I’m happy to say that Chapter 1 of Raising the Stakes, my book about e-sports, is now available for free via the MIT Press website. It covers some key history around e-sports, as well as a glimpse into the South Korean scene. If you’ve not yet had a chance to pick up the book, definitely grab a copy of that chapter!

Visit the Raising the Stakes page at the MIT Press website.

I was recently a guest on the really great Culture Digitally podcast. If you don’t know this site and project, it’s a fantastic initiative spearheaded by Hector Postigo and Tarleton Gillespie, two of my fav scholars out there. The site, and podcast, have been a interesting venue for conversations and explorations into cultural production and information technologies. Far too often games get scoped out of these kinds of projects, I think typically seen as just too trivial for such big thematics. I love that Culture Digitally has giving gaming a seat at the table. As I’ve long argued, many of our biggest, and most important, critical cultural conversations can be found playing out (oof, sorry) in gaming and game culture.

This episode of the podcast was a conversation between myself, Hector, and Casey O’Donnell. Casey has done terrific work on game development and Hector has been at the forefront of understanding cultural production in games.

Hope you enjoy the podcast and don’t let Hector fool ya when he says “okay, as we start wrapping up” midway through… some of the most fun comes after that!

Culture Digitally podcast, episode 4: Conversation on game studies, game development, and the construction of leisure and work.

I’ve really enjoyed PBS’ great Offbook online video series for awhile now. They have covered some fantastic topics with a nice balance of great content and terrific visuals. I’ve long wanted to learn how to make these kinds of thematic short-form videos so I find the series pretty inspirational. They just released an episode on competitive gaming and e-sports which turned out terrific. Heh, okay, I am perhaps a bit biased – I’m in it.  Still, they really captured some key issues and the images they present from the scene are pretty compelling. Here ya go, check it out and hope you enjoy.

The fact that the last update here was in June should, perhaps, tip you off to what the last several months have been like for me. I never intended this space to be a daily or even weekly blog-y thing, but five months lag says something. As many of you know my summer was spent picking up and moving back to the U.S. after nine years of working and living abroad in Denmark and Sweden. It’s been an amazing few months just getting ramped back up into U.S. life and I’ve really enjoyed this semester as a Visiting Researcher with the Social Media gang at Microsoft Research. And I’m really excited about picking up my MIT professorial life in earnest starting in January.

All that to say, amidst everything I had a new book come out in September! It’s called Ethnography and Virtual Worlds: A Handbook of Method and I’m really excited about it as it focuses on two subjects close to my heart. It’s co-authored with the fantastic trio of Tom Boellstorff, Bonnie Nardi, and Celia Pearce. This is not an edited book, it is truly co-authored with a single voice (we got to know Google Docs reeeeeeally well). As a handbook it’s meant to be manageable and very practical, tackling how to do ethnography in online multi-user virtual worlds.

Working on this book was particularly cool for me because VW’s have long been a central part of my work. Indeed the first article I ever published, back in 1999, was on doing research in virtual worlds. These spaces have always resonated for me as powerful places to inhabit, both personally and in terms of my intellectual interests. Going back to research I did on text-based MUDs (heh some of you remember them I’m sure) and early social graphical worlds in the 1990s (yes, there was important stuff pre-Second Life!) up through now mainstream graphical game worlds like World of Warcraft (and dear old EverQuest), I’ve long been drawn to virtual worlds as terrific places to explore core critical issues around technology, culture, and everyday life. Whether it was thinking about forms of embodiment or collection practices and action, I’ve never ceased to be drawn to what is happening in these spaces. Though most of my research time now is spent on things like e-sports and live-streaming, multi-user virtual worlds will always be home for me in some sense.

The book covers a range of topics but is really meant to serve as a practical guide from start to finish for an ethnographic research project in these spaces. One commitment we all shared in writing the book was not only trying to look at the specificity of the spaces (for example, I’ve long been interested in thinking about code and artifacts in these environments) but also grounding in core principles of ethnography. In that regard I think the book even works in providing some basics of ethno writ large. If you are interested you can get a free pdf of the first chapter from Princeton’s website and the book is available in all the usual spots. Hope some of you find it of interest!

Earlier this month I gave a talk at the Berkman Center @ Harvard on some prelim findings regarding this new project on live-streaming I kicked off a few months ago. The data collection is still very much in progress but figured I might as well link the video as it gives some sense of initial things that’ve been catching my eye in the space.

One quick correction (noted on the YouTube page but since I’m embedding here just want to make sure to mention it): The correct figure for those watching Evo online (which I discussed at the beginning) is 2 million.

Anyway, here ya go and don’t hesitate to drop me a line with feedback if you have some!