Perspektiven der Game Studies Pablo Abend · Benjamin Beil Vanessa Ossa Editors Playful Participatory Practices Theoretical and Methodological Reflections Perspektiven der Game Studies Series Editor Andreas Rauscher, Universität Siegen, Siegen, Deutschland Videospiele haben ihren Nischenstatus verlassen und sind im gesellschaftlichen Mainstream angekommen. Mit dem Comeback der virtuellen Realität, diesmal nicht als Science-Fiction-Gedankenspiel, sondern als Konsole für den Haus- gebrauch ergeben sich neue Fragestellungen bezüglich der Erfahrung spieler- ischer Simulationen und des Eintauchens in diese. Die zu Beginn der 2000er Jahre begründete Disziplin der Games Studies steht vor neuen Herausforderungen. Diese können nur im methodischen Multi-Player- Modus als Zusammenspiel zwischen einer zukünftigen Ludologie und anderen Disziplinen von Film-, Kunst-, Literatur-, Architektur- und Medienwissenschaft bis hin zu Sozial- und Kulturwissenschaften bewältigt werden. Die Reihe bietet sowohl einen zugänglichen und informativen Einblick in die akt- uellen Forschungsaktivitäten in diesem Bereich, als auch Einsteiger freundliche Einführungen zu den prägenden Diskursfeldern der Disziplin. Besondere Schw- erpunkte bilden u.a. die Beschäftigung mit dem oft vernachlässigten Bereich der Game-Ästhetik, die Ausgestaltung von Ansätzen zu einer Game-Historiographie, sowie die medienspezifischen Austauschprozesse der Videospiele mit anderen Kunstformen und kulturellen Praktiken. More information about this series at http://www.springer.com/series/15768 Pablo Abend · Benjamin Beil · Vanessa Ossa Editors Playful Participatory Practices Theoretical and Methodological Reflections Editors Pablo Abend Benjamin Beil Graduiertenkolleg Locating Media Institut Medienkultur & Theater Universität Siegen Universität zu Köln Siegen, Germany Cologne, Germany Vanessa Ossa Sonderforschungsbereich 923 Universtiät Tübingen Tübingen, Germany ISSN 2524-3241 ISSN 2524-325X (electronic) Perspektiven der Game Studies ISBN 978-3-658-28618-7 ISBN 978-3-658-28619-4 (eBook) https://doi.org/10.1007/978-3-658-28619-4 © Springer Fachmedien Wiesbaden GmbH, part of Springer Nature 2020 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, expressed or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations. Responsible Editor: Barbara Emig-Roller This Springer VS imprint is published by the registered company Springer Fachmedien Wies- baden GmbH part of Springer Nature. The registered company address is: Abraham-Lincoln-Str. 46, 65189 Wiesbaden, Germany Contents Introduction: Playful Participatory Practices ...................... 1 Pablo Abend, Benjamin Beil and Vanessa Ossa Institutions in Play: Practices of Legitimation in Games ............. 15 Thomas M. Malaby Intrinsic Research—a Practice-Based Approach to Computer Game Modding ............................................... 31 Thomas Hawranke Editor Games: Digital Construction Kits at the Beginning and End of a Participatory Gaming Culture ....................... 55 Pablo Abend Ecologies of Friends: Boy Masters of Craft, Live-Streaming Jocks, and Pockets of Others . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Anne-Marie Schleiner Modding the Stage ............................................ 95 Friedrich Kirschner and Heiko Kirschner Digging Deep—Mud as Medium. Playful Encounters with the Soil .... 111 Léa Perraudin Expanded Game Art and Neurointerfaces as Means of Produsage .... 131 Margarete Jahrmann On Action ................................................... 149 Michael Nitsche V Introduction: Playful Participatory Practices Pablo Abend, Benjamin Beil and Vanessa Ossa 1 Introduction This volume addresses the matter of participatory media practices as play- ful appropriations of media technology within current digital media cultures. It introduces case studies, concepts, and methodologies at a time when participa- tion seems to be the general condition of media culture (Barney et al. 2016)—a condition, one might be tempted to label post-participatory (Basbaum 2011). Commonly understood as becoming involved in doing “something” or as tak- ing part in “something”,1 in the context of media use, participation is commonly associated with a changing attitude of consumers towards the contents of media products. Most notably, Henry Jenkins (1988, 1992, 2006) uses the term “par- ticipatory culture” to describe how fans of popular formats—television shows and 1As indicated in the German translation of participation as “Teilnahme”, which literally means “taking (a) part” in something, compared to “Teilhabe”, which points to the rather less active state of being involved in something, or “having a part” in something. P. Abend (*) Siegen, Germany e-mail: [email protected] B. Beil Cologne, Germany e-mail: [email protected] V. Ossa Tübingen, Germany e-mail: [email protected] © Springer Fachmedien Wiesbaden GmbH, part of Springer Nature 2020 1 P. Abend et al. (eds.), Playful Participatory Practices, Perspektiven der Game Studies, https://doi.org/10.1007/978-3-658-28619-4_1 2 P. Abend et al. books—were no longer satisfied with passive spectatorship but started to write their own storylines (fan fictions) which they based on original characters and shared with fellow aficionados. Drawing on Michel de Certeau’s (1984) descrip- tion of the popular reader as one who travels through a land of foreign ownership, taking the text apart into bits and pieces and putting them back together in order to make sense of their own lifeworlds, Jenkins characterizes these transformative practices as “poaching” (1988, 1992). This term already indicates the conflicts of interest arising from participatory practices and hints to the tension arising from fans challenging the authority of professional creators. A lot has changed since Jenkins’ first notion of participatory culture. After the rise of the World Wide Web, and especially since its transformation into the Web 2.0 (O’Reilly 2005), participation is no longer bound to practices within fan cul- tures but has become a general promise closely linked to the “spreadability” of digital media (Jenkins et al. 2013). Through the availability of professional edit- ing software for the layman and distribution platforms for home-made content and home-brewed software, transformative or co-creative practices have prolif- erated (Banks 2013). Within today’s participatory condition we see a myriad of practices and new artefacts evolving: sampling, mashups, mods, remixes, memes, etc. It no longer makes sense to speak of participatory culture as if it was a single coherent phenomenon. One has to speak of many participatory cultures instead. But all of these terms share the notion or promise that everybody can take part in the processes of cultural production. This puts participatory cultures in stark con- trast to the slowly perishing culture of mass media. “The term, participatory culture, contrasts with older notions of passive media spec- tatorship. Rather than talking about media producers and consumers as occupying separate roles, we might now see them as participants who interact with each other according to a new set of rules that none of us fully understands” (Jenkins 2006, p. 3). There the passive consumer, spectator, or recipient (‘the one who receives’), here the active creator, participant, or bricoleur (Lévi-Strauss 1966). As Jenkins indicates, there is a political dimension of participatory culture that comes with more active forms of engagement and leads to a change in established relations between producers and consumers. When consumers use productive tools in order to create alternative signs, icons and narratives based on already existing materials, the results can differ from, oppose or contrast prescribed meanings and affordances. Introduction: Playful Participatory Practices 3 These much-discussed shifting boundaries between production and consump- tion are famously expressed by neologisms like “prosuming”, a concept Alvin Toffler famously introduced in his book The Third Wave in 1980. He arrived at his thesis of the fusion of production and consumption practices by looking at totally diverse analogue phenomena such as self-service, do-it-yourself activities or self-help groups. Nevertheless, the concept has been used to describe the active role of Internet users. The fact that the original concept of prosuming is already quite fuzzy seems less to cause a problematization, but rather to contribute to the success and the constant fascination of the term, as ever new phenomena are gath- ered under the label “prosuming”. Toffler’s concept has been further developed by Bruns (2006), who in his investigations of do-it-yourself cultures and user-gener- ated content focusses on the social and creative interactions on the consumer side, as the central term of his approach “produser” shows. Leaving the fuzziness of these terms aside, as the concepts of prosuming and produsing indicate, participa- tory practices are often caught up in between and are used to describe practices that all derive from the idea of a process-oriented cooperation between users and producers—which results in forms of collective authorship, distributed creativity and collaborative production aesthetics, or as newer works emphasize: co-produc- tion, co-creation, and co-creativity (Abend 2016). This also puts an emphasis on the bottom-up nature and collective nature of participatory cultures. Amateur producers seldomly remain alone. They social- ize on the basis of their shared skills and form collectives in which knowledge is accumulated, maintained and shared. Over time, these socio-technical communi- ties of practice (Lave and Wenger 1991; Wenger 1998) develop their own moral economy with a sometimes strong consensus about the acceptable norms and practices. Following the ethologist Marcel Mauss (1966), this has been described in terms of the gift economy (e.g. Schleiner 2017), in which works done by non- professionals are shared as gifts with others in the community or with the general public. Free and open-source software (FOSS) initiatives are a case in point here. They strongly build on the idea of collective production and ownership, sharing the understanding that products developed within the community are to be shared free of charge and that everybody can reuse existing technologies. This promotes the myth of the pure gift in modern societies, Mauss (1966) already problema- tized (p. 46 ff.). He was inspired by the Potlatch feast among the indigenous peo- ples of the North-Western Pacific, where the gift seems superficially optional and does not have to be returned. Yet in practice the gift incorporates a twofold obli- gation: it must be given and there has to be a returned gift in the sense of recip- rocation. Mauss implies in the transference of his ethnographic observations to 4 P. Abend et al. modern societies that the pure gift uncoupled from any expectation is an inven- tion of collaboratively organized, industrialized, and highly specialized modern societies (Parry 1986, p. 453). It is only in a society where exchange is managed hierarchically and the structure is increasingly scaled-down, in which objects of exchange are almost completely detached from the individual, that a myth of the altruistic gift can come into being. As far-fetched as this analogy may seem in reference to consumer culture at large, it is however very apt to describe the ide- ology within the moral economy of many amateur communities within contempo- rary participatory cultures, where precisely this idea of the pure gift is defended. Obviously, when this myth meets industry interests, tensions may occur. The practice of computer game modding (see the chapter by Thomas Haw- ranke in this volume) is a case in point for this ambiguity surrounding par- ticipatory practices. Commonly defined as the alteration of level structures, characters, items, sounds, or rule sets of a computer game by non-professionals (Postigo 2007; Newman 2008, p. 129), it is compatible with other fan cultures that produce user-generated content based on already existing commercial cul- tural artefacts. But unlike other forms of fandom it is more closely connected to the industry on several levels (Postigo 2010; Sotamaa 2010). In contrast to the composing of fan fiction or the dressing up in cosplay practices, computer game modding is not possible without the same, or at least similar tools of produc- tion used by professional game designers. In addition, modding is not a practice that gives rise to independent derivatives but aims at the alteration of the cultural artefact itself through changes in the data structure or the code. While the moral economy of the modding scene (Schleiner 2017) demands the free distribution of modifications, the producers can with the help of copyright law and end- user licence agreements gain the rights to any user-generated content and then monetize by bundling and reselling level designs. Another way is incorporating modding teams by hiring programmers, designers and artists. This has led to a critical view in which modding is a form of “immaterial labour” (Terranova 2000) that emerges when formerly non-commercial uses of technology get monetized and integrated in value chains. The main difference between this critical stance and the research on participatory culture, above represented by Henry Jenkins, comes down to the question of agency: in participatory culture the fan practices are granted the possibility of challenging existing representations within media and technology while in the critical (neo-Marxist) viewpoint the users’ roles are limited since they are already caught up in a structure they cannot fully compre- hend (Postigo 2008). This volume aims to present more nuanced approaches. The examples show that participatory practices can bridge or challenge existing power relations (see Kirschner in this volume) but they are by no means abolish-