Removing my nose from the grindstone, I'm back. I'm almost ready to break cover on what I've been working on for the past three months, but I await the confirmation of my paper being accepted to a conference before I do. I don't want to be
scooped!
On the subject of academia, it's been a time of reflection about the state of gaming scholars, my way of trying to include both
games studies and games technology research into one vague statement, and their publication arenas.
For the uninitiated, the phrase often bandied about universities is "publish or perish." Professors and grad students are rated not for their teaching (my apologies to undergraduates who thought otherwise) but their research performance. Research is essentially graded by the quality of conference it is accepted to, a top-tier conference gets you an A, a middling conference a B or C. It's important, then, that you have quality conferences to send papers to in the first place.
Having been a "gaming scholar" myself for the last year or so, I have a fair understanding of the publication avenues available to me. There aren't that many. The problem, as brought up by
Walker White at the
Foundations of Digital Games (FDG) conference is "silo mentality." I'll publish in my traditional field's conferences, you publish in yours, and we'll make our lives all so much easier. When it comes to academic politics, the traditional conferences are better understood by your Dean than new multi-disciplinary ones, and you're less likely to get hassled.
It's our job, as gaming scholars of all backgrounds and specialities, to fight this as strongly as possible.
I may be in the Computer Science department, but much of my work is not interesting to the wider Computer Science community. It tells them nothing about how their work could be affected. I work on making video games better. That's not something a large number of people in the traditional silos cares about, and many look down upon instead. Any gamer will tell you that the production of a video game is a multi-disciplinary affair, taking into account game design, art design and programming expertise. Our conferences have to reflect that melting pot. We're still struggling to do that, as it seems the "gaming" conferences cater to gaming studies academics, leaving the Computer Scientists in the cold. The exception seems to be FDG, but it was hard to escape the word "technical" prefixing everything. This isn't what we, as gaming scholars, need.
My current work looks at how we can use Computer Science to answer game design questions. But to get those questions, I need to talk to gaming studies academics who understand and vocalize the depths of those game design problems. Without working together, my own research suffers. We need Computer Scientists and game studies scholars on level ground, working 50:50, publishing in the same conferences, shoring up the reputation of those conferences so that they can be used as career-furthering venues. The distinction of technical and non-technical has to disappear.
Video games are a multi-disciplinary venture. The conferences need to be as well.