Retrospect, 2016, 2006, 1996, and beyond

I am not particularly good in remembering things, which makes annually returning cycles of breaks and opportunities for reflection challenging, yet also very useful.

Year 2016 was exceptionally burdersome year for many reasons, but among much sadness and strain, there were also many happy things, and quiet progress that is important, but that will most likely surface only later. If I’d have to name one thing, I would say that 2016 was the “Year of Pokémon GO”, as both in personal life as well as professionally, that single location based, social experience coloured much of the latter part of the year in particular.

Randomly sampling the past, in ten year intervals, in 2006, I notice from my records that I was making several public talks about ludic literacy. For example, in one publication I sketched six dimensions of skill sets that each build on top of each other: 1) fundamental ludic understanding (“this is play, game has rules”), 2) functional gaming skills (“this game works this way”), 3) strategic and meta levels of game skills (“this way of playing is interesting / makes sense for me”), 4) social ludic skills (“this is what makes playing fun for other, this is why these people want to play”), 5) creative and productive game play skills (“this game can be extended, or reimagined in these ways”), and 6) literacy related to media in general (“this game is produced to make money this way, its marketing and business strategies rely on this kinds of principles”. (I seem to have worked on a longer article on the topic, but the last draft of that was marked “version 0.5”, so I guess other worked ran over that one.)

In 1996, I was working on the manuscript of Koneihminen article anthology (The Man-Machine), which was a wide-ranging exploration into the multiple cultural roles that technology holds in our lives – as a living environment, as an integral element that extends as well as shapes, and limits our individual and social subjectivy and agency, as well as an evolving and chancing source of various aesthetic experiences. It is interesting to read about the reflections of technological ambivalence, and critiques of 1990s techno-romanticism today, when two decades have changed the landscape of technology into something considerably more pervasive, but also into something more banal. It is certainly true that in 1990s we were considerably more naive regarding the pace of cultural change, and what was really important and what not so, but looking around at turn of 2016/2017, much of both the utopian and dystopian elements of technological imagination are now reality. The more philosophical dimensions of technologically informed subjectivity would clearly benefit from a revisit, or two.

In 1986, I was early in my studies of comparative literature in the University of Tampere. Sadly, it seems that I do not have any digital notes saved from the time before 1991, due to the multiple changes in those years, one of the most important technical ones being the move from Commodore 64 to some early 286 PC that caused me losing my records. Only some backups coming from my Unix account from early 1990s has survived. The C64 floppy disks still just might be somewhere, but I have neither hardware or software to access them, any more. Digital amnesia? But I still remember for example typing rather long essays and seminar works on C64 “Sanatar” word processing software (AmerSoft, 1984) – and then using the same home computer at nights to play AD&D adventure “Pool of Radiance” (SSI, 1988), slowly, sometimes with painful failure rate, but endlessly fascinated. Long Finnish summer nights were filled with light and bird song, also in 3 or 4 am, when I remember holding a break in my upstairs student apartment, stepping outside of the Forgotten Realms for a while.

Remembering is good for us. I link below the slides that I prepared for “Personal gaming histories” course this fall – no commentary this time, but maybe the pictures also tell some stories. Times, they are a-changing.

(PS – these exercises remind us, how our lives do not equal to “life stories”, consistent, logical, progressive wholes. They just present us these constant challenges for sense making, always more or less retrospective.)

Author: frans

Professor of Information Studies and Interactive Media, esp. Digital Culture and Game Studies in the University of Tampere, Finland.