Ben Aslinger
"Proper Pleasures?: Cultural Studies and the Game Studies Project"
The emergence of new media platforms invites scholars to analyze John Fiske’s legacy to cultural studies
and how his analyses of representation, cultural power, and audience engagement might be brought to
bear on handheld devices, gaming consoles, and games themselves. While video games problematize
some of the central assumptions of media theories rooted in film and television, this paper addresses
how the central concerns of Media Matters, Television Culture, and Understanding Popular Culture
might be applied to game scholarship. I examine how Fiske’s ideas have been incorporated into game
studies textbooks before turning my attention to two case studies ‐ the racism debate surrounding the
survival horror game Resident Evil 5 and the lackluster commercial performance of the music game DJ
Hero ‐ to examine how Fiske’s discussions of representation and audience pleasure provide new
perspectives on gaming cultures and enable scholars to find a voice distinctive from journalists and
mainstream critics.
I examine textbooks including Franz Mäyrä’s Introduction to Game Studies and Katie Salen and Eric
Zimmerman’s Rules of Play to see how authors reference cultural studies perspectives in works designed
to introduce students to both the critical analysis and production of games. Although the disputes
between narratologists (with a primary focus on story) and ludologists (with a primary focus on rules,
processes, algorithms, and play) have died down, the question remains as to what intervention a
cultural studies perspective might make on scholars whose sympathies still tilt unproductively toward
either the ludic or the narrative.
Analyzing the racism debate surrounding Resident Evil 5 (a survival horror game that places the gamer in
Africa as a white male avatar who must kill infected zombies, many of whom are black Africans), I argue
that the debate was primarily about the proper objects of games criticism. What are the “proper”
objects of game studies, and how might Fiske’s cultural studies models trouble the notion of a proper
object of analysis? Given the transnationality of games scholarship and production, finding answers to
this question has everything to do with separating out a line between games journalism, popular
criticism, and academic work, not only in the U.S., Japan, and UK, but in other situated contexts of
design and play.
Examining the divergence between lackluster sales and critical praise for DJ Hero, I finally address the
uneasy relationship between musical genres, listening pleasures, and playing pleasures. Broader
conceptions of the gamer (or the erasure of the gamer as a distinct category altogether) provoke new
battles, fights, and ruptures in gaming cultures over player identifications and modes of participation.
Cultural perspectives on audiences drawn from Fiske can therefore help us better understand how
games are consumed, repurposed, and made relevant to the process of living.