Abstract
This short essay describes the difficulties and impromptu workarounds that
emerged when using the video game “Minecraft” as the
central teaching tool in several professional writing seminars. More
specifically, the author discusses a key moment in the semester where students
needed to move between university and non-university technology infrastructures
in order to create multiplayer gamespaces that were accessible to their peers.
In narrating this experience, the author will demonstrate how a discourse of
“access” can be used to examine the oft-invisible
policies, procedures, and restrictions that shape the way we compose, circulate
and make visible digitally-native work. Furthermore, the author will discuss how
a critical emphasis on “access” can help teachers and
students better mediate the relationship between internal or university-supplied
technological infrastructures and external platforms when creating interactive
digital projects.
The underlying motivation of this essay is not to lambaste universities for lack
of institutional support nor is it to champion commercial organizations as
saviors for helping teachers successfully use digital platforms in the
classroom. Instead, the goal of this brief essay is to spur discussions
surrounding the following questions: how might we use issues regarding access to
better examine and navigate the hard-to-define boundaries that separate
university-sanction technology use from non-university sanctioned technology
use? How might calling students' attention to access refine the larger learning
objectives for Digital Humanities or DH-related courses?
In an institutional climate often guided by nebulous policies, procedures, and
restrictions shaping how students use digital technologies in university spaces, it
can be difficult for instructors to implement a streamlined process for creating
interactive digital projects. In many cases, teachers and students must rely on a
bricolage assemblage of third-party platforms, each with varying degrees of
compatibility and long-term support, when designing digital texts [
Eyman 2015]. This, in turn, can create scenarios where digital
compositions are left abandoned or rendered unusable on modern machines due to the
fact that they are not housed within stable, sustainable university infrastructures.
However, this is not to say that university-supplied resources for digital work are
universally lackluster or that third-party software is the only solution to
technology-based teaching issues. Rather, this situation demands that we rethink how
to navigate the complex interrelationship between university and non-university
platforms, especially when asking students to create digital projects using a
variety of proprietary or commercialized software in institutional environments.
This examination proposes that a revised understanding of access can be a useful
framework for revealing, critiquing, and even modifying the oft-invisible boundaries
separating university and non-university technology policies or infrastructures,
boundaries that might unintentionally stymie the inventive potential of
collaborative, interactive digital projects.
The importance of access-based concerns became especially clear to me after a
near-derailing of a collaborative game session in one of my upper-division writing
classes. While teaching at the University of Pittsburgh during the 2015-2016
academic year, I designed several Written Professional Communication seminars around
the open-world video game
Minecraft. Students were
tasked with composing a variety of documents that mimicked real-world genres — such
as technical descriptions of gameplay mechanics and resource guides for new players
— based on their first-hand experiences with the game. My rationale for
incorporating a video game into a professional writing course was to highlight the
idea that professional or technical writers must often negotiate open-ended
interactions between other individuals (such as clients or customers) and non-human
agents (such as computer programs or physical equipment). In a parallel fashion, the
process of designing and documenting an interactive gamespace can mirror many of the
same situations or obstacles which professional and technical writers face on a
regular basis, seeing as game designers must rationalize the structural features of
a video game while also envisioning how other players might interact with said
features [
Greene 2014]. The hope was that having students compose
documents that detailed specific gameplay mechanics and intended player experiences
would illustrate the rhetorical dimensions underlying real-world workplace writing
scenarios
A few weeks into the semester, I organized a “lab day” where
students would come to class with a copy of Minecraft
installed on their computers so I could walk them through some basic mechanics of
the charming block-based world. One student had previous experiences hosting Minecraft games with her friends and asked if she could
create a multiplayer server for our class, which would allow all of us to inhabit
the same virtual gamespace simultaneously as opposed to having students explore
their own single-player worlds alongside each other. I quickly gave the project a
vote of confidence and the student began setting up a server on her laptop.
Unfortunately, these plans stalled the morning of our class when campus wifi refused
to let the server-host configure “port forwarding” for our
multiplayer game. Port forwarding is a process wherein communication requests can be
re-directed through a router or firewall in order to remotely access files hosted on
another computer, thereby allowing users to create a private
network-within-a-network. Unbeknownst to us, university IT prohibited communication
requests to be re-directed in such a way that permitted remote Internet access to
another device on campus (which, in this case, was a student's laptop hosting a
video game server). Restrictions on port forwarding make sense from a security
standpoint because they can limit the threat of non-authorized remote connections
(i.e., instances where devices could be remotely controlled by malicious software).
However, the same policies that regulated port forwarding within university
infrastructure also prevented students from using their own computers to create
collaborative digital spaces for their classmates. To bypass these restrictions, the
student who organized our class server offered to relocate to a cafe down the street
so she could use their wifi to host our Minecraft
session. For the remainder of the period, I played virtual tour guide for our class
while keeping in touch with the server-host via an instant-messaging feature within
our university's email client.
What I find most interesting about these policies and impromptu workarounds is that
they demonstrate how issues of access can reveal the invisible boundaries which
separate university-sanctioned tech practices from non-university-sanctioned
activities; the struggles of one student trying to make a multiplayer video game
accessible for her peers revealed the invisible policies that demarcate what is (or
is not) a permitted usage of digital platforms within university infrastructure and
the invisible line where a university's jurisdiction, so to speak, over technology
usage begins or ends. It was not until a student ventured beyond the confines of
university infrastructure that she was able to take up and apply a new configuration
of digital platforms in order to circulate an interactive digital project that could
be used by others. Put differently, the ability for a student to facilitate a
collaborative peer-to-peer classroom experience was entirely contingent upon whether
she resided within or beyond university spaces on both a virtual and literal level.
To clarify, I am not implying that our institution had devious machinations to
censor student actions. Rather, these teaching misfires highlight the difficulty and
necessity of coaxing internal and external (i.e. university and non-university)
systems to play nice when composing or distributing interactive digital
projects.
I used these difficulties as an opportunity to discuss institutional policies with my
class and prepare them for our end-of-semester project, which tasked student groups
with documenting and designing a multiplayer Minecraft
gamespace that taught users about the values or practices of a given professional
community. The rest of our semester was an experiment in playing the game of access
insofar as student groups needed to devise their own methods for creating, saving,
and circulating their projects among their peers. Several groups purchased accounts
for Minecraft Realms, which is a subscription service
that hosts multiplayer Minecraft servers for a monthly
fee. Because Minecraft Realms handles all technical
aspects of server-hosting duties, students did not encounter the same technical
issues that plagued our lab day. One student group wanted to implement custom mods
in their project so they set up an independent server server with the understanding
that the server-host needed to be off-campus in order for group members to work on
their gamespace. In each of these scenarios, students needed to manipulate the line
separating university and non-university technological infrastructures by creating
their own impromptu solutions for cataloging their composing practices and making
accessible all the work they had invested in these projects throughout the semester.
As our class progressed, these workarounds became central features of student
learning experiences and several groups detailed the ways in which they negotiated
technical limitations during their end-of-semester presentations. In documenting how
they gamed access in order to gain access, students were able to explore larger
institutional procedures (one student talked about repeatedly installing Minecraft on temporary laptops loaned out from the campus
library while her primary computer was being fixed) in addition to pragmatic
concerns regarding digital composing practices (a student who lost nearly all of his
progress because of software issues bluntly stated the he learned to “never update to the newest version” in the middle of a
project). Hence, issues of access operated as the proverbial canary in the coalmine
for identifying the invisible boundaries and policies that structure students'
everyday interactions with digital technologies.
Over the course of this brief case study, initial questions of access eventually
dovetailed into larger questions of digital archiving and preservation; workarounds
for making students' Minecraft projects accessible for
prospective players emerged alongside strategies for preserving these gamespaces in
such a way that group members could continue designing their virtual worlds in a
consistent, sustainable manner. Despite the unique circumstances surrounding my
video game-centric teaching experiment, the intersection between access, archiving,
and preservation has been an emerging concern across digital humanities scholarship.
Universities have begun responding to these issues by creating initiatives to
support the long-term curation of digital work. For example, the Digital Scholarship
Lab at the University of Richmond goes beyond simply backing up files for
interactive texts in a static database. Instead, full-time DSL faculty coordinate
the development of interactive projects with their respective authors while using a
variety of open-source platforms — such as MySQL, Omeka, and JavaScript — to ensure
long-term sustainability and broad accessibility of digitally-native texts. Projects
curated and hosted by the DSL include “Visualizing Emancipation”
(an interactive map that documents the uneven spread of emancipation during and
after the Civil War) as well as “Renewing Inequality”
(which visualizes how urban renewal projects during the 1950s and 60s led to the
mass displacement of low-income and minority communities throughout American
cities), both of which encourage users to see these interactive texts as outlets for
further research or teaching.
While the DSL is an excellent example of contemporary efforts to protect interactive
texts from the threat of digital obsolescence, we should not gauge the success of
this initiative based solely on the amount of resources and labor dedicated to
producing digital projects. Instead, we should measure the impact of institutional
undertakings such as the DSL based on the support offered to authors and audiences
of digitally-native work. That is to say, successful institutional support for
digital work can be evaluated based on the capacity for audiences across a variety
of spaces and settings to engage with digital projects regardless of institutional
affiliation or circumstances. Failing to circulate digital work beyond a small
handful of faculty members at a specific university would severely undermine the
on-going critical contributions of digital projects and their authors, seeing as the
scholarly or pedagogical value of many interactive texts resides in their capacity
to be actively used by other individuals. Consequently, the DSL's emphasis on
ensuring access to interactive texts for audiences beyond those in traditional
university environments offers one model that can help scholars and teachers
envision what constitutes sustainable university support when discussing resources
for digital work.
Initiatives such as the DSL resonate with the same themes underlying my
students' Minecraft projects in the sense that
questions surrounding access can operate as a framework for identifying,
negotiating, and even modifying the invisible boundaries that regulate the
production or circulation of digital work within and beyond university
infrastructures. The success of my students' Minecraft
projects hinged on their ability to navigate the invisible line separating
university- from non-university technology policies and platforms in order to make
their collaborative projects accessible to their peers. Similarly, the success of
the DSL stems from its ability to streamline the curation, preservation, and
distribution of digital texts across university and non-university spaces, thereby
making interactive projects accessible to a wide range of audiences. Hence, the
small-scale workarounds created by students and contemporary large-scale
institutional undertakings both demonstrate how a renewed focus on access can help
us re-approach the obstacles that scholars, teachers, and students face when
composing digitally-native work.