I really enjoyed the article for this week, “After the
Last Generation: Rethinking Scholarship in the Days of Serious Play” by Stuart
Moulthrop, and it also reminded me a lot of Sirc’s article from a few weeks
ago. Both articles are about changing the way that we think about writing, and
though most of what we have read is centered on this question, these two in
particular seem to pick up on the same themes. Moulthrop simply takes the ideas
first given by Sirc and expands them, which helps us see how Sirc’s ideas can
be applied to real life.
First of all, the idea of gaming the Moulthrop introduces
in his article is a very interesting one. He explains that “Learning at all
levels…[comes] to depend more heavily on simulation and discovery, on
iterative, intensely personal encounters with information, rather than
traditional methods based in authority and exposition” (208). Though we all are
aware of the fact that the basis for writing is changing, Moulthrop tells us
how the university system (and quite possibly all levels of learning) needs to
conform to this changing environment, even going as far as citing the words of
James Paul Gee who believes that as time wears on, tenured professors as we
know them will disappear in place of a collection of individuals co-learning
together (209). Whether or not someone agrees with this statement, it is pretty
clear that, no matter what, teaching styles have to change as writing changes.
There is a link to writing and technology that few in the
humanities wish to acknowledge, even though we should be the ones most
receptive to new ideas; as a think tank of ideas and modes or learning, the
humanities should not deny new thought. Moulthrop explains the link between
writing and technology:
To begin with, digital information is not statically
inscribed, but rather copied,
distributed, indexed, and linked according to specific
logical processes. The locus
of reading and writing has changed from stable page to
flickering screen, and as
Manovich puts it, ‘the screen keeps alternating between
the supposed transparency
Of image and the opacity of means and diagrams (210).
I think that this is an
interesting point because most of the time, video games are seen as a very low
form of entertainment in the sense that gaming is seen as an escape from the
academic world; few people I have encountered think that anything intellectual
goes on in gaming. However, Moulthrop does a good job expelling this sense of negativity
around games, saying that they help with the ability to learn and understand
concepts. Of course, there are dissenters with any new form of learning, and
this is no different:
People
who write [anti-gaming as learning articles] have probably not spent much time
handling a game controller, or have failed to understand the experience. In
place of ‘creative involvement,’ they prefer critical insulation, substituting
content-as-writing for the real essence of gaming, which is a dynamic encounter
with a consistent simulation or virtual world—on other words, serious play
(210).
All of this points back
to how we need to be more open minded to new learning alternatives. Especially
as technology becomes more and more part of life. For example, I read this
article, sent to me by an online board, on the computer, made notes on the
computer, and now I’m typing this response in an electronic word processor, and
will ultimately upload it to a blog, also online. How can people with archaic views
of learning expect to stay alive in a world where you could literally never
leave the computer and complete your education?
The specific areas where I felt Sirc was coming into play
showed up in two places in particular. The first place I saw the connection
occur was the quote by Cayley that Moulthrop includes:
Programming
is writing, writing recognized as prior and provisional, the detailed
announcement of a performance which may soon take place (on the screen, in the
mind)
an indication of what to read and how. Programming will reconfigure the process
of
writing and incorporate ‘programming’ in its technical sense, including the
algorithms
of
text generators, textual movies, all the ‘performance-design’ publication and
production aspects of text-making (211).
This reminded me of
when Sirc asserts that writers are designers; we are simply moving writing to
include programming so that we can adapt to the new world of writing, and we
actually literally become designers. The second place I saw Sirc in this
article is right before the sixth section when Moulthrop writes “Writing as ‘work’
tends to fix itself in time, but cybernetic writing leans into the future. The
code base of a successful game is at least momentarily stable, but while its
popularity lasts it will remain in flux, subject to upgrades, service releases,
versioning, sequelization—not to mention unscheduled expansion” (212). This
sequence reminded me of how Sirc demonstrates how “the box is always open” in
the sense that we can always return to an idea and use it again in a different
way. In this sense, is gaming a more pure form of writing?