, with some exceptions (Radway 1991; Spigel 1992; McGann 1993; Benjamin [1955] 1968), have been peripheral to an understanding of media content, readership, and spectatorship. Earlier forms of media have not demanded of cultural studies the same attention to technical strata, except at moments of historical transition when a new medium was introduced. The technical strata has been understood as an important aspect and precondition of a given media form, but one that is a stable background in an analysis of actual content. By contrast, with interactive media, technical strata are constantly in flux and persistently foregrounded in the player experience. Game content and narrative are thus inseparable from game functionality, interface, and interactivity. A computer game, like any other designed artifact, needs to be understood in relation to a dynamic between its design and intended uses, on one hand, and how it is actually engaged with at local sites of consumption, on 308 the other. This relation between game design and uses can be productively considered in light of a theory of “affordances” and technology design, pioneered by J. J. Gibson, and taken up by technology designers (Gibson 1986; Gaver 1992; Norman 2002). That is, certain objects “afford” but do not require certain uses. For example, a hammer is designed to pound nails, and its shape and weight affords a certain grip and physical motion. Yet a hammer could also be used as a paperweight, a weapon, or a decoration. In practice, a hammer is a malleable resource, though by design, its uses are specific. A theory of affordances, which was originally formulated for physical objects and human sensory capabilities, can also apply to symbolic media and human-machine interaction. The content of a game needs to be understood as a product of multiple human intentionalities, the most important being the designers' as they work to anticipate as well as expect to be surprised by the variety of actual play. A description and an analysis of what certain artifacts afford is thus a way of describing the designed potential of a game, but not the potential as realized through the myriad contexts of play. This appendix is an effort to lay out the affordances of computer games in both the general and the particular as a way of developing an understanding of the structure, content, and possibilities of a new medium and as background to the descriptions of kids' play. The remainder of this appendix outlines the key components of game content, which are relevant to all game genres, and then moves on to an examination of the particular interactional dynamics involved in engagement with interactive multimedia. The challenge, in conducting a cultural analysis of computer games, is to scrutinize all of these dimensions of an interactive, technically layered, and semiotic artifact. All of these aspects are "cultural" and need to be taken into account in an analysis that looks at gaming as meaningful action. In his how-to manual of game design, Arnie Katz suggests certain defining features of electronic games as a genre of software: "An electronic game is competition involving one or more machine or human opponents, conducted 309 under rules using interactive electronic technology. An electronic game must have a goal, one or more obstacles to the attainment of that goal, and a means by which the goal can be achieved" (Katz and Yates 1996: 63). His definition of key aspects of a game design proposal are a useful starting point for identifying the features of game structure and narrative. These features include: (1) The theme, which is the basic concept of the game, such as a basketball simulation, a cyberpunk action adventure, etc.; (2) the preplay sequence, which is the "curtain-raiser" which sets the scenes, gives credits, and other information which is not part of the central play action; (3) the interface, which, is a set of controls and windows for manipulating play action; (4) the play mechanic, which specifies the modes of interactivity and player action available; (5) sound; (6) graphics; (7) utilities, which are the added functionality of a game, such as the ability to play against other players or to see replays of game sequences, and (8) level of difficulty which defines aspects such as speed, game levels, and the characteristics of the objects represented on screen (Katz and Yates 1996: 63: 82-89). When examined from the point of view of traditional narrative, some of Katz's elements clearly correspond to narrative qualities. Key aspects of game narrative are mostly included in theme, but also include the preplay sequence as framing of the backstory, sound, and graphics. The elements of play mechanic, interface, utilities, and difficulty are what are not represented in traditional narrative theory. These aspects can be grouped, on one hand, into interactional features, which include the play mechanic, certain aspects of the interface, and difficulty of play, and, on the other, game functionality, which includes game control mechanisms in the interface and utilities, as well as the underlying code that animates the game. Each of these three dimensions of computer gaming are taken up in turn. I include examples from mainstream action gaming as well as children’s software to illustrate these dimensions of interactive multimedia. Mainstream gaming is a crucial cultural and technical referent that informs the design of children’s software. 310 Narrative Mary Fuller and Henry Jenkins, theorists of literary and television media, contrast game narrative to traditional narrative in their analysis of travel narratives in Nintendo games. To preface the discussion of narrative in computer games, their text is worth quoting at length: Most of the criteria by which we might judge classically constructed narrative fall by the wayside when we look at these games as storytelling systems. In Nintendo®'s narratives, characters play a minimal role, displaying traits that are largely capacities for action: fighting skills, modes of transportation, preestablished goals. The game's dependence on the characters (Ninja Turtles, Bart Simpson, etc.) borrowed from other media allows them to simply evoke those characters rather than to fully develop them.... Similarly, plot is transformed into generic atmosphere—a haunted house, a subterranean cavern, a futuristic cityscape, and icy wilderness—that the player can explore.... Playing time unfolds in a fixed and arbitrary fashion with no responsiveness to the psychological time of the characters, sometimes flowing too slow to facilitate player interest and blocking the advance of the plot action, other times moving so fast that we can't react quickly enough to new situations or the clock runs out before we complete our goals. Exposition occurs primarily at the introduction and closing of games.... But these sequences are ‘canned’: Players cannot control or intervene in them. Often, framing stories with their often arbitrary narrative goals play little role in the actual exploration. Although plot structures (kidnapping and rescue, pursuit and capture, street fighting, invasion and defense) are highly repetitive (repeated from game to game and over and over within the game with little variety), what never loses its interest is the promise of moving into the next space, or mastering these worlds and making them your own playground. So although the child's play is framed by narrative logic, it remains largely uncontrolled by plot dictates (1995: 61-62). Fuller and Jenkins point to some of the peculiar features of computer game narrative: underdeveloped characters that are often borrowed from other media, an ambient setting that stands in for a plot, sequencing that is incidental to a 311 coherent story line, and exposition that seems largely irrelevant to the primary content of the game. When judged from the point of view of traditional narrative form, game narrative is not only mediocre, but bizarre; characters are flat, plot is non-existent, rhythm and sequencing are haphazard, and exposition is trite. Despite these limitations and idiosyncrasies, game content can still be informed by some of the terms of traditional narrative. The most salient contrast with traditional narrative forms is that the design of computer games is oriented around a primarily synchronic rather than diachronic frame. The role of writing is one of evoking an ambient environment and providing a space of possible action, rather than defining a predetermined sequence of action as it unfolds through time. Plot and Sequencing Plot in games tends to get subsumed into a theme or concept, since games are designed around the user's navigation through the narrative space rather than a preset and linear unfolding of action. The theme is the aspect of a game that defines the narrative space—action adventure, puzzle solving, fantasy role playing, flight simulation, etc. Theme is the synchronic counterpart of plot, a field of navigable meaning which is played out locally at moments of consumption, rather than sequenced at the moment of production. Plot in computer games is reduced to a bit player in the narrative drama, making appearances as the curtain opens on a game, in the form of a non-interactive preplay sequence, and punctuating game play as the player achieves certain levels, beating one dire opponent, finding a treasure, and perhaps, in the end, saving the princess. While these elements of plot are often invoked in computer games, they never function as crucial aspects of the narrative, because a game must be enjoyable despite failure to move ahead or reach the end of a plot sequence, or often in the absence of plot altogether (as in many puzzle games). Thus the general theme 312 or concept of the game becomes the central organizing thread, as plot is flattened into the most rudimentary and transparently anticipatory of elements: save the princess, kill the enemy, solve the puzzle, build a city. The plot of the game must be decipherable from minimal cues such as a brief two minute preplay sequence, a page in a manual, or even a few lines of copy on a shrinkwrapped package. The beginning and ending must be immediately comprehensible, though the skills and the sequencing to move between these two points is what defines the complexity and the pleasure of game play. While plot, as an organizing narrative feature, is thus displaced in game narrative, games clearly do have a form of sequencing that is central to game content, though not crafted in the same way that plot is crafted in traditional narrative. In games, sequencing is oriented around levels and transition points in the narrative space, which are timed according to player involvement and skill, rather than through the device of plot. In action games, this generally takes the form of progressively difficult game scenarios, marked by transitional expository sequences or pauses for score keeping. For example, in a game like Space Invaders or Tetris, a player will clear one "screen" at a time, before advancing to the next, more difficult screen. Adventure games will have certain markers of achievement that allow entry into new areas of the narrative field, for example, finding a key that unlocks a secret portal, or piecing together the pieces of the puzzle that reveals a new mystery. In other words, most games do have clear beginnings, middles, and ends, both in terms of the overall game narrative, and various sub narratives, or levels. Even simulation games, that are more about honing one's skills with a set of technical devices rather than moving through a narrative, inevitably have certain achievement markers, such as "stars" in a game like SimTower, or the ability to "beat" certain scenarios in flight or driving simulations. 313 Characters and Viewpoint Characters in computer games, as Fuller and Jenkins suggest, are evoked more as stylistic elements rather than fully developed aspects that drive the narrative. Game characters are prized primarily for their capacity for action, and secondarily for their style and attitude. For example, hand-to-hand combat games such as Street Fighter and Toshinden offer a selection of different characters with different action possibilities, such as special spin-kicks, weapons, and variable agility, strength, and speed. In games such as Sonic the Hedgehog and the Mario Brothers suite of games, which are defined by signature characters, the characters contribute to the stylistic spin of the game, as well as action functionality—Sonic is known for impatience and speed, Mario for perseverance, bounce, and a kind of goofy charm. In addition to the central protagonist of a game, as with traditional narrative, many games will have other characters that define a narrative space, the antagonist, the love interest, the collaborator, and bit characters. For example, the Mario games have a princess to be saved, "bosses" who are the ultimate villains to be defeated, turtles and mushrooms that need to stomped, kicked, and thrown on an ongoing basis, and collaborators like Yoshi the dinosaur that can carry Mario into flight. While characters play an important role in many computer game genres, what is more central to gaming content across genres is not the definition of characters, but the definition of point of view, which frames user experience. Players in games are generally literally identified within the narrative space as controlling a particular character or as a subject controlling certain forms of action. Characters in computer gaming are most importantly and centrally about user identification, not about defining meaning, relationality, or plot. Players identify with and control the game protagonist, or in the case of puzzle or simulations games, have a third-person omniscient view on the narrative. Games have a variety of devices to represent point of view that don't map evenly onto the traditional categories of first person, second person, third person, and 314 omniscient. Points of view in interactive multimedia are defined not by narration or linguistic conventions such as pronoun use, but by the visual representation of the setting and characters. These viewpoints are generally characterized as angel point-of-view, first-person point-of-view, reader point-of-view, and "god" or omniscient point-of-view.13 Angel point-of-view is used to describe most character-based games, such as Mario Brothers games, where the player is identified with a protagonist, but visually, "floats" above the character. When the character dies, the player sees the character disappear from the scene, but the player's own view of the setting is not blacked-out. In other words, the player's viewpoint is not visually isomorphic with the character, but narratively, the player is in a first-person relationship with the protagonist. Angel point-of-view is by far the most dominant position in game narrative, used for side-scrolling games such as Mario Brothers, as well as screen-by-screen games such as Space Invaders or Pac Man. More recently, games described as “first person” games or particularly “first person shooters,” are becoming increasingly popular. In these games, the player has a viewpoint that is isomorphic with the protagonist/character, creating the illusion of looking out of the protagonist's eyes. In 3D first person shooter games such as Doom, Quake, or Marathon, enemies are represented as monsters and opponents to be obliterated, but the protagonist's and player's points of view are isomorphic; the player sees their gun or a fist on the screen, in front of their nose, but never the actual body of the protagonist, and the scene pans and shifts as the player runs and turns the virtual body. Similarly, many current flight and driving simulations are first person games, in that the player looks out of a virtual cockpit or windshield in a first person point-of-view, rather than seeing a representation of a car or a plane moving across the scene. Both angel and first person points of view are generally reserved for real-time action 13These labels are extracted largely from game design jargon, and partially through my own definitions of different game forms. While there are conventions for describing different game viewpoints, there is no standard or consensus. 315 games that demand immediate user response, and thus are not to be used in children’s software that takes a more reflective and didactic approach. What I am calling reader viewpoint is one where the user experience is similar to turning pages in a book. The setting is experienced as a "paging" of scenes, where one graphic screen is replaced by another, rather than the scrolling motion of most action games. The story and action of the storybook adventure may, in traditional terms, be narrated from a first person or a third person perspective. Most adventure games are first person, but animated storybooks, such as Just Grandma and Me, are third person. This storybook viewpoint is the closest approximation in the computer gaming world to traditional narrative framing of film or print media and is often used in children’s software. Most of the adventure-type games which are the mainstream of children’s software are based on this model, with users being able to navigate different screens and see the characters move to these scenes, with puzzles and problems popping up as new screens that function as interactive workbooks. Finally, God or omniscient viewpoints are usually used for simulation games (SimCity, SimTower), strategy war games (Command and Conquer, WarCraft),and some sports simulations. The player is generally framed as a powerful personage that is outside of the space of game action—a mayor, commander, or coach—that has access to more information than any of the people "on the ground”—the Sim citizens, the troops, or the team players. Visually, these games are generally what is known as three-quarter view or two and a half dimensional, which means the player is viewing the entire setting from above and to one side, and experiences it as a self-contained scene which can often be rotated, scrolled, or zoomed in and out of. Player identification is not with any particular character in the narrative, but rather is of one who controls and designs the narrative from above. These games often hybridize gamingstyle interfaces with interfaces designed for authoring tools. Framing the representational window into the gaming world is a set of toolbars that allows the 316 user to create and place buildings, troops, rooms, and other components of the virtual world. Setting and Backstory While plot and character development is relatively sparse in computer game narrative, setting and backstory is crucial in the design of many game genres, and in some ways, is more developed than in traditional forms of narrative. Since the setting of the game is meant to be explored in ways not necessarily fully anticipated by the designer, this aspect of the narrative fantasy must be robust, in order to support multiple trajectories through the narrative space. Unlike traditional narrative, where the setting appears only as a backdrop to the action of characters as they move through a plot line, games need to anticipate players straying from a singular line of action. Setting design in games is more analogous to building a full 3D model of a set, as opposed to one with facades and scaffolding. The ambient features of a game, such as the sound, background, and backstory, are becoming increasingly central to game design as new personal computers and game machines are supporting more sophisticated sound and graphics capabilities. Game graphics and sound have been professionalized, as game teams have expanded from a model of a producer working with a single programmer/designer to teams of dozens. The importance of game backstory is also evidenced by the practice of licensing, where popular titles in other media such as Star Trek, Dungeons and Dragons, or Star Wars are translated to a gaming idiom. Further, game sequels cumulatively result in not only fan followings of specific characters, but also the development of an increasingly well-developed backstory that is reiterated through multiple versions of a game. For example, Donkey Kong, Mario Brothers, Donkey Kong World, Super Mario World, Mario Cart, Yoshi's Island, and 64 Bit Mario, are all part of Nintendo's signature Mario Brothers games. 317 Functionality and Utility Computer gaming occupies a unique position in the history of mass media, in that each game needs to partially invent a technical substratum for the operation of its narrative. While every medium has a degree of technical innovation and variation within its parameters—a piece of clay can be shaped in coils, rolled into slabs, cast, or thrown on a wheel, and technologies of print and film-making have certainly changed through the years—no other medium has been marked as profoundly by the speed of technical innovation, or the technology-intensiveness of content as computer-based media have. Even movies, which have recently been marked by rapid technical innovation in special effects, cinematography, and digital animation, still rely on the relatively stable and standardized technologies of film, film editing techniques, film projection, movie theaters, and popcorn. While film does have special Academy awards for technical innovation, these are clearly dwarfed by the importance of innovation in narrative content, as evidenced by the centrality of the awards for actors, production, and direction. By contrast, technical innovation is central to interactive multimedia. As a commodity form, computer games are characterized not only by constant competition in particular software content (i.e., competition between sales of different games), but competition between platforms (i.e., PCs versus Macs, or X Box versus Sony PlayStation and Nintendo Game Cube). Thus technical design, both of hardware and software, are ongoing features of game development and crucial aspects of any understanding of game content. At the hardware layer, computer gaming has been marked by large technological shifts that define the conditions under which certain content can be developed. Coin-op arcade games were an important precursor to much of current game development, and still continue to dominate the industry, earning higher revenues from coin drop than all home-based computer game sales combined (Isgor 1997). Much of this is due to the revenue model (pay per play), 318 as well as by the low barriers to entry. In contrast to home entertainment and PC platforms, coin-ops require only a quarter to play one's first game, rather than an investment ranging from one hundred to over a thousand dollars for a game machine or PC. Coin-op games are also where much of the new technical features for home gaming get developed, due to the higher investment possible in state of the art hardware and related software. For example, popular games such as Pong, Mario Brothers, Street Fighter and Mortal Kombat were originally designed for coin-op and later ported to dedicated platforms for home use. Since coin-op machines do not have to be standardized for the home consumer market, they also have a wider range in hardware interface; while most games rely on joysticks, keyboards, or button pads, coin-op machines also make use of mock guns, force feedback devices, virtual reality helmets, simulated cockpits, car seats, and even skis. One particularly spectacular interface was a life-sized mechanical horse that players could ride. Coin-op games are designed for instant appeal with flashy graphics, sound, and intuitive interfaces, as well as relatively brief play sequences, in contrast to home play that can rely on a steeper learning curve and player engagement sustained over many hours at a time. Dedicated platform gaming has progressed in generational leaps, beginning with the first generation of video gaming dominated by Atari, to the 8bit machines introduced by Nintendo and Sega, to the 13-bit machines of the Sega Saturn and the Super Nintendo Entertainment System, to the 32-bit and 64-bit platforms of the Sony PlayStation, Sega Genesis, 64-bit Nintendo, and most recently the 128-bit PlayStation 2, Nintendo Game Cube and X Box. While the first generation platforms were based on the animation of very simple objects on a blank background, current game platforms support full three-dimensional graphics and texture mapped backgrounds. Graphics and action capabilities on current generation gaming platforms are optimized to such an extent that they exceed the real-time graphics capacities of most personal computers. 319 Personal-computer based gaming has progressed under a less discontinuous trajectory, which has followed the rapid but contiguous development of personal computer platforms. Instead of proprietary game cartridges, personal computing has been based on diskettes, CD-ROMS, and most recently DVDs, and has enabled more flexibility in distribution and player reprogramming. While platform gaming is dependent on a very simple hardware interface—a game controller with approximately ten buttons—personal computers, with the ability to input text, graphics, and combine software, allows for a greater range of user input. Software on personal computers also span a wider range than those of dedicated game platforms, ranging from authoring tools to action gaming. This quality of personal computing, in contrast to console and coin-op gaming, has made it more amenable to educational claims. “Technical literacy” is commonly associated with a wide range of persona computing uses, but not with the use of the computational technologies of console and coin-op gaming. Gaming on personal computing is also associated with more user-level tinkering and exchange. Smaller developers can design their own games and distribute them as "shareware," where software is freely distributed, and people mail in a fee to the designer on an honor-based system if they actually use the game. Personal computers also allow for players to "plug-in" pieces of computer code and game design. Maxis, for example, sells an "urban renewal kit" for SimCity 2000 fans, which provides tools for advanced players to design their own buildings and to change some of the algorithms that define the growth of the city. Similarly, some action games allow users to design their own game levels or weapons, or tinker with the "physics" of a game (i.e., how explosions bounce off walls, or the speed at which characters can move through the scene). More recently, the advent of networked gaming, where players can play against each other over local networks or the Internet, has expanded the possibilities of personal computer based gaming. In short, while console gaming is based on inexpensive hardware and more sophisticated graphics capabilities, personal 320 computer based gaming enables more user flexibility and input to the game design. Cartridge games are generally designed as proprietary systems, minimizing user tinkering and hacking and providing a unified and stabilized player experience. By contrast, PC games often celebrate the opportunities for user authoring and customization. While innovation in hardware has been a rapid series of quantum jumps, software innovation is a constant feature of game design, particularly for the action gaming market. A game that relied on the same technical substrate, with new characters, sound, and graphics, would likely not count as a "new" game at all. While some games clearly derive from similar underlying software—for example, hand-to-hand combat games are functionally very similar, though they have different characters and settings—no developer would produce a new game without some innovations to the technical substratum. Even in the case of games with very similar functionality, like combat games, each game sequel is characterized by either new action possibilities (i.e., new types of kicks, jumps, or spins), or technical innovation in graphics (i.e., a shift from 2D to 3D graphics, or the addition of texture mapping to backgrounds). Game reviews spend as much time commenting on technical features of specific games as they do on narrative content and aesthetic features. Computer game fans avidly track the latest innovations in such areas as chip design, game development software, graphics capabilities, and networking protocols and services as an integral part of their gaming experience. In children’s software, technical innovation is much less central, but still plays an important role, particularly when it comes to graphical sophistication and innovation. Children that are being raised with Toy Story quality computer graphics on the movie screen expect a certain production value with their interactive graphics as well. Children’s software makers will often reuse the same basic designs and software engines that create the basic properties of the game world, but work constantly to keep up with the overall computer graphics industry in delivering high production value to children. 321 Interaction While computer games are relatively sparse in terms of key features of traditional narrative, depth and complexity in computer game content lies in the added dimensions of interactivity, user control and authoring, and multiple semiotic layers. In other words, computer games are not only heteroglossic, embedding multiple voices (Bakhtin 1981) but are also polymorphous, depending on user/audience engagement. Computer games shape shift depending on how the user decides to navigate the space of possibility, what pathways for action are chosen, what tools are utilized, and how the player responds to game options. Identification with characters and reader involvement in plot is literalized in the case of computer games, as players identify with and manipulate on-screen characters, or navigate the virtual world from a first-person or managerial pointof-view. Additionally, the gaming components spin the narrative of computer gaming around mastery and attainment of goals set by the game. Marsha Kinder has called this a process of “playing with power” a subjectivity that is enabled by the postmodern media pastiche. She describes how this video gaming and channel-surfing subjectivity is celebrated in children’s television which makes use of a shifting set of subject positions and pastes together multiple genres and styles within a particular program (Kinder 1991). The interactive aspects of gaming create a sense of heightened personalization, where the experience of narrative is intimately tied to a player's actions, achievement, preference, and level of skill. The role of the author is to code for a field of possibility rather than a coherent narrative trajectory. Not only is the narrative dependent on player action in a particular round of game play, but the content of the game changes through the repetition of game play, as the skill of the player increases. Through repeated engagement, the nature of the narrative changes, as the player's skill and mastery is honed vis-a-vis the game. A player is thus in a position not only to interpret a text as it has been programmed by a designer, but to enact the text in a way that is tied to the 322 player's specific life experiences, capabilities, and style. Narrative is thus constructed through a relation between the game and the player's action. In terms of the anatomy and content of games, this relation between player and game is what is anticipated by the designer in terms of interaction design. The player constructs a unique pathway through the narrative space constructed by the designer. The most obvious feature of interaction design is the game interface, which includes the hardware controllers and input devices, as well as software elements, such as menu bars, ways of selecting and manipulating game elements, tool bars, message boxes, and the like. The most salient distinctions in interface design correspond to the differences in viewpoint described above. Angel viewpoint and first person games tend to have action oriented interfaces with keystrokes, joysticks, or button use that can be manipulated quickly and reflexively, without looking down at one's hands. Storybook adventure game interfaces are generally based on point-and-click mechanisms, which allow a player to page from one screen to the next, and click and select on "hot" areas on the scene. Omniscient viewpoint games tend to have more complicated software interfaces, so players can select and manipulate a wide range of game elements, selecting and assigning duties to troops, managing budgets, etc. The most central aspect of the interaction design is the play mechanic, "the actions, or series of action, the player performs to operate the game.... It is the process of using the interface to achieve the victory conditions" (Katz and Yates 1996: 87). The play mechanic, in other words, is what defines the nature of player engagement with the game—what the player can control, the effects of player action, and how the player engages with that action. The most salient distinction in play mechanic is between real-time games, commonly known as "twitch" or action games, and non real-time or turn-taking games. Twitch games are primarily oriented toward honing of sensory-motor skill, and require constant repetition to achieve game goals. By contrast, non real-time games are generally strategic, knowledge-based, or cognitively-oriented, requiring players to solve 323 puzzles, accumulate information, or devise strategies to compete or progress along game goals. Non real-time games tend to be less repetitive, and may rely on a relatively singular narrative trajectory. Children’s software generally falls into the latter category, though often incorporating action gaming elements in the form of “game breaks” within an adventure or problem-solving scenario. The final key component of interaction design is the design of game levels, goals, and calibration of difficulty. In action games, this is generally determined by such factors as speed of action or number and strength of opponents. While some action games can be "beaten" by progressing to the final game sequence (i.e., defeating the big boss and capturing the princess in Mario), other action games calibrate difficulty by simply speeding up action beyond the capability of human sensory-motor capability (i.e., Tetris screens where the pieces fall in increasingly rapid succession). In educational games, users can often set the level of difficulty of the game (e.g., novice, intermediate, advanced), or may find that game problems get progressively difficult as they progress through the narrative space. In all cases, the interaction design involves ongoing and immediate input and response mechanisms, as well as long term goals, tied to skill development and recognitions of achievement. The unique material and functional characteristics of interactive multimedia place it at the intersection between interaction and spectatorship. Game players engage with these media at a variety of levels, ranging from observations of graphical effects to direct manipulation and authoring of online narrative. What is distinctive throughout these user positions is some degree of user input into the narrative content and functional outcomes of the game. In order to understand the nature of the encounter between children and interactive multimedia, this appendix described the basic affordances of computer games in terms of narrative, functional, technical, and interactive dimensions. 324 APPENDIX 2 Research on Game Play and Children’s Software Since the early 80s, when personal computers and video games emerged as enduring features of the social landscape, a growing body of research examines the social, cultural, historical, and psychological dimensions of computer gaming. This research falls roughly into three categories: 1) psychological and sociological work based on surveys or experimental studies, 2) content analyses from psychoanalytic and hermeneutic/cultural perspectives, 3) ethnographic "reception" studies, and 4) business oriented and journalistic accounts of the computer game industry. This section briefly reviews this research to the degree relevant to my work. Quantitative studies of various features of video and computer gaming comprise a large body of literature that is beyond the scope of this study to review in any detail. In the online bibliography of game research at www.gameculture.com, the small number of entries in media and cultural studies are dwarfed by a mass of psychological studies. Most studies take a social psychological perspective which examines certain key factors in light of their relationship to video games. The most exhaustively studied are issues of aggression and violence (eg., Dominick 1984; Silvern and Williamson 1987), social deviance (eg., Ellis 1984; Sakamoto 1994), gender differences (eg., Morlock, Yando et al. 1985; Kubey and Larson 1990; Inkpen, Booth et al. 1995; Kafai 1999), and motivation for play (eg., Malone 1980). These approaches are relevant to this study to the extent that they examine related empirical ground and they elucidate central objects of concern with respect to video games, but both the methods and the questions motivating this area of research differ fundamentally from those that motivate this dissertation. Rather than focus on the statistical correlation of certain social factors with games or game components, my study seeks to identify and describe, through ethnographic detail, the ways in which interactions and cultural categories are constituted through computer game play. A small but growing body of literature on computer gaming draws from mass media studies to examine the content of computer games from psychoanalytic and cultural studies perspectives. Marsha Kinder's book, Playing with Power (Kinder 1991), is one of the more sustained treatments of video games from a primarily psychoanalytic frame. Examining the intertextuality of different forms of media, she identifies how certain cultural icons such the Teenage Mutant Ninja Turtles and Mario Brothers appear as sliding signifiers in movies, television, and video games. Psychoanalytic categories such as the oedipal drama, castration anxiety, and premature death are used as resources for understanding the latent content of and the intertextual relations between these different media. Other studies, embodying cultural studies perspectives, have examined racial signifiers (Bleecker 1994), gender typing and violence (Provenzo 1991), voyage narratives (Fuller and Jenkins 1995), and formal and aesthetic dimensions (Meyers 1990; Friedman 1995) in computer games. This body of research takes the important steps of sketching some of the cultural categories that are being concretized through computer games, and relating these categories to certain social structures of capitalist or postmodern life. These studies tend to focus on the narrative and cultural content of games, rather than technical affordances or processes of play. 326 Some content-based studies have taken a more ethnographic "reception study" approach in looking at how players interact with computer games. Eugene Provenzo (Provenzo 1991) interviews children on their game use, Patricia Greenfield (Greenfield 1984) draws from her own experiences playing with children, and Kinder (Kinder 1991) incorporates a case study of her son and analyzes a videotape of children watching a video. These studies are still preliminary in this respect, however, and currently the only cultural studies of computer games with extensive ethnographic grounding is Sherry Turkle's, The Second Self (Turkle 1984) and Life on the Screen (Turkle 1995). Turkle's early work uses interviews and Lacanian methods of analysis to understand the structures of thought made available to people through and with computer technologies. She likens the computer to a Rorschach test, a medium through which different aspects of self are projected, "a mirror of the mind" (Turkle 1984: 15). As liminal objects with seemingly sentient qualities, the computer provokes, among children, questions about the nature of consciousness and identity. Computer games, in particular, have a certain kind of "holding power" which has to do both with the closed and rule-governed nature of the simulated worlds, and the active identifications enabled by the game. In her more recent work, Turkle (1995: 20) examines current computer technologies in relation to her work in the early 80s, suggesting a shift from "a modernist culture of calculation to a postmodern culture of simulation." As objects to think with, the complex simulations and opaque interfaces that dominate current consumer computer products (i.e., the Macintosh operating system, Microsoft Windows, computer games), evoke different sorts of reflections, notions of life, reality and embodiment rather than consciousness, thought and intelligence. She sees the "simulation aesthetic" as one that plays with pluralistic notions of identity and reality, and sees virtual worlds such as the Sim games, MUDs, and artificial life, as exhibiting these characteristics (1995). This study targets the genre of games that Turkle identifies as exemplifying these new "cultures of simulation," and Turkle's studies are an important departure 327 point in that she describes certain discourses and psychological processes around the technologies in question. This study adds to this conversation by contributing both an activity-based analysis and one that considers various institutional contexts such as game production, entertainment and educational institutions. Study of the computer gaming industry is dominated by business oriented treatments, although even these are sparse and generally appear as small sections in broader treatments of the computer or entertainment industry (eg., Goldberg 1983; Burstein and Klein 1995; Ferguson and Morris [1993] 1994). Some journalists and industry insiders have written more extensively on computer gaming, most notably, Douglas Carlston’s Sofware People (Carlston 1985), David Sheff, with Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children (Sheff 1993), Seven Kent’s Ultimate History of Video Games (Kent 2001), and Steven Levy's writing on the early history of computer gaming in Hackers: Heroes of the Computer Revolution (Levy 1994). In short, while the computer gaming industry has been heavily reported on in the popular press and from a business standpoint, sustained academic work, and anthropological work in particular, is still very limited. Overall, studies either focus on the psychology or the industry of computer gaming. There are no extended studies of the children’s software industry as a separate market segment, although there are numerous web resources and some serial publications that review children’s software. The Children’s Software Revue is the most comprehensive source of this nature, with an extensive web site featuring articles, reviews and research, a magazine, and a yearly sourcebook of all hundreds of titles on market. So while there is a growing body of business and consumer oriented publications regarding computer games and children’s software, very little work has been conducted from a practice based ethnographic framework. One exception is a growing popular and academic discourse on gender and computer games has arisen with the growth of a “girls’ games” market in the 328 late nineties, ushered into popular consciousness with the commercial success of Mattel’s Barbie Fashion Designer. Heather Gilmour has conducted an ethnographic study of how gender inflects computer game use at three different schools (Gilmour 1999). Justine Cassell and Henry Jenkins have edited a book entitled From Barbie to Mortal Kombat: Gender and Computer Games, which includes interviews with girl game developers as well as academic articles (Cassell and Jenkins 1998). This body of work provides a productive window into the dynamics between cultural contestation, commodity capitalism, and computer games. Much as I have used children’s software as a nexus for examining the relation between entertainment and education, these studies have looked at how gender dynamics are being newly materialized through computer games. 329 APPENDIX 3 Glossary of Abbreviations and Technical Terms CD-ROM CD-ROM is the abbreviation for "compact disk read-only memory." It is a kind of storage media that users' computers can read from, but cannot usually write to, and is similar in form to audio compact disks. Consoles, Game Game consoles are computers specifically designed for video games, and which plug into TV monitors. Some examples are the Sony PlayStation, the Nintendo Entertainment System, the Microsoft Game Cube, and the Sega Genesis. Cartridge, Game A game cartridge is how most game software for console games are distributed. Unlike floppy disks or CD-ROMs, cartridges are configured for a specific hardware platform (a console), and are proprietary and controlled by the company that manufactures the console. Digital Media Digital media generally refers to computational tools and materials used in producing and displaying art and other mass media products. See pages 73-78 for a discussion of this term. Force Feedback Force Feedback refers to technologies that allow the user to get physical feedback in response to engagement with a virtual environment. For example, joysticks have been designed to move or resist motion depending on how the user is moving through a virtual space or manipulating a virtual object. Graphical User Interface (GUI) A GUI is an approach that is used in contrast to a command line interface. It is a type of interface that allows the user to manipulate virtual objects, such as windows and dialog boxes, often through the use of a mouse. Interactive Media Interactive media generally refers to computationally based media that is reciprocally active between the user and the machine. See pages 73-78 for a discussion of this term. Interface The interface most commonly refers to the input and output mechanisms through which the user interacts with a computer, such as keyboards, screens, on-screen windows, etc. Some have proposed broadening the notion of interface to include more than these literal input and output mechanisms. See pages 98-99 for a more complete discussion. MSBHB My abbreviation for the game, The Magic School Bus Explores the Human Body. 331 Multimedia Multimedia refers to computational media that mixes different media forms such as text, still images, animation, audio, and video. See pages 73-78 for a discussion of this term. Multi-Player Game In the area of computer games, a multi-player game refers to a game that allows for more than one player to access the same virtual environment. This is in contrast to what has been the norm in computer gaming, where there is one player playing against the machine. Multi-player games allow different players to compete against each other in the game environment. Multi-User Dungeons (MUDs) MUDs are text-based virtual worlds run over the Internet, where multiple users log onto a shared server and fantasy environment. Most MUDs rely on fantasy adventure themes related to Dungeons and Dragons. New Media New media is a term that is used most often in the entertainment industry, to refer to computer based mass media. See pages 73-78 for a discussion of this term. 332 PC PCs, or personal computers, can refer specifically to MS-DOS and Windows computers, as well as consumer computers in general (including Apple computers). Play Mechanic The play mechanic in a computer game is "the actions, or series of action, the player performs to operate the game.... It is the process of using the interface to achieve the victory conditions" (Katz and Yates 1996:87). Plug-in A plug-in is a piece of software that has been designed as an augmentation of an existing piece of software. Often plug-ins are created by people or companies other than those who created the main piece of software, and provide added functionality that the original software did not provide. RL RL is shorthand for "real life," used most often by people engaged in online activity. In this usage, it refers to non-computational activity, as in "in RL, I'm not so outgoing." Screen Shot A screen shot is an image taken from an on screen display of software. User Authoring User authoring refers to the ability of users to produce their own media through a piece of software. This could refer to such applications as word processors, as well as the ability to design added features to gaming software or virtual worlds. 333 Virtual The term virtual has come to refer to something that is computationally based or simulated, as in "virtual world," "virtual human," "virtual pet." Virtual Reality Virtual reality is a term that was popularized to refer to real-time, three dimensional, computer generated environments. Virtual Worlds Technologies By virtual worlds technologies, I am referring to computer technologies that enable users to engage interactively with complex simulations, ranging from textbased adventure games to fully-immersive virtual reality systems. 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