Immersive Gameplay – Interview with Katherine Castiello Jones

In honor of the release of Bill White’s and my co-edited volume with McFarland, Immersive Gameplay: Essays on Role-Playing and Participatory Media, I am conducting interviews with some of my talented and erudite contributors.

The ninth interview is with sociologist Katherine Castiello Jones. She wrote “Gary Alan Fine Revisited: RPG Research in the 21st Century.” In the article, she examines Fine’s Shared Fantasy study on the basis of contemporary cultural sociology, arguing for a conditional reading of his influential findings. She levels a critique at scholars who do not historicize Fine while also expanding on several under- appreciated aspects of his work, such as comparisons of gaming with broader leisure cultures.

Here are my follow-up questions:

Evan Torner – In what context is Gary Alan Fine usually cited in most game scholarship? How would you recommend we use his work instead?

Katherine Castiello Jones – Often Fine’s work is used to justify game scholarship. As an academic who studied role-playing games, Gary Alan Fine provides legitimacy to the scholarship that follows. While it seems that Fine is often cited as a “game scholar,” being one of the first academics to publish a book on the topic, within sociology Gary Alan Fine is better known for his cultural scholarship, particularly his study of small groups. Fine has published on a variety of cultural activities: mushroom hunting, high-school debate, restaurant workers and most recently he’s focused on the study of rumors. He’s been quoted saying the following about his work:

My central research and writing focus is on the relationship between culture and social culture. This interest informs all of my writing from my study of Little League baseball to that of rumor to that of fantasy games. The question I ask is how is expressive culture shaped by the social system in which we all live and how does this social system affect the culture that we create and that we participate in. I examine the way in which small groups affect and give meaning to our shared experiences.

Fine’s wider research focus is linked to my own research interest in role-playing games. RPGs are an ideal location to study the interactions between expressive culture and social systems. RPG groups also provide an interesting location to examine small group interaction and shared experiences.

While Fine’s research on role-playing is interesting in what it tells us about role-playing specifically (and at this point it is really a historical document that tells us what role-playing was like in the early days of the hobby), it also speaks to questions beyond role-playing. I would really like to see game scholarship engage with these wider issues. As a sociologist, I am interested in exploring more general social processes and systems—I think game scholarship could provide a valuable contribution to that and would like to see more game scholarship address areas of interest beyond simply the games themselves. Gary Alan Fine’s body of work provides a way to link role-playing to larger questions about social systems and culture. Rather than focusing solely on his study of role-playing games, scholars might want to take a look at some of his other work. What larger questions has he examined that role-playing games could help answer?

ET – Sociology and other disciplines are concerned with issues of social inequality along race, class, sexuality and gender lines. How might we better understand these issues’ impact on wider gaming culture?

KCJ – Role-playing games and groups do not exist in a vacuum. The people that write and play RPGs are still part of the larger culture, one in which inequalities along the lines of race, class, sexuality and gender do exist. While it seems that some people expect fantasy settings to allow us to transcend social relations, this is not the case. As Gary Alan Fine argues, social systems will impact the culture which we create and in which we participate.

Ideologies about race, class, gender, sexuality, etc are often so deeply ingrained in our culture as to be invisible. Often well-intentioned game creators or players will reproduce these inequalities without realizing it. Certain taken-for-granted assumptions–such as the idea of Races with particular skills or weaknesses in many game systems—reify categories of difference or “otherness” in ways that may not be consciously racist, but serve to maintain particular understandings of race, gender, etc. Interactions within gaming groups or at gaming conventions may also serve to reinforce these differences and hierarchies.

This is not to say that I don’t believe RPGs can be used to challenge some of these inequalities, I definitely feel that role-playing games have the potential to be a force for social change.  And there are certainly games and groups that have taken up this challenge successfully.

There does need to be a more conscious discussion and examination of these issues, however. There has been a lot of recent activity on various online forums that has dealt with this aspect of the subculture, particularly around issues of gender and race. The blog Gaming As Women has really been useful in raising consciousness and opening up spaces to discuss these issues.

As has been made clear by these discussions, being a progressive person who doesn’t personally hold racist or sexist views is not enough to challenge social systems. Conscious effort needs to be put into making role-playing games more diverse and making the subculture more welcoming to different folks. It won’t always be easy to make these changes, the process of recognizing inequality is not necessarily fun, people will make mistakes and may often feel uncomfortable. Yet to continue to maintain the myth that RPGs are open to everyone and welcoming to everyone, while refusing to recognize existing inequalities, does a disservice to the RPG community. I definitely think the first step is recognition, which is already taking place, and then creators and players can more effectively work to create fantasies that are not only more diverse but that may potentially challenge inequalities.

ET  – If you had to use a game to teach cultural sociology, what would that game be and why?

KCJ – Well that depends – cultural sociology is a pretty broad topic, so I think it differs depending on what aspect of cultural sociology I was attempting to teach. One version of culture focuses on culture as shared repertoires of action, shared orientations to the world, shared common sense. In that sense all games can be great examples of culture. A popular game used in Intro Sociology classes is Monopoly, because you can break down the actions encouraged by the game, the way the game orients you towards the world, the shared beliefs and values that are perpetuated when you play the game. But even more complex games: computer games, tabletop RPGs and live-action RPGs, are built on these shared actions, orientations and common sense. The beauty of using games to examine culture is that most games have explicit rules you can analyze about how players should be behave, actions that are prohibited, beliefs of the world, and so forth that are often much harder to explore in “real world” cultures and societies.

ET – What is the reading list of books that game researchers should be reading but aren’t?

KCJ – It would be a reading list that focuses on sociology of culture. As I mentioned earlier, this is a vast field, so I’m highlighting works that are either a useful background or seem the most applicable to game research.

For information on distinctions and symbolic boundaries, Pierre Bourdieu and Michèle Lamont are two important authors. Bourdieu’s work Distinction can be intense to go through but his theories on habitus and cultural distinction are useful when thinking about how culture is used to create distinctions and hierarchies.

Howard Becker’s Art Worlds is a contemporary classic in the “production of culture” vein. Becker looks beyond the artist to see how suppliers, performers, dealers, critics, and consumers all contribution to the production of a work of art.

Ann Swidler’s book Talk of Love is another important work. She looks at how culture influences action. Focusing on how Americans talk about love, she examines how individuals can hold different orientations and common sense understandings of the world, often simultaneously.

Clifford Geertz’s “Deep Play: Notes on the Balinese Cockfight,” from The Interpretation of Cultures should also be read. This is a classic in the sociology of culture, and a good introduction to theories of culture.

Dick Hebdige, Subculture: The Meaning of Style is also important. Though he focuses on punks and other youth movements in Britain, his larger conclusions can be usefully applied and expanded by looking at gaming subcultures.

Lyn Spillman’s Cultural Sociology is a great introductory resource. You’ll get readings from a lot of the big names in cultural sociology along with an introduction to some of the main themes within the sociology of culture. Very useful if you want to get an overview of cultural sociology and makes links to gaming research.

For another take on small group interaction, Elusive Togetherness by Paul Lichterman has some interesting perspectives. He examines cultures of interaction within church groups that enable some actions while preventing others. Definitely applicable when looking at gaming groups or other locations of small group interaction.

I really think more game researchers should think about gaming, particularly RPGs or live-action role-playing, as a serious leisure activity. The serious leisure perspective distinguishes some hobbies and activities by the intense investment of time, money and effort practiced by their participants.Unfortunately there haven’t been a lot of books published, most of the work is only available in academic journals or as dissertations. There is a website devoted to the Serious Leisure Perspective (seriousleisure.net) that provides a good overview of the perspective along with a bibliography and a digital library.

 

Katherine Castiello Jones is a Ph.D. candidate in sociology (researching three American groups promoting abstinence until marriage) at the University of Massachusetts Amherst, from which she has a graduate certificate in advanced feminist studies. Her article “The Possibilities Are Endless: Creating New Worlds in an All-Woman Game” is in the August 2010 RPGirl zine. Her research interests include culture, gender and sexualities.

Evan Torner is a Ph.D. candidate in German and film studies at the University of Massachusetts Amherst. He is finishing his dissertation on representations of race and the global South in East German genre cinema. As co-editor of Immersive Gameplay: Essays on Role-Playing and Participatory Media, he has also written on modernist film, German science-fiction literature and live-action role-playing, and is the official translator of the Filmmuseum Potsdam’s permanent exhibit “The Dream Factory: 100 Years of Babelsberg.”

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