Our games panel proposal has been accepted for SACOMM 2011
This panel reports ethnographic approaches to play practices and digital gameplay in different sites in Cape Town, in the context of the regulation of the games industry in South Africa. Contributors explore the significance of games as commodities in the local context, identify digital literacies shaped by local socio-technical practices and differential levels of access, and theorize how commercial games produced in the North are being interpreted, reconfigured and appropriated in these South African contexts.
List of participants
Marion Walton, Centre for Film and Media Studies, University of Cape Town, Marion.Walton@uct.ac.za
- Nicola Pallitt, Centre for Film and Media Studies: University of Cape Town, firstname.lastname@example.org
- Anja Venter, Centre for Film and Media Studies, University of Cape Town email@example.com
- Muya Koloko, Centre for Film and Media Studies, University of Cape Town firstname.lastname@example.org
Digital games are an increasingly important part of consumer culture and feature particularly prominently in the lives of children and young people around the world. Game studies has only recently begun to address the ways in which gaming is a situated social activity (Buckingham, 2006, Burn, 2007; Pelletier, 2009) and to apply the insights of cultural and gender studies to gaming (e.g. Dovey and Kennedy, 2006; Carr et al., 2005) Nonetheless games studies researchers have not yet explored the significance of global differences in access to digital games, consoles and other consumer electronics, beyond an interest in how gaming in public access venues such as cybercafes can provide a pathway to ICT use in developing countries (Kolko & Putnam, 2009). Existing scholarship does not address the global diversity in gaming and play cultures, neither does it account for local cultural appropriations of games or explore how young people experience substantial inequalities in access to consumer goods, electricity, communicative infrastructure and bandwidth and how this shapes their play with digital games. In South Africa, basic mobile phones or public access computers are the most common digital gaming platform, while more expensive consoles and smartphones remain the preserve of a relatively small middle class. Different regimes govern access to leisure time and to spaces for leisure in these contexts, and this plays a role in shaping distinctive modes of gaming. This panel reports ethnographic approaches to play practices and digital gameplay in different sites in Cape Town, in the context of the regulation of the games industry in South Africa. Contributors explore the significance of games as commodities in the local context, identify digital literacies shaped by local socio-technical practices, and theorize how commercial games produced in the North are interpreted, reconfigured and appropriated in these South African contexts.
Buckingham, D. (2006). Studying computer games. In D. Carr, D. Buckingham, A. Burn, & G. Schott, Computer games: Text, narrative and play (pp. 1-13). Polity.
Burn, A. (2007). The case of rebellion: Researching multimodal texts. In Lankshear, C, Knobel, M, Leu, D & Coiro, J. (Eds.) Handbook of Research on New Literacies. New York: Laurence Erlbaum
Carr, D., Buckingham, D., Burn, A., & Schott, G (2006). Computer games: Text, narrative and play. Cambridge: Polity.
Dovey, Jon and Helen W. Kennedy. (2006) Game cultures: Computer games as new media. Berkshire: Open University Press.
Kolko, B. E., & Putnam, C. (2009). Computer games in the developing world: The value of non-instrumental engagement with ICTs, or taking play seriously. 2009 International Conference on Information and Communication Technologies and Development ICTD, 46-55
Pelletier, Caroline. 2009. Games and Learning: What’s the Connection? International Journal of Learning and Media 2009 1:1, 83-101
Mobiles, games and play in South Africa
Marion Walton, Centre for Film and Media Studies, University of Cape Town
In South Africa, sharply unequal levels of access to consumer goods, the internet and electrification all co-exist in the same country. Studying games in this context is a reminder of the complex ensemble of material and economic resources required for digital gameplay, which are not available to all young people around the world. This paper reports ongoing research with young people in the Makhaza section of Khayelitsha, and explores the significance of mobile games in their media ecologies and orientations to consumer culture. Like the large majority of South African gamers, they play free games, often those preinstalled on basic mobile phones or downloaded from WAP sites and passed around via bluetooth in a peer-to-peer commons or proximate social network. In their mobile gaming, a focus on local and social interactions and shorter bursts of casual gameplay reflects the fact that airtime, phone processors, screen space, memory, and electricity are often scarce resources.
Screen Play: Children configuring gender through character customization in The Sims 2TM and Little Big PlanetTM
Nicola Pallitt, Centre for Film and Media Studies: University of Cape Town
Digital games are semiotic domains that offer a variety of options for customization, which in turn allow players to personalize gameplay. It is also a common form of player control, yet little is known about this game feature and even less about how children employ such tools and choices in their gameplay. This paper offers a multimodal analysis of children’s character customizations in two games – The Sims 2TM and Little Big PlanetTM – informed by theories of gendered performance and interaction with configurable media. The children’s choices demonstrate that such avatar transformations are influenced by gender and wider patterns of gendered consumption. This discussion allows for a more nuanced understanding of children’s gameplay and how digital games become a stage for performing social identities. Additionally, it highlights how children engage with games as a form of digital media which challenges outdated ideas of the television as text. This paper describes how television and laptop screens become virtual playgrounds where hegemonic discourses around gendered identities are a site of struggle and play, but often reaffirmed in the process of play.
Games and Learning: a perspective on low-income, resource-constrained youth and PC gaming in a public access venue in Cape Town
Anja Venter, Centre for Film and Media Studies, University of Cape Town
This paper reports on pilot findings from a ethnographic study of PC gaming amongst low-income, resource-constrained, urban, teenage males in a public access venue in Cape Town, South Africa. Framing their activities using the communities of practice model as outlined by Jean Lave and Etienne Wenger, I explore how the popular definitions of “gamer” and traditional gaming communities of practice are challenged in a resource constrained environment. Findings include evidence of gamers re-appropriating technology and social relationships to create learning communities, exploration of the material and social limitations and challenges for successful collaborative play, and describing the socio-technical ecology currently found in this venue.
Sex, violence and harm in games: An analysis of the guidelines for classification of the Film and Publication Board of South Africa
Marion Walton, Muya Koloko and Nicola Pallitt, Centre for Film and Media Studies, University of Cape Town
Game ratings are intended to protect children from potentially harmful experiences of media by targeting particular categories of disturbing, violent or sexual material. This paper analyses assumptions about video game play as revealed in the policies and practices of South Africa’s Film and Publication Board. We focus specifically on the interpretation of guidelines used to rate games according to the presence of ‘classifiable elements’ such as violence and sexual content, the use of public input, and raters’ interpretation of the guidelines. In particular, we identify how rating practices and policies make particular assumptions about games – what games are, the contexts in which gaming takes place and how they construct a specific narrative of childhood. We compare regulatory policies to some actual gaming practices in South Africa, and situate both in relation to current discussions of children, media, vulnerability and agency.