MIT Comparative Media Studies/Writing
Massachusetts Institute of Technology
Featuring a wide assortment of interviews and event archives, the MIT Comparative Media Studies/Writing podcast features the best of our field's critical analysis, collaborative research, and design -- all across a variety of media arts, forms, and practices.
You can learn more about us, including info about our faculty and academic programs and how to join us in person for events, at cmsw.mit.edu.
You can learn more about us, including info about our faculty and academic programs and how to join us in person for events, at cmsw.mit.edu.
Episodes
Mentioned books

Feb 2, 2012 • 1h 28min
Jeremy Douglass, "Visualizing Play: Graphic Approaches to Game Analysis and Innovation"
Visualizing games and gameplay reveals both startling complexity…and stunning simplicity. This talk discusses many applications of information visualization to games: for theory, historical research, design, development, and creative art practice. Considering examples from across decades of video games (from blockbusters to art house experiments) reveals that most games are already information visualizations of a few particular kinds, and can be further transformed in ways that reveal the original through new eyes, suggesting new forms of play.
Jeremy Douglass is a researcher in games and playable media, electronic literature, and the art and science of data mining and information visualization. He is active in the Software Studies and Critical Code Studies research communities, which study software society and the cultural meaning of computer source code. Douglass is a founding member of Playpower, a MacArthur/HASTAC funded digital media and learning initiative to use ultra-affordable 8-bit game systems as a global education platform, and a participant in an NSF grant exploring creative user behavior in virtual worlds. His recording room for gameplay research includes systems spanning over three decades. The Atari 2600 has wood veneer; the PS3 does not.

Jan 29, 2012 • 1h 30min
T.L. Taylor, "Professional Play and the E-sports Industry"
The rise of e-sports signals a development in computer gaming well worth paying attention to. Not only are we witnessing the emergence and refinement of elite play in formalized competitive environments, but the growth of an industry around it — complete with team owners, league organizers, broadcasters, and corporate sponsors. Based on extensive qualitative research, this talk will explore the nature of professional computer game play as embodied, technical, and social practice. It will then situate these player performances within a broader context of various institutional actors that are also shaping how high-end competition is developing. In particular, it will look at issues around the ownership of e-sports playing fields, and the status of player action within them.
T.L. Taylor is Associate Professor in the Center for Computer Games Research at the IT University of Copenhagen. She has been working in the field of internet and multi-user studies for over fifteen years and has published on topics such as play and experience in online worlds, values in design, intellectual property, co-creative practices, game software modification, avatars and online embodiment, gender and gaming, pervasive gaming, and e-sports. As a qualitative sociologist, her research looks at the socio-cultural aspects of network life and play. Her book Play Between Worlds: Exploring Online Game Culture (MIT Press, 2006) presented an ethnographic study of a popular massively multiplayer online game and her new book, Raising the Stakes: E-sports and the Professionalization of Computer Gaming (MIT Press, forthcoming March 2012) will be the first published scholarly monograph looking extensively at the rising phenomenon of high-end competitive computer game play. She is also a co-author (along with Tom Boellstorff, Bonnie Nardi, and Celia Pearce) on the soon to be published Ethnography and Virtual Worlds: A Handbook of Method (Princeton University Press, forthcoming summer 2012). Her website (including copies of many of her articles) can be found at tltaylor.com.

Jan 24, 2012 • 1h 23min
Jessica Hammer, "What Games Mean (And How They Mean It)"
Games are increasingly seen as a way to address human needs, from the intimate work of maintaining social relationships to the pragmatic benefits of games for learning, health, and social change. If we hope to design games that address these needs, we must understand how people create meaning with, through, and around games. How do specific game design decisions impact the way players think, feel, and behave? What kinds of imaginative and social affordances can games provide players? And what kinds of problems are most appropriate to solve with games in the first place? This talk explores the complex interaction between game design, user experience, and real-world problems through the lens of game-based research projects on discrimination, smoking, and history.
Jessica Hammer is a Mellon Interdisciplinary Graduate Research Fellow at Columbia University, a founding member of the Teachers College EGGPLANT game research laboratory and a member of the Creativity Research Group. She is the lead designer and researcher for the Advance game project, on which she is writing her dissertation. Her larger research interests include stories, games, communities, gender, creativity and learning. She also developed the game design course sequence for the Communications, Computing and Technology program at Teachers College Columbia University. Before joining the department, Jessica worked as a writer, consultant and game designer with an emphasis on serious games and social software. She has taught at NYU’s Interactive Telecommunications Program, consulted for both academic and business clients, and worked at noted New York game company Gamelab. She received a masters degree in interactive telecommunications from NYU and her BA in computer science from Harvard University. In her free time, she runs an experimental storytelling group in New York City.

Jan 23, 2012 • 1h 26min
Konstantin Mitgutsch, "Purposeful Games: Research and Design"
In the last few years a new trend of designing video games intended to fulfill a serious purpose through impacting the players in real life contexts has emerged. These games claim to raise awareness about social and political issues such as inequity, injustice, poverty, racism, sexism, exploitation, and oppression. Their intent is to reach a specific purpose beyond pure entertainment. But what are the specific attributes of purposeful games and how can they be researched? Which game design challenges arise and how are they addressed? How do players make meaning of their game play experiences in general? And what is the future of purposeful games research?
In this talk three perspectives of Mitgutsch’s recent research on purposeful games are outlined: To begin, insights from a recent study on meaningful experiences in players’ lives are examined and the research method of playographies is discussed. In the second part, a research-based game design project on subversive game design and recursive learning is presented and the background of the game Afterland is highlighted. Finally, the narrative of serious games and the design of purposeful games are discussed. On this basis, recent research results will be explored and future challenges for game design and purposeful games research will be outlined.
Dr. Konstantin Mitgutsch is a post-doctoral researcher at the Singapore-MIT GAMBIT Game Lab and a Visiting Professor at the University of Vienna. In 2010 he was a Max Kade Fellow at the Education Arcade at the Program of Comparative Media Studies at MIT. He worked at the University of Vienna for several years and published books in the field of game studies and education. Since 2007 he organizes and chairs the annual Vienna Games Conference FROG and is on the expert council of the Pan European Game Information (PEGI).

Jan 22, 2012 • 1h 45min
Anne Balsamo, "Designing Culture: The Technological Imagination at Work"
In her transmedia project, Designing Culture, Anne Balsamo investigates the way in which culture influences the process of technological innovation. Drawing on her experiences working as part of collaborative research-design teams that combine art/science/design/engineering, she will describe her new research on public interactives and the infrastructures of public intimacy.
Anne Balsamo’s work focuses on the relationship between the culture and technology. This focus informs her practice as a scholar, researcher, new media designer and entrepreneur. She is currently a Professor of Interactive Media in the School of Cinematic Arts, and of Communication in the Annenberg School for Communication & Journalism. From 2004-2007, she served as the Director of the Institute for Multimedia Literacy.

Jan 11, 2012 • 1h 32min
Heather Hendershot, "Right-Wing Broadcasting, Cold War America, and the Conservative Movement"
In the Cold War years, there was a tremendous surge in right-wing broadcasting in America. Hendershot explains how radio and TV extremists feigned a “balanced” presentation of their ideas in the 1950s; in the 60s, those same broadcasters switched to an overtly right-wing line. Ultraconservative broadcasting was eventually shut down by the IRS, citizen activists, and the FCC. The Fairness Doctrine was the most powerful tool used against the extremists, and, thus, right-wing broadcasting was reborn when Reagan suspended the doctrine in 1987, enabling the rise of Rush Limbaugh, and Fox News shortly thereafter. Hendershot’s work thus provides useful context for understanding not only the history of the conservative movement but also the contemporary landscape.
Heather Hendershot’s research centers on regulation, censorship, FCC policy, and conservative media and political movements. She is the editor of Nickelodeon Nation: The History, Politics and Economics of America’s Only TV Channel for Kids and the author of Saturday Morning Censors: Television Regulation before the V-Chip, Shaking the World for Jesus: Media and Conservative Evangelical Culture, and What’s Fair on the Air? Cold War Right-Wing Broadcasting and the Public Interest. She is also editor of Cinema Journal, the official publication of the Society for Cinema and Media Studies.

Jan 2, 2012 • 1h 38min
Philip Napoli, "Social Media, Television, and the 'Institutionally Effective' Audience"
The relationship between the media industries and their audiences is in the midst of a period of profound change. A key aspect of this transition is that traditional exposure-based conceptualizations of the audience are being challenged by conceptualizations that rely primarily on social media data and that are oriented around constructs such as appreciation, engagement, and emotional involvement. This presentation presents ongoing research that examines the institutional factors that are enabling and inhibiting this transition in the television industry, as well as the implications of this transition for audience representation and cultural production.
Philip Napoli is Professor and the Area Chair in the Communication and Media Management area of Fordham University’s Schools of Business. His research focuses on media institutions and media policy.

Jan 2, 2012 • 1h 47min
John Hartley, "A Cultural Science Approach to Cultural and Media Studies"
"To have great poets, there must be great audiences too." (Walt Whitman)
This paper outlines recent developments in the field of cultural and media studies, including an account of changes in the economy, culture and technology, and consequent initiatives in educational provision for the creative industries. It goes on to outline the case for a new approach to the media and culture, based on evolutionary and complexity studies, in which the comparative media environment is recast in terms of 'micro-productivity' (user-created content) and 'social learning' (networked knowledge).
John Hartley is an educator, author, researcher and commentator on the history and cultural impact of television, journalism, popular media and creative industries.

Dec 15, 2011 • 1h 51min
Frank Lantz, "The Aesthetics of Games"
This talk explores what it means to consider games an aesthetic form -- something akin to literature, music, or film. That this is the most appropriate category within which to place games seems like an emerging consensus. But what does it actually mean? Are only video games an aesthetic form, or do non-digital games also deserve that status? Are the aesthetics of games a hybrid blend of other forms or a distinct form unto themselves? Do they express a new aesthetic fresh-born of the computer age or a primal, fundamental aesthetic that computers have amplified and brought into focus? The talk will examine these and other related questions.
Frank Lantz is the Interim Director of the NYU Game Center. For over 12 years, Frank has taught game design at NYU's Interactive Telecommunications Program. He has also taught at the School of Visual Arts, and Parsons School of Design. His writings on games, technology and culture have appeared in a variety of publications. In 2005 Frank co-Founded Area/Code, a New York based developer that created cross-media, location-based, and social network games. In 2011 Area/Code was acquired by Zynga and is now Zynga New York. Frank has worked in the field of game development for the past 20 years. Before starting Area/Code, Frank worked on a wide variety of games as the Director of Game Design at Gamelab, Lead Game Designer at Pop & Co, and Creative Director at R/GA Interactive. Over the past 10 years, Frank helped pioneer the genre of large-scale realworld games, working on projects such as the Big Urban Game, which turned the cities of Minneapolis and Saint Paul into the world's largest boardgame; ConQwest, which featured the first major application of semacodes in the United States, PacManhattan, a life-size version of the arcade classic created by the students in his Big Games class at NYU, and many other experiments in pervasive and urban gaming.rst major application of semacodes in the United States, PacManhattan, a life-size version of the arcade classic created by the students in his Big Games class at NYU, and many other experiments in pervasive and urban gaming.

Dec 15, 2011 • 1h 37min
Ian Bogost, "The Cartoonist and the Whaler: Notes on the Future of Journalism and Other Media"
A “newsgame” is a videogame that does journalism. Drawing from five years of commercial development and academic research on this new approach, this talk summarizes the principles of newsgames and then offers two related but conflicting perspectives on its role in the future of newsmaking, framed by general thoughts on the challenges of designing and understanding contemporary media.
Ian Bogost, Professor of Digital Media at Georgia Tech, is a designer, philosopher, critic, and researcher who focuses on computational media–videogames in particular. He is also an author and an entrepreneur. He is also a Founding Partner at Persuasive Games and a Board Member at Open Texture (an educational publisher).


