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Playing with Digital Meaning:
Video Games, Narrative, Cognition
Cody Mejeur
Department of English
Michigan State University
mejeurco@msu.edu
@cmejeur
My Work
 New/Digital Media and
Narrative
 Video games, Narrative and
Play
 Digital Humanities
 Cognition
 Narratology vs Ludology
 Lingering Issues
 Separating Narrative and
Play portions of games
Game Narrative
Personal
Narrative
Collective
Narrative
Determined
Narrative
Authorial Source: PlayersAuthorial
Source:
Developers
Challenging the Narrative/Play Divide
 Theory?
 Jenkins, Ryan, Walsh, Prince
 Degrees of Narrativity,
Embedded/Emergent/Experiential Narrative
 Social Scientific Methods?
 Interview players
 Forums research
 Problem of sample sizes-is this inevitable?
 Cognitive Psychology/Cognitive Neuroscience?
Cognitive Solutions?
 Allow one to find evidence for theories of
player/audience reception and interaction
 Problem: Science “saving” the Humanities?
 Benefit: Let’s us “call bullshit”
 Allows a helpful generalizing, how humans
*generally* engage with narrative meaning
 Problem: Are we eschewing neurodiversity? Enforcing
or reifying neurotypicality? Is our work in cognition,
narrative, etc., inherently exclusionary?
 Need to recognize, acknowledge, work within
limitations
 “A Cloud of Witnesses”-Seek other types of evidence
Designing a fMRI experiment
 Test distinction/relationship between
narrative and play
 Problem: Controls, Isolating
“Narrative”
 Choice: Use First Person games
(shooters, exploration, etc.)
 Mirror/Mimic Player
POV/Consciousness
 Avoid character entanglements
 Question of interface
 Alexander Galloway–what
assumptions are built into the
interface?
 What are the cognitive
implications of the interface?
Steps to Experiment
 Screening Questionnaire
 Control for experience, predisposition toward or
against narrative
 fMRI Play
 MRI compatible controller
 Eye-tracking, video recording
 Play segments of three games: Halo, Half-Life 2,
Bioshock. Similar play, different narrative
configurations.
 Post Scanner Questionnaire and Oral Interview
 Modified Game Experience Questionnaire, Eindhoven
University of Technology
Role of Digital/Digital Humanities
 Method and Praxis for Cognitive Humanities
Questions
 Data-driven
 Building archives
 Tools for organizing/cleaning data
 Topic Modeling
 Statistical Analysis
 Other Methods for Analysis
 E.g.: Manovich’s ImagePlot
 Mapping out player playthroughs, visualizing what player
does and how they think
An Example of ImagePlot
What does Cognitive give DH?
 What do our DH tools
*mean*?
 How do we make
meaning with our tools?
 Give DH one type of
argument
 DH *as* cognition
 Our tools construct our
reality
 Steven Jones and
“evergence”
• The Emergence of the
Digital Humanities
Final Suggestions/Questions
 Scientific tools and methodologies, specifically
neuroscience and perhaps DH, cannot and
should not be viewed as ultimate validation,
objectivity, or “truth"
 can’t be reductive
 Not that the humanities need to become more
scientific. Rather, they need to focus on praxis
interrelated to theory and criticism.
 What I’ve mentioned here isn’t the only or even the
best way to do that. It is *a* way to do that.
 The digital and the cognitive are becoming
increasingly interrelated. Why limit our perspectives
and ability to talk about these issues?
Works Cited
 Galloway, Alexander R. The Interface Effect.
Cambridge, UK ; Malden, MA: Polity, 2012. Print.
 Jones, Steven E. The Emergence of the Digital
Humanities. New York: Routledge, 2014. Print.
 Scheinfeldt, Tom. “Why Digital Humanities Is
‘Nice’”. In Debates in the Digital Humanities. Ed.
Matthew Gold. University of Minnesota Press,
2012. Print.

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Playing with Digital Meaning: Video Games, Narrative, Cognition

  • 1. Playing with Digital Meaning: Video Games, Narrative, Cognition Cody Mejeur Department of English Michigan State University mejeurco@msu.edu @cmejeur
  • 2. My Work  New/Digital Media and Narrative  Video games, Narrative and Play  Digital Humanities  Cognition  Narratology vs Ludology  Lingering Issues  Separating Narrative and Play portions of games Game Narrative Personal Narrative Collective Narrative Determined Narrative Authorial Source: PlayersAuthorial Source: Developers
  • 3. Challenging the Narrative/Play Divide  Theory?  Jenkins, Ryan, Walsh, Prince  Degrees of Narrativity, Embedded/Emergent/Experiential Narrative  Social Scientific Methods?  Interview players  Forums research  Problem of sample sizes-is this inevitable?  Cognitive Psychology/Cognitive Neuroscience?
  • 4. Cognitive Solutions?  Allow one to find evidence for theories of player/audience reception and interaction  Problem: Science “saving” the Humanities?  Benefit: Let’s us “call bullshit”  Allows a helpful generalizing, how humans *generally* engage with narrative meaning  Problem: Are we eschewing neurodiversity? Enforcing or reifying neurotypicality? Is our work in cognition, narrative, etc., inherently exclusionary?  Need to recognize, acknowledge, work within limitations  “A Cloud of Witnesses”-Seek other types of evidence
  • 5. Designing a fMRI experiment  Test distinction/relationship between narrative and play  Problem: Controls, Isolating “Narrative”  Choice: Use First Person games (shooters, exploration, etc.)  Mirror/Mimic Player POV/Consciousness  Avoid character entanglements  Question of interface  Alexander Galloway–what assumptions are built into the interface?  What are the cognitive implications of the interface?
  • 6. Steps to Experiment  Screening Questionnaire  Control for experience, predisposition toward or against narrative  fMRI Play  MRI compatible controller  Eye-tracking, video recording  Play segments of three games: Halo, Half-Life 2, Bioshock. Similar play, different narrative configurations.  Post Scanner Questionnaire and Oral Interview  Modified Game Experience Questionnaire, Eindhoven University of Technology
  • 7. Role of Digital/Digital Humanities  Method and Praxis for Cognitive Humanities Questions  Data-driven  Building archives  Tools for organizing/cleaning data  Topic Modeling  Statistical Analysis  Other Methods for Analysis  E.g.: Manovich’s ImagePlot  Mapping out player playthroughs, visualizing what player does and how they think
  • 8. An Example of ImagePlot
  • 9. What does Cognitive give DH?  What do our DH tools *mean*?  How do we make meaning with our tools?  Give DH one type of argument  DH *as* cognition  Our tools construct our reality  Steven Jones and “evergence” • The Emergence of the Digital Humanities
  • 10. Final Suggestions/Questions  Scientific tools and methodologies, specifically neuroscience and perhaps DH, cannot and should not be viewed as ultimate validation, objectivity, or “truth"  can’t be reductive  Not that the humanities need to become more scientific. Rather, they need to focus on praxis interrelated to theory and criticism.  What I’ve mentioned here isn’t the only or even the best way to do that. It is *a* way to do that.  The digital and the cognitive are becoming increasingly interrelated. Why limit our perspectives and ability to talk about these issues?
  • 11. Works Cited  Galloway, Alexander R. The Interface Effect. Cambridge, UK ; Malden, MA: Polity, 2012. Print.  Jones, Steven E. The Emergence of the Digital Humanities. New York: Routledge, 2014. Print.  Scheinfeldt, Tom. “Why Digital Humanities Is ‘Nice’”. In Debates in the Digital Humanities. Ed. Matthew Gold. University of Minnesota Press, 2012. Print.

Editor's Notes

  1. My work engages with the digital and digital humanities by its very nature–the digital founds and enables the inquiry. Digital tools are required to complete it. I’m interested in how we use games and play to create meaning too, and I’ll get more to the cognitive part of that in a moment.