Volume 8 [Issue 3], 2016
Written by: Robbie Fordyce and Tom Apperley
This special section of Digital Culture & Education comprises a number of short pieces on the topic of platform studies. Platform studies is an interdisciplinary approach borne out of the intersection of computer science, design studies, and media studies, and finding substantial purchase in the analysis of digital games and culture. Furthermore, it is finding increased usage as a historic method for game and media studies, as the consoles and computers of yesteryear are being considered in a new light.
Written by: Samuel Tobin
Abstract: This argues for a focus on context and space in the study of mobile play. Platform Studies is examined as a worthy alternate method. The author reflects on the difficulties in studying quotidian and mobile play practices, presents some methodical solutions and assembles a review of helpful literature. Key Words: Platform Studies, Nintendo, Mobile, Portable, Everyday Life, Method, Context, Space, Everyday Life
Written by: Leonie Rowan, Geraldine Townend and Catherine Beavis with Lynda Kelly & Jeffrey Fletcher Abstract: Digital games feature prominently in discussions concerning the ways museums might reimagine themselves—and best serve their audiences—in an increasingly digital age. Questions are increasingly asked about the opportunities various games might provide to foster historical imagination, and, in this process, contribute to the curation, construction and dissemination of knowledge: goals central to the work of modern museums. This paper reports on the experiences and perceptions of three groups of year 9 students (aged 14-15) as they engaged with one purpose built digital game—called The Voyage— at the Australian National Maritime Museum in 2015. The researchers sought students’ feedback on the strengths, weakness and possibilities associated with using games in museum contexts (rather than at home, or at school). In presenting students’ perspectives and their associated recommendations, the paper provides vital end-user input into considerations about how museums might maximize the potential of digital games, to enhance historical awareness and understanding, build links to formal curriculum, and strengthen partnerships between schools and museums.
Keywords: Digital games; historical imagination; learning; curriculum; museums
Written by: Raiford Guins
Abstract: “What is the research value of a platform studies approach for the writing of game history?” This is the question that I assign to students enrolled in my Game History course each year. In this short reflective piece, I “take the test” like my students to discuss platform studies as a method for historical study.
Keywords: Atari VCS, Platform Studies, Racing the Beam, Graphic Design, Industrial Design
Written by: Casey O’Donnell
Abstract: This essay explores the ephemeral character of platforms and the critical role that theoretical frameworks play in making sense of platforms as socio-technical assemblages. Through an exploration aimed at further complicating the Nintendo Wii as platform and exploring Twitter as platform, the essay considers the crucial role of theory in the unpacking of black boxes. In an attempt to render platforms accessible, it is quite possible they have been presented as more opaque, and their analysts have not adequately debugged the messes they have encountered.
Keywords: Platform Studies; Alien Phenomenologies; Science and Technology Studies; Twitter; Debugging