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Norton: Just the Facts Ma’am: A Case Study of the Reversal of Corruption in the Los Angeles Police Department doi: 10.1057/9781137396594 Portable Play in Everyday Life: The Nintendo DS Samuel Tobin Fitchburg State University, USA Doi: 10.1057/9781137396594 portable play in everyday life Copyright © Samuel Tobin, 2013. All rights reserved. First published in 2013 by PALGRAVE MACMILLAN® in the United States—a division of St. Martin’s Press LLC, 175 Fifth Avenue, New York, NY 10010. Where this book is distributed in the UK, Europe and the rest of the world, this is by Palgrave Macmillan, a division of Macmillan Publishers Limited, registered in England, company number 785998, of Houndmills, Basingstoke, Hampshire RG21 6XS. Palgrave Macmillan is the global academic imprint of the above companies and has companies and representatives throughout the world. Palgrave® and Macmillan® are registered trademarks in the United States, the United Kingdom, Europe and other countries. ISBN: 978–1–137–39660–0 EPUB ISBN: 978–1–137–39659–4 PDF ISBN: 978–1–137–39658–7 Hardback Library of Congress Cataloging-in-Publication Data is available from the Library of Congress. A catalogue record of the book is available from the British Library. First edition: 2013 www.palgrave.com/pivot doi: 10.1057/9781137396594 Contents Acknowledgments vi 1 Introduction 1 2 The Nintendo DS and Related Devices 14 3 Recommendations and Reviews 24 4 Interface Space 51 5 I’d Rather Sit and Play: Mobile Videogames at Home 64 6 Mobile Play In Transit 81 Conclusion 108 Appendix A, Games Cited 119 Bibliography 121 Index 127 Doi: 10.1057/9781137396594 v Acknowledgments I would like to thank everyone who supported this project over the course of its development. I could not have writ- ten this without the support and inspiration my family gave me and I dedicate this book to them. I’d like to thank my graduate school comrades from the New School and the faculty there, especially Ken Wark, Orit Halpern, Jaeho Kang, Oz Frankel, Shannon Mattern and Dominic Pettman. I also owe my Brooklyn friends deep thanks for putting up with me talking about Zelda and Benjamin all the time. Finally I thank Isabel Castellanos for everything, always. vi doi: 10.1057/9781137396594 1 Introduction Abstract: The introduction begins by examining why the DS, despite its huge popularity, has not been studied or addressed by game and media scholars. This chapter also explores the tactics and methods that were developed in order to address this understudied subject. These include ethnographic and discourse analysis methods applied to online community discussions as well as four theoretical frame works: game, mobile and play studies as well as the study of everyday life. Keywords: discourse analysis; ethnography; everyday life; game studies; mobile; play Tobin, Samuel. Portable Play in Everyday Life: The Nintendo DS. New York: Palgrave Macmillan, 2013. doi: 10.1057/9781137396594. Doi: 10.1057/9781137396594 1 2 Portable Play in Everyday Life Good enough Videogames can be thrilling. They put us on the edge of seats, blister our thumbs, addict us, obsess us, pull us into fantastic worlds, and epic adventures. Except that they also very often don’t. Videogames are frequently not thrilling, or exciting, or fantastic in theme, scope, or execution. More often they are ordinary—not bad, just not enrapturing, amazing, experiences. Very often, videogames are just fine. They are fun, but not that much fun, not too much fun. Often they do not need to be very good, just good enough for what we need them for, for what we want them for, for what we use them for. Some people center their lives on video gaming, becoming expert players, fans, the “hardcore,” or even go pro and become game designers, producers, players, professors, or critics. However most of us who play videogames fall far short of this level of engagement or caring. For the most passionate players, and now and then for the ordinary player, games overwhelm and subsume daily life. However most of the time it is the reverse: we fit games and play into the rest of our lives. And the games that best fit most portions of our lives are not amazing, but just good enough. The demands of our run- of-the mill, everyday lives necessitate a kind of run-of-the mill, everyday game or form of game playing. This is what this book is about: the kind of play that is contingent, play that gets us through the day, rather than makes our day. For those of us who study games, play, and players, this raises a ques- tion: is this play that is merely good enough, good enough to study? For that matter, is it good enough for you to read about? My answer to both of these questions is affirmative: there is much to learn by taking seri- ously activities that the people engaged in these practices do not. On subway, buses, and airplanes and in the passenger seats of auto- mobiles, in waiting rooms, in lines, in offices and classrooms, people are playing games on mobile devices. What are they doing? Why this explosion in mobile play? What is at stake politically, socially, and aes- thetically in this ubiquitous ludic practice of hand-held play? To answer these questions, we need to investigate two understudied, even seem- ingly trivial developments: the apotheosis of videogame culture and the saturation of modern urban life by mobile technology. I address both of these phenomena in this book. To study these topics it is necessary to take on issues that established design or content-focused approaches to the study of digital games are ill DOI: 10.1057/9781137396594 Introduction 3 equipped to handle. My focus is on videogames neither as discrete texts nor as software, but rather on the contexts of mobile play: the when, where, and why of how these devices are used by people in the world. What is required for this kind of analysis is a sociological approach: one based on empirical data, and one that can address the micro-level practices of players and connect them to large-scale structural changes in our increasingly ludic and mobilized urban milieu. The understudied DS To do this, I focus on the players of one mobile device, the Nintendo DS (short for Dual Screen), a dedicated hand-held gaming system. I selected the DS as the organizing object for this study because it is representative of a range of mobile game systems and is currently the most popular and successful of such devices. Over 330 million games were sold in the past year for the Nintendo DS. By studying the players of the Nintendo DS rather than the device itself or the games played on it, I aim to shift the focus of videogame studies from gamespace, the simulated virtual space within the system, to playspace and what happens outside of the game, and how play fits into the practices and spaces of everyday life. This is crucial in order to analyze these practices at both the micro and macro scale, to connect the minutiae of disparate daily lives to larger structures and transforma- tions, connections sorely lacking in most academic investigations into videogames. While it is the most successful videogame system ever sold in the USA, there has been no significant scholarly work on the DS in sociol- ogy, media studies, anthropology, or game studies. Dean Chan’s article on mobile gaming in Japan, where the DS is also king, only mentions it twice, and Jesper Jull’s book on causal gaming, A Causal Revolution, by-passes the device almost totally, even in sections focused on mobile play or new and novel interfaces. A key reason for this slighting of the DS is that while nearly ubiquitous, mobile gaming flies under the radar of not only scholars, but of even its own players. While it is relatively easy to locate and therefore to study passionate communities of online gamers and home console hobbyists, it is a much more daunting task to locate and study people who don’t think of their practices as important to their identity or their lives. Doi: 10.1057/9781137396594