William Merrin's piece, ‘Media Studies 2.0: upgrading and
open-sourcing the discipline’ examines how media studies academics have to reacquaint
themselves with what they are studying and how they teach it. The discussion on
this struggle reminded me of a more specific element of media studies, video
games. This discipline was remarkable in its early days for the general lack of
video game skills that those writing about the medium had. It was a serious
problem and one not overlooked by the academics themselves. Like Merrin
said, they knew something was going on but were not young enough to know
exactly what it was. This is in large part remedied now due to continuing academic evolution within the field, and perhaps because those
who grew up with video gaming as a relatively more mainstream activity are now
old enough to be academics themselves, and those early trailblazers have had
enough free time in the last 20 years to expand their GTA skills.
But unlike video games, one problem for media studies is
that one can’t be born late enough to be native to all changes in media,
as they are occurring so rapidly. The leaps in gaming have been more
straightforward, less major. Improvements in graphics don’t smash the
fundamentals of the medium. But perhaps a more crucial problem, and what seems
to be a major gripe of Merrin’s, is that media studies falls back on outdated
concepts and categories, while continuing to ignore, to varying degrees, “the
engineering or scientific principles of its media” and technology. Video games
studies, on the other hand, do not have outdated concepts and categories to
fall back on because none exist for the discipline, it has no history. And its
academics have never ignored the technology that underlines games. In this way
media studies could maybe learn something from the less constrained,
conservative approach of video game studies.
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