On Videogames & Memories
Literature

On Videogames & Memories



I recently wrote an Amazon review of Ian Bogost's sprightly new book How to Do Things with Videogames. I want to extend that review here in order to think through some related things.

This book's form makes it incredibly accessible and inviting: 20 short essays or occasions through which Bogost invites his readers to think (without any heavy imperative to 'think critically') about how videogames have become a "mature medium."

Bogost describes myriad videogames along the way, and his scene and scenario descriptions are precise and nuanced, yet always concise such that even non-gamers will follow and find solid points of attachment and interest. (I haven't played a videogame seriously since 1992: Metroid II on Game Boy.) In other words, the book is not only an astute and scintillating argument; it is also educational in the most satisfying sense of the word. Speaking of education, I can definitely imagine teaching this book in an undergraduate digital humanities course, as it demonstrates this emergent field at its best: in grounded, lucid, and layered investigations.

In short, How to Do Things with Videogames will be of great interest to all sorts of people: everyday gamers and game makers, certainly, but also to non-gamers as well as to scholars and students of contemporary culture?which is to say the book is media studies for the world.

(That's the end of the Amazon review.)

It really is a wonderful book, and I'm planning to teach it next semester in my "Interpretive Approaches" course at Loyola. Foregoing the standard theory reader, I'm going to organize the course around a handful of short books that reflect how the lessons of critical theory (conceived broadly) are being adapted, expanded, and otherwise put to work in contemporary contexts. (Other books on the syllabus might include Kathleen Stewart's Ordinary Affects, Elaine Scarry's On Beauty, and Graham Harman's Circus Philosophicus.)

But back to How to Do Things with Videogames. As I read this book I found myself thinking more and more about the world of that Game Boy game Metroid II that I spent so many hours immersed in after school days. I even found a longplay recording of the game on YouTube and watched it, totally mesmerized for a while.


For me, the murky world of Metroid II was linked to another murky world: it was the fall of my freshman year of high school and I was in a new school, my dad having taken a new job and moved the family to a new town (near Detroit). I wasn't playing sports (I would start wrestling that winter), and I hadn't made any real friends yet. What I had done was babysit for a neighborhood boy a few times, though, and I used that money to buy a Game Boy. The devices were only a year or so old at that point, and they were still cutting-edge feeling, like handheld portals to other visible worlds. Since my parents didn't allow television in our house (long story), it seemed like a clever alternative way to play videogames?somehow I convinced them that it was nothing like a TV videogame console. Metroid II was one of the first games I bought, and I remember concentrating on it solidly for...some time. In my memory I played the game for weeks or maybe even months before I beat the final level. But this can't be accurate; it probably took no more than a week of obsessive afternoon sessions for me to finish the game. And yet the game is lodged in my mind, affiliated with an assemblage of associations related to that time in my life.

I guess my point is that this is another thing one can do with videogames: find clusters of memories bundled around particular games and acts of play. Later that fall, I sold my Game Boy and all my games and accessories (including that awkward but cool magnifying lens for the screen) to a schoolmate (no memory of who it was), and I used the money to buy fishing gear. I was entering the obsessive fishing phase of my life?but that's another story for another time.




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