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DH Event on campus Speaker Series Undergraduate Fellows

Dr. Roopika Risam: Calling Attention to Activism through Digital Humanities

During her talk on Thursday, September 20th, Dr. Roopika Risam, Assistant Professor of English, Faculty Fellow for Digital Library Initiatives, and Coordinator of the Digital Studies Graduate Certificate Program at Salem State University, posed the question: what are the rights and responsibilities of humanities scholars in the 21st century?

While Risam draws an important distinction between digital humanities and activism, she argues that digital humanities methods can be effective tools for calling attention to campus activism in the past and supporting student activists on today’s college campuses. The Torn Apart/Separados project, which she created with seven other scholars in one week in June 2018,  served as a reaction to Donald Trump’s immigration policy and the family separation crisis and as a means to think about how to respond or intervene. Using data from documents that were previously obtained through the Freedom of Information Act, the project displays a series of data visualizations that represent the landscape of ICE detention in the United States, showing that recent immigration policy impacts many places throughout the country, not just on the Mexico-United States border.

The reluctance amongst academics to tackle divisive issues or political work sparks the perplexing question: can one be both an activist and an academic? Risam claims that not tackling political issues in one’s work is a privilege, and Digital Humanities makes activism possible, offering hope for reappropriating knowledge production. For instance, the Torn Apart/Separados project is not an activist project, but it puts data into the hands of people who can make a difference. Instead of suggesting what consumers of this knowledge should do with it, the project recognizes the limitations of its own knowledge and simply aims to publish and display data. According to Risam, we should be excited about what is made possible by Digital Humanities methods yet remain wary about the utopian world they create.

Some of the most important work Digital Humanities does, according to Risam, is exert power over the means of producing knowledge. Specifically, Risam teaches her students at Salem State University how to conduct archival research, builds their soft and technical skills, and encourages them to think about the history of activism within their community: Salem State University and the city of Salem, Massachusetts. The students were overwhelmingly drawn to digital histories of activism, exploring records and archives of student organizations from the 60s, 70s and 80s to find out all they could about student activism on their campus. Ultimately, Risam and her students developed Digital Salem, a digital presentation of their research findings, that encourages students to engage with these issues in their lives and with contemporary political issues. The students feel validated when they are participating in activism, Risam stated.

So, what are the rights and responsibilities of humanities scholars in the 21st century? According to Risam, campus climate and student interests may require expanded responsibilities that academics previously did not consider their own, and Digital Humanities may be able to assist students in these activist endeavors.

-Jenny Bagger ’19, DH Undergraduate Fellow

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Curriculum DH

From Board Games to Pac-Man: Studying the Evolution of Gaming in ENGL 295

“Everybody plays games, even people who don’t think of themselves as gamers” -Professor Ferguson

At the invitation of Professor Andrew Ferguson, Stephanie Boluk and Patrick LeMieux gave a talk on video game culture and pedagogy as a part of the DH Speaker Series during spring term. They had recently published Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames and spoke on video game culture and pedagogy. According to Professor Ferguson, Boluk and LeMieux “take things that are on their face incomprehensible and so embedded in cultural baggage and social knowledge and pick them apart so that their readers can know what’s going on.” For example, during their talk, they presented a few seconds of game play and gave the audience the context of what was going on and how that fits into larger cultural questions.

Also during spring term, Professor Ferguson taught ENGL 295: Video/Games, which surveyed the medium of the videogame, from the beginnings of the genre in board and card games, through early computing and cartridge-based consoles, through the highly sophisticated online formats of today. The students made games throughout the course, including videogame-related board and card games and digital story games on the Twine platform. Professor Ferguson emphasized that everyone can make and play games and was grateful to have been able to use a room in the library as a console room where anyone could go and play all kinds of games throughout the four-week semester.

Professor Ferguson had been interested in teaching video games for a while when a DH incentive grant and spring term’s shortened semester gave him the opportunity to teach exclusively video games and immerse the students in playing video games almost all the time throughout the course. During the course, the students considered the varying experiences that can result from video games. For instance, Professor Ferguson noted that when people play video games, they often default to one type of game and rarely stray from that type. To challenge this tendency, Professor Ferguson gave students different types of games to see what interested and surprised them as they tried things they never thought of as video games before.

“Andrew Ferguson’s video game class was a delightful study into the development of video games, not only as a form of entertainment but as an art.” -MC Greenleaf ’19

Additionally, the class took a field trip to three different arcades to demonstrate what actively maintaining and creating games could look like. The first stop on the trip was to an arcade in a dying mall, which sparked the question: are arcades dying out? Next, they traveled to an arcade with retro video games, such as Pac-Man, Pole Position and Pinball games, showing that if we take care of video games, even though it is difficult to do so, we can keep them alive. Finally, the class went to Dave and Buster’s, which featured shooting and driving games, showing one possibility for the future of arcades.

MC Greenleaf ’19, a student in the class, said, “We studied the history of games, from board games to arcade games to handheld consoles as we know them now. Through this investigation we gained knowledge on how the coding works, how to critically analyze games and game culture, and the decline of arcades. It has heavily inspired my senior thesis, to code a game of my own design, and I feel capable of doing so thoughtfully and effectively because of my experience in Professor Ferguson’s class.”

Considering the future of videogame studies, Professor Ferguson would like to hope that more people are studying games as a source of academic inquiry, akin to literature or media studies. “Studying videogames will become more and more interesting as people move towards playing games as a way of telling stories,” he said. In fact, videogame studies is growing slowly and unpredictably and could become increasingly popular like film or TV studies. According to Professor Ferguson, videogame studies is about five years away from becoming just as popular. Thanks to his spring term class, some students had the opportunity to get a head start.

This post was written using an interview with Professor Ferguson. 

-Jenny Bagger, DH Undergraduate Fellow