2. "I LIKE TO WATCH, EVE"

       Peter Sellers' Chance the gardener in Being There was an unwitting viewer in a mediated world; attracting people inadvertently by his charismatic presence as observer. The popular gamer, the one with the most friends, wants the game that offers multiplayer possibilities, because she doesn't want to just watch. Four-player split screen gaming consigns an individual's range of vision to one specific corner of the televisual image. The effect of this quarter-sized playing area is twofold: isolating through its exclusion of much of the game world; comforting in its creation of the appearance of a personal realm. To take up a participatory role, one is willing to allow for this condensation of space, and sink into a mindset that welcomes the comfort factor. A willingness to employ less than ideal conditions can be related to the assumption that there is no place for spectatorship in video game playing, which is brought about by its not being a tenet of the medium. Eskelinen and Tronstad point out that "although some games [will] often include one, having an audience present is never required in order to play"2. That they are wholly able to hold up as individual practices, and that most players become enraptured with the digital playing field in a moment of personal, intense gaming, situates video games as private platforms. The impression is given that the connection between gamer and interface is an intimate one. Rather than encroach on the private acting out of virtual fantasies, peers take up the second controller and play along.

       By locating the act as outside the realm of audience feedback, gaming is denied much of the 'mass' of mass communication. Spectatorship, when applied to simulations and games, alters the subject position of the one holding the joystick. Were there to be another person present during digital play, the interactive event changes shape. As the gamer is taking up control over a simulated space, she becomes complicit in the onscreen events. To onlookers, she stands as performer, manipulating visual patterns for the viewers' pleasure or anxiety or frustration. The late 90s television program Video & Arcade Top Ten on YTV (a Canadian youth-oriented network, based in Toronto) exploited a desire to experience digital games through viewing. It pitted 4 pre-teens against each other in a competition of the hottest titles for Super Nintendo or Sega Genesis. A running commentary injected with game tips ran over top visuals of split screens showing the game space along with the face of the corresponding player (this form continues in popularity with the likes of G4TechTV's Arena). This rightfully situated the viewed gamer as performer, making her presence an active part of the event. The nuances of the human face engaged in digital play are captivating. While watching others play, I feel as though I am staring at the digital soul of this virtual subject who is physically caught in the game's feedback look. In a furled brow of exasperation or a quivering lip of apprehension coupled with eyes glazed from a cathode screen, the human form appears lost somewhere in the space between the body and the game.

SLIDESHOW



| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

1. Invasion of the bedroom

2. "I like to watch, Eve."

3. The safest sex of all

4. This ain't your parents'
    interface

5. Invasion of the subway

6. Programming the city

7. Linguistic determinism for
    dummies

8. They'll be selling popcorn in
    my living room

9. I really didn't want to
      mention "The Matrix", but...

10. Narratology. Narratoday.
      Narratomorrow.

11. Add and abstract

12. Invasion of the mind

13. The procession of simulacra

14. My Sims clean up so I don't
      have to

15. Games make me murder
      people

16. Pause and reboot

17. Party like it's 1999

18. Real-world military
      simulation

19. Manufacturing consent
      in MMORPGs

20. I want to be just like me
      (only better)

21. The soundtrack of a
      generation

22. Invasion of the body

23. My mom went to cyberspace
      and all I got was this lousy
      t-shirt

24. When I get lost I stop for
      directions

25. Invasion of the soul

| CONCLUSION |

 

| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

Paul T. Hanlon's 2005 undergraduate thesis project, supervised by Prof. Susan Lord.
Queen's University Film Studies Dept.