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What Is A Media Lab?

situated practices in media studies

Tag / video game studies

An Interview with Robert Emmons of the Digital Studies Center at Rutgers University-Camden

What is your lab called and where is it?

We are the Digital Studies Center at Rutgers University-Camden. Rutgers-Camden is one of three campuses in the Rutgers system, the State University system of New Jersey. Camden is in South Jersey, just across the Ben Franklin Bridge from Philadelphia, Pennsylvania. Jim Brown is the Director and Robert A. Emmons Jr. is the Associate Director.

What sorts of projects and activities form the core of your work? Is there a specific temporal or technological focus for your lab?

We are two years old, so we’re still fairly “young,” but our main research project is the Rutgers-Camden Archive of Digital Ephemera (R-CADE). Our primary focus is providing scholars with software or hardware that they’d like to investigate, research, and/or repurpose. The R-CADE makes digital technology available to scholars for research and creative activities.

Scholars are free to take apart, dissect, and repurpose artifacts in the R-CADE as they attempt to understand their historical and cultural significance. While the R-CADE does not preserve in the sense of keeping objects in their “original” condition, the archive is in fact an exercise in the preservation of digital culture. By allowing for the study and exploration of digital ephemera, the R-CADE aims to ensure these digital artifacts a place in our histories and our various scholarly conversations. Each year the DSC hosts a symposium during which scholars share research and creative work. Scholars and artists work over the course of many months by researching and/or repurposing an object of study, and they share this work during the symposium. Our R-CADE Symposium features this kind of work.

In addition, we have a series of mini-grants that we award to people on campus, and this has funded a range of projects: a journal that publishes undergraduate biology research, an R user group for people in the humanities and the social sciences, various video projects (Robert Emmons is a documentary film maker, so we do a lot with digital video). Finally, we have a fellows program that allows scholars to do research and teach without any residency requirement. Fellows can teach online and attend fellows meetings via Skype. This year, we have an exciting group of fellows, including Judy Malloy, Claire Donato, Quinn DuPont, and others.

Who uses the lab? Is it a space for students, for researchers, for seminars?

We have two rooms. The ModLab is our research space, and the CoLab is our teaching space. Both are designed to be reconfigurable (moveable furniture, technology at the edges of the room, etc.) and have large flat screens that enable collaborative work. The ModLab is an open lab that hosts many events and is available as open lab and maker space, the CoLab is primarily for courses but also has some open hours. Both rooms are open to anyone on campus.

What sorts of knowledge does the lab produce and how is it circulated?

Our R-CADE project produces creative work and research; we also host a number of workshops. The lab has helped produce a number of digital video projects and also some websites (including a site for the Israeli Visions of Place art exhibition).

Our biggest project to date was an Electronic Literature exhibition called “A Matter of Bits.” This ran in the Stedman Gallery on campus, and we exhibited more than 50 works of e-lit. Some of that work was displayed on vintage equipment (for instance, a C64 for Nick Montfort’s translation of Amílcar Romero’s Poema 21, a Mac Classic to display John McDaid’s Uncle Buddy’s Phantom Funhouse). We also displayed work on a Kinect, on iPads, and other equipment. This was a large undertaking, and the exhibition ran for three months. We also hosted the launch of the Electronic Literature Collection Volume 3 during that exhibition.

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An Interview with Jason Pace, Executive director of Digital Future Lab at University of Washington Bothell

Interview by Kolby Harvey

What is your lab called and where is it?

Digital Future Lab (DFL), University of Washington Bothell (Bothell, Washington).

What sorts of projects and activities form the core of your work? Is there a specific temporal or technological focus for your lab?

DFL is an interactive media production studio developing narrative experiences and non-violent video games, and offering internships in coding, narrative design, game mechanic/systems/level design, project management, art & animation, marketing, and other disciplines. The focus of the lab, however, is on student professional development and modelling the power of what we refer to as “transformational diversity” to make teams and products more innovative and inclusive. We use game development as our sandbox because it brings together such a wide range of disciplines and allows students from all university majors and programs to deeply participate in R&D without requiring extensive domain expertise.

Research has shown the many benefits of diverse teams, but that research isn’t necessarily translating into business practice. DFL recruits to maximize diversity across the widest possible spectrum (including typical markers such as race and gender, and adding neurodiversity, educational background, and many other forms of difference).

DFL has perhaps one of the most diverse teams in the technology industry, and we apply theoretical content drawn from queer & feminist sources to our culture and team development. Students are expected to actively interrogate issues of race, class, gender, and ability as those concepts relate to the work they produce in the lab. DFL models intersectional approaches to equity and inclusion and has seen exceptional results (e.g., DFL was only the second university studio to meet the quality bar for Microsoft’s Independent Developers Program).

Who uses the lab? Is it a space for students, for researchers, for artists, for seminars?

DFL is primarily used by undergraduate and graduate student interns.

What sorts of knowledge does the lab produce (writing, demonstrations, patents etc.) and how is it circulated (e.g. conference papers, pamphlets, books, videos, social media)?

DFL produces both original commercial IP (we recently launched our first game Ghostlight Manor on the Steam distribution platform and will soon release an updated multiplayer version as a Microsoft Windows 10 app store release). Proceeds from the sale of the game are split between the program (funding paid student positions, purchasing equipment) and the students who contributed to the project (we use a points-based system  to determine student profit sharing that includes length of service and type of contribution).

Most of our projects originate as research prototypes designed to teach introductory programming concepts to high school and university students. This work has been published in journals such as the IEEE journal Computer and featured at conferences such as SIGCSE and FDG.

We’ve also begun operationalizing our approach to diversity and creating workshop content to help academic colleagues and industry leaders integrate transformational principles into their daily cultures and hiring practices.

Tell us about your infrastructure. Do you have a designated space and how does that work?

It’s important that our highly diverse teams are able to work together in the same physical space to develop the exceptional interpersonal skills required to execute high-level tasks while they’re also building domain competence. DFL is located in a secure 1000 sq. ft. studio in a central location on campus and can be accessed by interns 24×7. There are currently about 50 student interns working in the lab and our space can hold a max of 25 at a time (we’ve capped student participation at 50 due to space and staffing constraints).

What sorts of support does the lab receive? (e.g. government grants, institutional grants, private donors)

The lab has historically been funded by institutional grants, although we’re working to move to a self-sustaining model via external grants and donors.

What are your major theoretical touchstones?

The development work in the lab draws from a broad theoretical base that includes fields ranging from human-centered design to digital poetics, but all work is conducted under the umbrella of intersectional feminism.

Going off of that, your lab seems deeply committed to social justice, equity, and inclusivity. Can you speak to this? How has this affected how your lab functions and the kinds of work your lab produces?

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An Interview with Bernard Perron, Guillaume Roux-Girard and Carl Therrien at Ludiciné Lab, Université de Montréal

What is your lab called and where is it?

Our lab is called the Ludiciné Lab, and is located in the Department of Arts History and Films Studies at Université de Montréal (Montréal, Québec, Canada). You can find the basic information about our installations and collection (70+ platforms, 3500+ games) under the “L” at <www.ludov.ca>

What sorts of projects and activities form the core of your work? Is there a specific temporal or technological focus for your lab?

The primary focus of the lab is to support pedagogical activities such as classes and seminars provided within the undergraduate Minor in game studies as well as the Master degree with an option in game studies. The lab also supports research projects such as the “Video game genres and discourse communities” project conducted by the Ludov team (supervised by Bernard Perron, Dominic Arsenault, and Carl Therrien), and the “History of the game experience” project (supervised by Carl Therrien). Acquisitions reflect the needs of our classes and projects, which focus on technological, formal, psychological and aesthetic properties of video games and game playing, and the evolution of these dimensions in history. Game boxes, magazines and other epi/paratextual elements are also collected and made accessible.

Who uses the lab? Is it a space for students, for researchers, for seminars?

All of the above, but it is mainly used by students at both the graduate and undergraduate levels.

What sorts of knowledge does the lab produce (writing, demonstrations, patents etc.) and how is it circulated (e.g. conference papers, pamphlets, books, videos, social media)?

The lab is a great space to host internal presentations for Ludov related research projects. It will also host game demonstrations for students in the upcoming semesters. The creation and objectives of the lab have been the subject of conference papers, and its role in the production of knowledge is always acknowledged in the journal papers published by members of the research teams. More information about these contributions can be found on the pages for each research project, under the “O” (for “observation”) at <www.ludov.ca>.

Tell us about your infrastructure. Do you have a designated space and how does that work?

Yes, we indeed have a designated space. The first small space we had was redesigned in the Summer of 2013. It is divided between a play space, and a storage room where the material is kept, filed and maintained. We now have around 15 play stations (HD, PC, Retro and Emulation). We are open 16 hours per week. We hire two undergraduate students per semester to prepare the playing materiel for the students. The latter reserve online the day before their visit.

What sorts of support does the lab receive? (e.g. government grants, institutional grants, private donors)

All the support comes from university funding, more specifically from the Arts and Sciences Faculty. It was based on a 5-year development plan. After this, we’ll need to be more creative. However, we also had a lot of donations from students and private collectors. Video games companies such as Warner Bros. and Ubisoft Montréal have sent us some of their games. Professors also use their own research funds (from the Social Sciences and Humanities Research Council of Canada and the Fonds Société et culture of Québec) to add to the collection.

What are your major theoretical touchstones?

Video game history, media archeology, genre studies, paratextual studies. The Lab is an ideal resource to develop case studies of specific platforms, studios or games.

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