|
Issue 8 - Gaming Networks
Land of a Couple of Dances: Global and Local Influences on Freestyle
Play in Dance Dance Revolution
Gillian "Gus" Andrews - Columbia University
As a few scholars of media have begun to note, Actor-Network
Theory is uniquely suited to unite the disparate models of the
social role of media presented throughout the past century. Where
some social constructivist scholars worry that Marshall McLuhans
work attributes too much agency to media products themselves,
ANT welcomes this idea and suggests we look at how human power
is in fact invested in and extended through these products, as
Joost Van Loon and Matthew Fuller have detailed in their work
(Fuller, 2005; Van Loon, 2005). Where a Chomskyan or Bagdikianian
view assumes that media monopolies and other hegemonies retain
all power in determining the interpretation of a message, ANT
keeps the construction of these hegemonies power in perspective
while at the same time considering the repurposing of their messages
by fans which is described by audience studies scholars (Hills,
2002; Jenkins, 1992). Rather than insist on a monolithic causality
- either on the part of new technologies or of those who use them
- in understanding the effects of a medium in society, ANT suggests
we need more studies like Ronald Deiberts description of the mutual
development of the printing press and Renaissance society, or
James Careys elaboration of the relations between the telegraph,
railroads, commodity standardization, and the rise of the futures
market (Deibert, 1997; Carey, 1988).
It is this ability to support a more ecological sense of media
which makes ANT an ideal methodology for a world in which media
increasingly cross-promote each others contents, are owned by
the same companies, and come to us through the same pipes. And
it is also ideally suited for media which contain multiple references
to other media forms such as video games. One of these is Dance
Dance Revolution (DDR), the large-motor, rhythm-based video
game which I will discuss in this paper.
Dance Dance Revolution is one of the most visible of
the rhythm games, a genre popular enough in Japan that at its
peak, DDR manufacturer Konami claimed there was a DDR machine
in every arcade in the country. The game has since spread throughout
much of the rest of the world, and has appeared in a number of
television shows and music videos. In DDR, players stand on a
raised stage, pressing buttons with their feet in time to cues
on the arcade machines screen. Some players choreograph dance
routines to go with the steps specified by the machine.
One of the few other investigators of dance games, Jacob Smith,
notes,
even when media technologies leave a gap for a very specific
audience behavior, that gap can always become the space of an
astounding range of active and creative response and that music
and dance are powerful vehicles... for the performance of identity.
(Smith, 2004: 81)
While many game texts make multiple references to other media
texts, players of dance games have a great deal more agency in
referencing other texts during play. It is the activity of the
human body in DDR which makes this possible. Arcades have always
made video games a performative medium by dint of being public
spaces, but in most digital game spaces, even massively multiplayer
online games, there have traditionally been few affordances for
original creativity (beyond a small system of binary choices)
which affects subsequent play. Indeed, much of the games industry
seems ill-at-ease with the possibility of turning over creative
control to players. [1]
DDR takes creative intertextuality out of the virtual world of
the game. It gives us play writ large in a range of forums. The
connections players make to other texts are visible on their bodies,
not just on the screen, as they choose different dance moves and
styles. Arcade visitors stop, watch, and comment on their style.
Players also share videos and ideas about the game in forums online,
sending the activity of creating the games meaning far from arcades
and home consoles. Beyond everyday activities such as these, decisions
about how to play dance games are also made at dance game competitions
and in the scoring of their judges. All of these sites to a greater
or lesser extent inform the paper at hand.
While my research confirms Smiths claim that DDR has left a large
canvas on which its artists may creatively express themselves,
my own investigation of how playerstalk about the dancing element
of DDR play indicates that the dominant forms of DDR dance are
shaped, and often limited, by conceptions of dance and play and
associated identities external to DDR, and by global cultural
and economic flows. I find Bruno Latours conception of antiprograms
(see below for an explanation of this term) of great use in understanding
why players reject some of the features of the game and accept
others. Contrary to some critics complaints that ANT cannot explain
broad social forces, I also find Latours concept of black boxes
(see below for an explanation of this term) useful in modeling
how players tacitly accept homophobia and racial stereotypes,
especially when coupled with Castellss ideas about global cultural
and economic flows.
This paper traces successful and unsuccessful attempts to control
the meanings of the game, specifically with reference to what
dancing means in this context, as the game moves between various
interested parties - game developers, players, Internet forum
participants, and other media producers. Who decides how DDR players
dance, and at what times? Are the decisions about play made in
the development meeting, the arcade, competitions, online, or
around the home console? Globally, how do some regions or groups
emerge as experts or leaders in play style?
Methods
While an understanding of media construction as large-scale as
Deiberts or Careys is beyond the scope of this paper, I
will attempt to reconstruct the forces shaping players stylistic
decisions by doing an analysis of dance game machines and software,
and of a single forum thread on DDRFreak.com, a major website
in the dance game community.
This thread, titled 'Freestyling Tips, is a site in which players
negotiate the ideal ways to perform freestyle, a style of DDR
play in which players engage in more creative movement than they
do when simply playing for points, and may in fact sacrifice points
for the sake of style. It involves putting significantly more
thought and effort into movement in the torso, arms, head, etc.,
or using the feet and legs more creatively. There has been some
discussion as to whether freestyle implies improvised dance, or
routines; it has been used interchangeably for both, though a
distinction between routines and improv is sometimes made at competitions.
In addition to following the references that players on the Freestyle
Tips thread make to external cultural sources, and the references
to these sources made within the game itself, I draw on external
points of triangulation. The first is an earlier survey
of players I conducted, as well as interviews of players at an
international DDR competition. I also draw on my own knowledge
of dance after ten years of casual learning in a range of styles,
from jazz and tap to West African and bhangra, not to mention
playing DDR myself. Finally, I make use of the findings of other
papers on DDR and the related medium of karaoke. Using these triangulation
points, I hope to sketch out a map of the multimedia, international,
social network in which the game is positioned (Smith, 2004).
To better illuminate the international dimension, I will make
a brief digression along the way to discuss the location of DDR
arcade machines in a Castellsian space of flows.
Textual analysis and network mapping
As syntagms and programs (see below for an explanation of these
terms) are composed of arguments made by those engaged in a network
shaping the use of technologies, a textual analysis of the Freestyle
Tips thread seemed likely to yield a snapshot of players conceptions
of the game. I did not have time to look at the complete Freestyling
Tips thread, though I would have liked to. At the time this paper
was begun, over a year ago, the thread was over 55 forum pages
of text, or 1114 posts. This article, then, represents an analysis
of the beginning of the community's wrestling with the idea of
"freestyle. The thread began July 26, 2002 with a post by
staff member Miss Toy; I followed through post 299, a little over
a quarter of the discussion on this topic.
Simple grammatical analysis of the thread was performed on the
utterance (sentence) level. Statements about specific players,
dance styles, musicians, and other cultural actors enroled
by players into DDRs network were judged as having a positive,
negative, or neutral attitude toward that actor, based on simple
linguistic judgement (looking to negatory or charged words). I
then literally drew out a network of these statements, linking
the poster and their referent with a single line indicating the
semantic charge of their statement - positive, negative, or neutral.(Figures
1,2) Subsequent references to the same actor were added as additional
links. To make it easier to visualise this propositional networks
relation to traditional centers of power - the persistent centers
of capital and media power, which Castells notes have carried
over from the Industrial Revolution to the Information Age - I
then overlaid this network over a rough map of the United States
and other relevant countries, situating posters and their referents
in the geographical places from whence they were posting (Castells,
2002).

CLICK FOR LARGER IMAGE
Figure 1. Partial study data mapped out as a network.

CLICK FOR LARGER IMAGE
Figure 2. Vignette from map of study data.
I am assuming players truthfully register where they live in
the profile information DDRFreak lists to the left of every post
(they are not obligated to, this being the Internet, where nobody
knows you're a dog; but why else would a kid cop to living in
Scranton, Pennsylvania?). Using this self-reported information
and other clues (mentions of location in posts, etc.), the locations
of only about one third of commenters could not be identified.
The two thirds who did report mostly identified as residents of
the United States, reporting from (or referring to players in)
California, Delaware, Florida, Illinois, Indiana, Louisiana, Massachusetts,
Missouri, Pennsylvania, New Jersey, New York, Ohio, Texas, Virginia,
and Washington State - interestingly, all of these states with
borders either on major waterways or another country, historically
raising the likelihood that residents have more exposure to international
cultural flows. One poster hailed from Norway, one was from Northern
Ireland, and a few were from Canada. Additionally, a few references
were made to DDR performers from Korea.
While DDRFreak's forums are open to visitors from all over the
world, and have specific boards for other countries and regions,
the bulk of commenters on this thread appeared to be American
(certainly among players reporting their location). My discussion
will thus focus on American styles of playing DDR, and specifically
American freestyle.
Background
Relevant elements and applications of ANT
A brief discussion of key ideas in Actor-Network Theory (ANT)
which I will make use of is in order. Readers familiar with the
work of Bruno Latour will quickly notice that I am sticking closely
to the ideas he initially put forth in Science in Action,
without making much reckoning of his later revisions to his overall
project. This is in part because I am new to ANT, and Science
in Action is the text I know best. However, I also do not
find that Latours revisions, which are largely philosophical,
substantially affect the simple yet usefully abstract tools he
laid out in this first sally. I add to my toolbox a few extra
tools developed by users of his work.
Chesher (2003), for one, has suggested that media offer potential
avocations for their users, harking back to Weber's use
of the word (Weber, 1946). Avocations are akin to identities,
though they imply additional legitimacy imparted by the machine
and a distinct set of actions related to this identity which the
user may invoke to operate the machine. Chesher also discusses
affordances, or the features of a technology which offer
users the opportunity to act on it in various ways. The avocations
and affordances offered by DDR machines will be the first things
I describe following a description of my methods.
Chesher also draws on Latour's ideas about the ways humans and
objects become linked in chains and networks to support particular
arguments, technologies, or ways of being. He calls these chains
associations or syntagms, the latter referring
to linguists' term for the syntactic structure of a particular
sentence (Latour, 1999). I will most often use this latter term.
I generally take as my syntagms the ideas of how to dance, and
what it means to dance, put forth by players, game designers,
and a broader range of cultural commentators on this issue.
Latour has stated that these arguments rarely remain the same
as they move out into the world and are adopted by others; rather,
other people change them to fit their purposes, modifying their
affordances and the avocations they offer. The original idea he
calls a program. The conflicting interests of those
it passes on to he describes as antiprograms (Latour,
1999). Changes to the order or content of syntagms or
associations Latour calls translations - say, a change
from video games are for boys to some video games are for boys
but some are for girls or video games can be played by anyone,
with associated supportive changes to game objects themselves,
the contexts in which they are played, the places they are sold,
the people who develop them, etc. (Latour, 1991).
But the originators of an argument have at their disposal a number
of tactics to try to prevent excessive translation and thereby
maintain their initial arguments intact. One of these which I
will discuss is framing, or the specification of an argument's
intended audience by the text containing the argument (Latour,
1987). Framing will be briefly considered in the discussion of
the machines hardware and software.
Another idea from Latour which I will make use of is that of
an obligatory passage point (Latour, 1987).
Obligatory passage points need little explanation; essentially,
they are the claims made in any argument or the affordances of
any technology which must be reckoned with if one wants the benefit
of the argument or technology. In playing DDR, the only obligatory
passage point is pressure on the buttons, as I will discuss later.
One last idea of Latours is that of the black box. Latour
borrows this phrase from engineering, using it to describe a machine
whose inner workings are unknown but whose output can be expected
to be consistent given a consistent input (Latour, 1987). He alternately
uses it to describe arguments (programs or syntagms)
which are generally taken to be factual, and are not exposed to
questioning or investigation when brought in to support other
arguments.
I will, finally, also make use of Brandt and Clintons work using
ANT to bridge the divide between globalist and localist traditions
in the field of new literacies (Brandt, 2002). New literacies,
concerned as it is with both the technological changes to and
human construction of practices of reading and writing, is not
far from a consideration of media ecology (and is, as it happens,
also the theoretical framework with which I am most familiar).
From their article, I have gleaned two more Latourianisms: localizing
moves, which encompass actions of humans and things in framing
or partitioning particular interactions, and globalizing connects,
which serve to connect people and things on a larger scale through
the creation of abstract categories, fictional worlds, text-delivered
imperatives, or engagement with other places or times (Brandt,
2002). These ideas come into the picture particularly as I consider
the ramifications of the global media market and other economic
factors on the historical shaping of freestyle play.
Arcades in international perspective
The distinction between American and other play styles is important
for a couple of reasons. Patterns of arcade and console game use
have been demonstrably different across national boundaries (Suess,
1998). Console play in the United States has historically been
the domain of males, often for reasons of access (Lenhart, 2001;
McNamee, 1998). In recent years, much has been made of an increase
in women playing games; however, these have tended to be puzzle
and card games on home computers or handhelds, not games on consoles
or in arcades (IGDA, 2004). But anecdotal evidence from some other
countries, such as Japan and England, shows that DDR players in
arcades there are more often female. DDR's initial success in
Japan has been attributed to the fact that in that country, arcades
are a place to take your date rather than a masculine preserve.
I focus on arcades rather than the games home version because
DDR first made its way into the United States in arcades. The
first legal version released for the home console did not appear
until a few years later. So DDR was subject to arcade demographics
and arcade culture first. Additionally, the arcade space fosters
a performance dynamic which is simply not present in the home,
where strangers are not likely to happen by and watch people play
or try it out themselves.
I make the distinction that the first legal version
appeared in 1998 because DDR culture appears to have spawned in
U.S. arcades before Konami officially shipped machines here. Some
arcades have had illegally imported Japanese DDR machines for
years. Players were also burning discs of the console versions
for each other and buying mats from Asian sources so they could
practice at home before the first American home versions of the
game were produced. While I do not have statistics to back up
this observation, anecdotal observation suggests these illegal
machines, which appeared in predominantly Asian immigrant communities,
seem to have helped shape the rise of DDR culture on the Internet
around the wealthy technopoles discussed by Manuel Castells, following
trends in global society as a whole.
On DDRFreak, production of DDR culture is largely mapped around
major urban areas on the Pacific Rim. DDRFreak's founders, and
a number of its current operators, are Californians. It is likely
there were more DDR machines in Californian arcades earlier than
anywhere else in the States. Perhaps as a result of this abundance
of resources, DDRFreak was one of the first websites on DDR. Tens
of thousands of players have also contributed to the stability
of the sites reputation, becoming enroled in its discussions.
It has become Googles number one hit for the phrase dance dance
revolution, which means that a preponderance of links from other
sites, particularly other popular sites, link to DDRFreak when
referring to the game. DDRFreak is also one of the most complete
sites; where other sites may only have forums, DDRFreak also includes
a listing of machine locations, unlock codes, news, song listings,
step pattern printouts, videos of competitions, and other supporting
materials for those looking to improve their gameplay.
To this day, the volunteer-developed list of DDR machines still
lists a disproportionate number of arcade machines in California
(402) while the number in Texas is less than half that (153) and
the combined number listed in New York, New Jersey, and Connecticut
(considered by the US Census to be the New York City Metropolitan
Area) is only 173. To make this proportional imbalance clear,
there are approximately 35 million people in California, 31 million
combined in NY, NJ, and CT, and 22 million in Texas.
Interestingly, the Census numbers which most closely resemble
the proportion of DDR machines to players in these states are
those for the populations of resident people of Asian descent.
Asians and Asian-Americans make up nearly 11% of the population
in California, between 2% and 5% in the New York Metropolitan
Area, and close to 3% in Texas. Asians appear to have been largely
responsible for bringing machines into arcades in the US. For
example in the games earliest days in New York City (circa 2000),
the two arcades in Queens which had DDR machines, as well as at
least two of the four most popular arcades in Manhattan, were
run by Asians. Two of these arcades were located in the neighborhoods
with the largest percentage of Asian capital flowing into local
banks - Flushing and Chinatown (Kuang 2002).
A number of the DDR players participating in the DDRFreak forum
on freestyle, and a number of the players featured in the sites
videos, are of Korean, Philippine, Chinese or Japanese descent.
Some wear their ethnicities as a badge of pride, choosing handles
like Tsinay Butterfly (tsinay being Chinese Filipina) or asian
invasion 2000.
In addition to imports of illegal machines, Smith (2004) has
noted that the availability of videos of DDR performance teams
in Japan and Korea has also informed DDR play in the States. Citing
Condry (2001), he notes that 'movement of the body moves easily
across linguistic and cultural boundaries, and that movies and
videos are a primary channel for this exchange. Players in the
United States were thus able to judge moves in Asian players routines
and adapt them to their own style without needing to know how
to speak Japanese or Korean, or the context of the culture in
which their dances arose.
Interestingly, as Smith describes in depth, both the music and
graphics programmed into the game and the styles of dance performed
by Asian players were heavily influenced by the popularity of
breakdance in Japan (Smith, 2004). The cultural flows in which
DDR participates are ultimately circular: Japanese youth became
interested in American breakdance; the style became enroled
in Konamis production of DDR; and, finally, the game returned
breakdance to the States, in deracinated form (Smith, 2004).
These patterns suggest DDRs connection to the larger patterns
of global flows of labor, capital, and media between the United
States and Asia. As Castells notes, these flows are to some extent
built on pre-established patterns of commerce. Large cities of
earlier eras - the aerospace city of Los Angeles, the port
city of San Francisco, and the world commerce center of New York
- continue to be where capital flows and immigrants gather. As
Castells describes, they also continue to provide resources to
support the cultural life, outside of the workplace, sought and
prized by professionals in the new economy. And it should be noted
that DDR seems to be most popular in these (immigrant) communities.
There might be more support overall in them for related ideas
about dancing and martial arts which were initially foreign to
American culture. Various black boxes of DDR's main tenets - dance,
urban and foreign music - would not likely have been as welcome
outside of these major nodes on the network, for example, in the
American South..
Indeed, an initial survey of players yielded more concerns about
non-players heckling DDR players in the American South than in
other parts of the country (Andrews, 2005). Additionally, Southern
players who travelled to the DDR National Championships in New
York reported having to defend themselves from criticism at arcades.
Players awareness of global power centers was illustrated for
me at one point on a trip to Barstow, a desert city little more
than a glorified bus stop halfway between Las Vegas and Los Angeles.
Stopping through a video game store there, I asked the twentysomethings
at the counter whether there was a local arcade with Dance
Dance Revolution. 'Pssh, we wish, they responded. 'Where
do you think you are, Los Angeles? DDR players are aware - as
so many on the periphery are - that cities which are not major
nodes fall through the network mesh; this likely impacts who they
look to when attaching their dance styles to others' aesthetic
arguments.
It may be telling that when one player whose profile indicated
he was in Norway suggested on the freestyle forum that other players
should look to boy bands N'Sync and the Backstreet Boys for moves,
he was soundly ignored, aside from one tepid comment. It was made
by a player in Ohio. ('[E]veryone has there [sic] own little way
of dancing, the Ohio player said. '[...] if you can do other stuff
like nsync/bsb stuff very good, stick with that.) In an earlier
survey of players, most dismissed the possibility of doing moves
performed by these groups, who are usually associated with a fan
base of preadolescent girls (Andrews, 2005).
Findings and discussion
A textual analysis of the game Dance Dance Revolution
Because ANT follows the arguments passed around in communities
of practice, I begin here with an analysis of those aesthetic
arguments inherent in DDRs software and hardware, then move on
to the arguments about dance/play made by visitors to the Freestyle
Tips forum. The former stand in as residues of the practices of
those creating and distributing the game - programmers, designers,
marketers, and arcade machine vendors - which shape players play
practices. A more complex and accurate picture of the affordances
and avocations of dance game software might emerge from an investigation
of the practices of coding, marketing, and distribution. This
would present a longer history of the programs of dance games
in the Latourian sense of the intent of their developers: how
the ideas of the developers were translated in the process of
development cycles and sending the game to market (Latour, 1999).
As is so often the case, however, with academics running up against
industrys interest in maintaining proprietary control of information,
, such an investigation was not within my reach at the time of
writing. [2]
A more accurate understanding of DDR might also be reached by
beginning not only with DDR, but with its dance game contemporaries
In The Groove, Pump It Up, Para Para Paradise,
and Dance With Intensity as well. This would give a clearer
picture of the game's comparative affordances, meanings of the
game evident in choices made by players and arcade owners as they
select one game over another, and the position of the game in
the global market. However, within the United States, dance game
culture seems to extend to these other games without significant
translation. And while the name of the website I will focus on
is DDRFreak, the other games are discussed on the site as well.
Hardware and its effect on the shape of DDR play
Knowing which of the arcade machines avocations and affordances
are picked up or ignored - and which limitations are circumvented
or obeyed - by the players is the beginning point of understanding
the translations made as the game makes its way into the cultural
landscape. In the following discussion of the features of a DDR
arcade machine, I will focus on those relevant to the discussion
of key norms agreed upon by the DDR community, and to a few dance
moves which come up most often in the early discussion about freestyle.
Players generally encounter Dance Dance Revolution in
one of its two main forms: either as an arcade game or as a home
version played on a video game console (Playstation or XBox).
Because I will focus here on freestyle play as public performance,
I will consider only the hardware affordances of the arcade version.
The softwares affordances and avocations are the same across the
home and arcade versions.
An arcade setup consists of a fairly traditional arcade console
with a few major additions: flashing stage-style lights mounted
around the monitor and speakers, and, most importantly, a raised
metal-and-plexiglas platform big enough for two players to stand
on, with safety bars rising behind them. (figure 3) [3].
The platform is made up of two controllers with four directional
buttons interspersed with metal squares where each player can
stand without triggering a button. The buttons are spaced so players
with their feet on Left and Right (or Up and Down) have a slightly
spread stance, depending on how tall they are. The only hand-operated
buttons on the machine are used in menus to select songs and play
modes.
The core gameplay mechanic of classic DDR is quite simple, sort
of an inverse Space Invaders: arrow icons indicating
the four stage buttons - left, front, back, and right - rise to
the top of the screen, and the player is supposed to step on the
correct button when the corresponding arrow hits a target.

Figure 3. A Dance Dance Revolution
arcade machine.
Considering the hardware on its own, DDR seems to suggest only
a few of what Chesher calls "avocations, and simple ones
at that: that of dancer, that of star, and that of game player
(Chesher, 2003). These avocations are culturally very generic,
with the arcade hardware implying any form of dance which might
be performed on a stage with electric enhancements like lighting
and a stereo. The only culturally specific reference which could
be read into the arcade machine itself is to the disco-era movie
Saturday Night Fever (Badham, 1977);when the player steps
on one of the plexiglas buttons, it lights up much like the dancefloor
in the club depicted in the movie does.
Aside from these generic avocations, no part of a players dance
style is explicitly defined by the hardware itself. In DDR gameplay,
the only obligatory passage point is pressure on the buttons.
Even the line of sight may be foregone as competing players memorise
foot patterns the way concert violinists memorise sheet music,
and sometimes play backward or blindfolded. There is a great deal
of leeway in how a button may be pressed - with a flat foot, heel,
or toe, or even an elbow, hand, knee, or buttock. Players could
bob their heads like pigeons, do the Macarena with their arms,
shimmy their hips, and go knock-kneed; they are at liberty to
adopt any style, so long as they press the buttons. In freestyle
competitions, points only make up part of the overall score; the
rest is scored by human judges.
While the simplicity of the step as passage point allows for diverse
step styles, it does encourage players to avoid foot movements
which do not make a hard impact on the buttons (especially in
arcades, where heavy players often stomp the buttons into insensitivity).
Simply on the level of physical affordances, then, DDR is not
an ideal stage for jazz dance or ballet. It would hypothetically
work fine for stomping dances like clogging, flamenco, or tap.
However, players generally ignore these styles and choose moves
based on other cultural frames instead, as I will explain in a
later section.
The arrangement and spacing of the buttons also have their effect
on what may be performed. While there is nothing stopping players
from placing their feet on the corner metal spots which do not
have buttons, they wont get points for stepping there. In order
to hit the buttons with the greatest ease it is advantageous for
a player to stand in the middle of the platform, on the metal
plate there, if not on the buttons themselves. Thus, videos show
DDR players use less of what in technical dance language is called
the diagonal - movement not going forward, backward, or sideways.
This is not a hard-and-fast rule; while doing the Running Man
or C-Walk, two sliding moves which come from hip-hop, players
may well step on the metal plates. However, the hardware does
generally constrain movement in this case. When players' feet
are seen touching a corner spot, it is more for efficacy than
to make dramatic use of a different angle.
Travelling across two pads, meanwhile, is difficult. The buttons
of the two pads put together are not evenly spaced for the natural
human strides of which most dance forms, from Greek folk dance
to ballroom foxtrot to West African celebratory dances, make use.
Thus this awkward configuration shapes the dance in its own way:
doubles routines where one person plays on both pads are marked
by what looks like stumbling as players move to step on buttons
which are right next to each other rather than a stride away.
Grace may be hard to achieve.
The spacing of the buttons around the metal square in the middle
of the cross also tends to lead to certain postures. Players rarely
have their feet together, again because it's harder to score that
way. Dance styles based on a broad stance look good (as do martial
arts), while narrower-stance dances like ballet may look awkward
or be hard to perform.
The safety bar behind the players and the stage's proximity to
the console in the arcade also constrain what is possible. The
platform size leaves players 2.3 square meters each in which to
perform. Still, players get creative with the amount of space
they allow themselves to use; this limited space does not rigidly
determine play.
Software and its affordances for diverse styles
While the hardwares avocations tend towards the generic, the
software, by contrast, offers a multitude of specific ways of
identifying with the game.
If the player does not immediately begin to play, the game cycles
through demo clips and advertisements. During these clips, the
player becomes acquainted with the ubiquitous voice of the Announcer.
In the Japanese import versions of DDR games first brought to
the United States, this was an enthusiastic-to-the-point-of-naïve
male voice who judged your score. His diction made it clear that
the developers' first language was not popular English, and suggested
these voiceovers may not have been developed for English native
speakers (his most elaborate exclamation was 'I can see a dream
in your dance! I can see tomorrow in your dance! We can
call it Our Hope.)
Later mixes of DDR seem more tailored to speak to an American
audience. The announcer (still male) affects the kind of growl
cereal advertisers use when trying to convince children that their
product is totally radical, with urban or black English pronunciations
and mannerisms ('yo!, 'It's a new rekkid [record]!, 'Game ovah)
thrown in. As the game begins, the announcer punctuates the music
with comments, shaping expectations of how one should play. He
speaks as if the game can see the overall movement of the dancer,
not just judge the feet on the pad ('I love your style - show
me how to do it!).
Most importantly for the subject of freestyle play, in recent
versions the announcer directs the player's attention to a new
game feature, saying 'Go towards the full combo! at the beginning
of certain songs. Bonuses for full combos (a score of perfect
or great on every step) are a relatively new incentive for DDR
players who play for a high score rather than to show off their
skills and look good. The presence of the full combo bonus may
have an impact on the number of players who choose to dance freestyle,
as I will discuss later.
Players choose a mode, then in some versions get to choose an
avatar. The earliest avatars were an afroed black man in a suit,
named Afro, and a skinny, scantily-clad blond white woman named
Lady. Over time, players have been able to choose from a broader
range of white, black, and Asian characters, as well as robots,
abstract male and female symbols, girls dressed as animals and
devils, and a baby. Echoing Smith's comments about the ways in
which disco, rap, and other musical forms in the game become divorced
from their original cultural referents, and following what anime
commentators call mukokuseki (nationlessness), many of
these characters are without distinguishing ethnic or cultural
features (Baigent, 2004; Smith, 2004).
However, a few distinct subcultural references are present: the
union-jack-jumpsuit-wearing punk; a 50s-looking dude in a black
leather jacket; a male character named Astro who wears a futuristic
spacesuit; a few characters who dress in the baggy clothes of
ravers; Izam, a light-skinned male who wears a large rastafarian
dreadlock hat; and an avatarization of DDR singer Naoki, who wears
cowboy gear. The presentation of this broad range of avatar identities
could be seen as framing the audience for the game: just about
anybody, both males and females, from a range of cultures and
subcultures, is invited to play. And yet, as I have explained,
the audience playing this game in the United States has a distinctly
skewed gender balance and has gravitated to only a few of these
available avocations.
It is notable that selecting a character is the extent of control
that DDR players have over their avatar. Nothing else a player
does affects the avatar's movement; they dance on until a player
wins or fails. This is in contrast to some other dance games where
avatars begin to stumble when players do poorly or execute special
moves when players do well. In DDR, avatars are merely (distracting!)
window-dressing, spinning and bobbing slightly on the screen.
Like their appearances, and the party rap music they dance to,
the avatars movements are generic, not really identifiable as
part of a particular dance tradition (Smith, 2004). In these graphical
elements, as in the games hardware, the game forgoes specifying
exactly how it is to be danced to.
Players choose songs from a graphic menu which resembles a jukebox.
(figure 4). The song selection has always been diverse. DDR has
featured songs with influences as wide as Celtic music, jazz,
classical, European children's songs, Indian bhangra, Japanese
traditional instrumentation, punk, ska, new wave, 50s American
rock, TV and movie theme songs (including a remix of the theme
from Bruce Lee's movie Enter The Dragon (Clouse, 1973
#38)), various Latin styles such as salsa and samba, and reggae.
A long-running staple in the game series has been the music of
Captain Jack, a group consisting of a Cuban-American man and a
Portuguese-Indian woman recording in Germany, whose lyrics and
dance music are influenced by drill-sergeant chants. However,
the music in DDR skews heavily towards Japanese and American pop,
techno, R and B, disco, and hip-hop.
Figure 4. The menu screen from DDR Third Mix, an early
version of the game. [4]
The menu has since become much more complex.
Disco, hip-hop, R and B, reggae, salsa, samba, classical, bhangra,
celtic, techno, punk, country-western; military, martial art,
exotic, nationalistic, futuristic, athletic, surrealist, hot-rod,
cosplay, cartoon, cyborg, rave, and of course, 8-bit (and later)
digital games: DDR has laid out all these musical and aesthetic
styles for its players. It is an impressive range of potential
avocations. But between the software and the hardware, the game
makes a few general assertions about dancing, some of which
are contradictory: in DDR, dance is all about personal style,
and yet can be reduced to a score based on where and how accurately
your feet land. It should be done without touching someone else,
pretty much standing in one place. You have to stand a particular
way to do it. Both men and women can do it. People of all cultural
backgrounds can dance, but dance is disproportionately associated
with people of African descent and their cultures and music.
So which of these affordances and avocations do players actually
choose when they develop their own expressions of playing and
dancing, and why? At what points do they translate or accept these
arguments?
Players comments in the forums
Now that I have laid out the landscape of possibilities made
available to DDR players through the hardware and software of
the game, I will begin to sketch out the avocations, affordances,
programs, syntagms, and black boxes of the game with which they
choose to work.
Safety and aesthetics
A great deal of commenters attention was concentrated on trick
moves which creatively exploit the affordances of the machine.
Early videos posted to DDRFreak feature a few in which players
begin the routine off the pad, leaping onto it. A number
of commenters expressed approval for routines they'd seen in which
freestylers had walked off the pad in the middle of the song to
get a drink, run all the way across the street, or flirted with
a girl in the audience. Players push the limited space of the
dance pad, to humorous effect.
Moves which exploit the openness of the buttons obligatory passage
point included hitting the buttons with ones knee or hand, or
performing what is called a Matrix Walk, a move in which players
leap up on the arcade console's monitor and push themselves off.
These moves were widely seen in the early days of DDR arcade play.
But by the beginning of the Freestyle Tips thread, commenters
put a good deal of energy into fixing the correct ways and times
to do these moves; the overall agreement was rarely. They agreed
that these moves had been played out. There was a sense that there
were appropriate moments and inappropriate moments for them; commenters
wanted to see a player interpret a song sensitively, doing stunt
moves like these for fast, energetic songs while sticking to slower
ones for slow songs. In the case of these stunt moves, aesthetic
syntagms have come to trump moves built on the raw affordances
of the machine.
In addition, a few players warned others that these moves had
a high risk of injury. This was the moment at which a commenter
whose profile indicated he was a Konami employee spoke up:
I'm really sorry for the caps on this post, but I feel it has
to be said:
DON'T KNEEDROP OR HANDPLANT CONSISTENTLY! TRUST ME, YOU WILL
BE DOING YOUR KNEES AND WRISTS A FAVOR!!!
*ahem* Thank you. (comment #67)
This is consistent with a warning screen which Konami has inserted
at the beginning of the game. 'Extreme play motions are dangerous,
it reads. No doubt for legal reasons, Konami seeks to limit players
moves to keep them from bodily harm.
But commenters agreeing with the Konami staffer for safety reasons
were outnumbered by those who claimed the aesthetic syntagm, condemning
the moves as bad form. For example, the one poster who addressed
the Konami staff member directly stated:
...yes my brother Ajay, it will do your knees and wrists a
favor - but more importantly... it'll do your Face a favor too...(minus
the open-handed slap in the mouth!) you see, it's ok to hand
plant/knee drop - but it better be transitioning to something
incredible to make up for it... it's HOW you use it people!!!!
not how MUCH you use it! :D (comment #70)
Konami also finds players to be its allies when it comes to the
Matrix Walk. A wide range of players volunteered that the Matrix
Walk was not OK to do in an arcade, a somewhat baffling assertion
considering that many players said they had never seen anyone
perform this move and there are no videos in the DDRFreak archives
which feature the move. It may well be a myth. But apocryphal
or no, players find the Matrix Walk distasteful not because it
is likely to injure them, but because it is likely to destroy
the machine, rendering it unusable by the entire community. Damaging
the machine was described by participants in my first survey as
a major taboo (Andrews, 2005).
So, in the case of knee drops, handplants, and the Matrix Walk,
Konami's interest in warding off lawsuits was coincident with
players' desires to see fresh, expressive dance moves (which could
be said to draw on the global black box of [manufactured] consumer
needs) and to maintain a machine which will continue to be usable
by the entire community.
However, these moves attracted additional arguments beyond safety
and aesthetic concerns. A handful of commenters said that doing
knee drops and handplants didn't even count as a freestyle routine.
Some said the moves were gay, or werent real dancing:
I used to do all that knee drop, spinning, bar raping, and
hand plant stuff then i noticed i didnt really remind me of
dancing (how many peeps do u see in a club putting their knees
or hands on the ground beside break[danc]ing (comment #108)
Looking at knee drops and hand plants from the perspective of
other dance traditions - West African dance, or modern dance,
and of course breakdance, as the commenter notes - these moves
are perfectly recogniseable as dancing. It is worth delving further
into the claim that these moves are not real dancing and into
the shorthand epithet gay, as these accusations are echoed in
other comments.
Its not really dancing...
One popular syntagm in the comments was that DDR isn't dancing
at all, it's a game. A number of the players participating in
an earlier survey framed DDR in this way, saying they and other
players in their areas didn't freestyle at all (Andrews, 2005).
Others made a distinction between DDR and real dancing. In fact,
a majority of players seems to prefer playing the game for points
(perfect attack or full combo play), as this earlier survey revealed,
and there have been a few threads on DDRFreak since the Freestyle
Tips thread in which players have begun to ask whether freestyle
is dead.
Recent developments in DDRs software support points-play more
than older versions. As I mentioned earlier, the announcer now
exhorts players to 'go for the full combo, and Konami has added
bonuses when a player hits every step in a given song exactly
on the beat. There are also now websites where players can post
their top DDR scores.
Ultimately, the software of the game itself does not materially
support creative expression, though it certainly does not squelch
it. Like most digital games, DDRs scoring is binary, done by a
computer; like other games which purport to be about artistic
pursuits (Pokemon Snap, a photography game in which a
picture is judged based on how well its subject is centered, comes
to mind), DDR is not really programmed to evaluate an aesthetic
style. So it is not a tremendous surprise that freestyle should
be on the wane.
Players repeatedly implied there is a real way of dancing somewhere
out there in the broader culture; dancing thus becomes a black
box which players are unwilling to open or use DDR to contribute
to or tinker with. This echoes my surveys findings, and also anecdotes
related to me when I wrote a non-academic article about DDR in
2001. (Andrews, 2005). Few players identified themselves as dancers
outside of DDR. One illustrated his distance from real dancing
by noting he hadn't even gone to his own prom.
Commenters were not necessarily in agreement, however, on what
real dancing is. While the commenter in #108 above referred to
dancing done in clubs, another commenter, I am ryc3, said DDR
players should be looking to other styles:
Learn basic things like listening to the song and try to do
things to fit the song. Also Learn basic steps, dancing has
it's foundation from somewhere. For example Marengae(spelling)
[meringue -ed.]. The Advance dance moves in a couple comes from
Jazz. (comment #273)
A small number of commenters suggested that players watch music
videos for ideas for new moves.
So here DDR is subject not to Konami's claim that it is a dance
game, but to players' belief that they are not actually dancing
and that real dance mostly exists somewhere else: in dance classes,
in clubs, and in music videos. Each of these spaces is governed
by its own networks, of course, but the latter is notable, as
again it indicates a way in which the broader media ecology, not
just the syntagms and avocations brought in by the media text
at hand, has a hand in shaping the meaning of gameplay.
... unless youre breakdancing.
Not to overstate the case, however, there are a few dance traditions
which generated immense amounts of discussion in the Freestyle
Tips thread. Dances historically tied to hip-hop and rap music,
including the C-Walk, Harlem shake, breakdancing, poplocking and
its subgenres, such as ticking and strobing, received the largest
number of positive comments. Forum participants were less successful
in linking DDR to dance moves which did not come from these traditions.
Comments on other styles were more likely to be ambivalent and
significantly briefer, with only one or two peripheral commenters
mentioning them and usually getting little response.
With Smiths help, I have already traced the popularity of breakdancing
as a freestyle form back to Japan, and Asian DDR players in general
(Smith, 2004). Rap-related styles were first employed by Asian
dancers before the game came to the United States, and videos
of these teams were available online as players sought more information
on the new game. DDR itself suggests the use of breakdance through
references to this Asian party-rap culture.
Breakdance or breaking has also been revived recently in videos
by Usher, Ginuwine, NSync, and other pop acts. Additionally, there
are references to breakdance in some DDR visuals, and some of
the hip-hop songs in some versions of the game date from the early
days of breakdance. So we may consider that there are a few arguments
in the current media ecology which support a given player when
he chooses to breakdance in freestyle play.
The C-Walk or Crip Walk is not mentioned in DDR, but there were
a number of players who discussed the feasibility of working it
into a routine. The C-Walk has come to be associated with rap
music through videos featuring rap artist Xzibit, among others,
but its origins are separate from those of breakdance. Both were
developed in predominantly African-American communities, but the
Crip Walk developed over the past few years in California, while
breakdance originated in the late 70s in the Bronx (Gutierrez,
2001). The Crip Walk is associated with the street gang the Crips
(and, some say, their rivals the Bloods). Breaking is historically
associated with graffiti and rap crews.
If the C-Walk isnt mentioned in the game, why do players choose
to add it to their routines? And why is breakdance one of the
few styles considered acceptable for freestyle routines?
For starters, breakdancing, as a number of players noted in the
forum, is cool. Styles unrelated to rap were largely ridiculed
as uncool. Opening the black box of cool would likely lead us
back to larger constellations and other black boxes of gender,
race, class, and other historical influences which we could mine
for better understanding of the attraction. Among these, gender
seemed to be the most visible on the thread, so I will tinker
with that black box now.
Arms and the man
On the freestyle forum, the subject of what to do with one's
arms elicited a lot of concern from players who worried they were
moving unevenly, or stiffly, or looked retarded. Generally, though,
commenters had fewer specific ideas for arm movement than for
footwork. Small surprise, considering the games scoring mechanism
doesnt care whether you move your arms. Players rarely discussed
arms beyond saying it looked weird if you didn't move them at
all. A few referred to the lack of arm movement when doing Riverdance,
the shorthand name for Irish stepdance which Americans have taken
from the nationally touring musical revue widely publicised in
the media. Some players danced this style to a DDR song featuring
bagpipes. Two commenters found this textually appropriate, but
a third thought the lack of arm movement in Riverdance was weird,
perhaps relying again on black boxes of real dancing or cool dancing.
Many players - predominantly those focused on playing for points
- said they preferred to conserve their energy, forgoing arm movements
entirely. Players shown in freestyle videos on the site do use
their arms, but they almost never raise them above shoulder level.
These arm movements often have poor definition, are done hesitantly,
or seem to simply be an afterthought.
The freestyle guides posted elsewhere by DDRFreaks administrators
recommend using very animated arm movements, but these comments
elicited disdain in the initial survey (Andrews, 2005). Echoing
the freestyle guides, a few commenters on the Freestyle Tips thread
suggested shooting out your arms, provided it matched the footwork.
These comments were shot down, with one commenter saying that
in his area, '[o]ne guy actually keeps his hands open and swings
his arms wildly. IF you do that I guarantee people will think
you're gay.
Gay was an epithet casually thrown around in the freestyle discussion.
As the word is often used in the United States with only a faint
implication of homophobia, it was not always clear whether that
was a commenters explicit meaning or whether he simply meant lame.
However, the meaning of the epithet should not go unnoted. It
is also worth noting that poplocking and other forms of breakdance
would provide welcome instruction on how to move one's arms -
specifically, in a muscular, sharp way which could not be interpreted
as effeminate. Hip-hop affiliated dances emphasise daring, athletic
moves; breakdancing requires a great deal of upper body strength.
The Crip Walk is an even more macho dance, with some players arguing
that it is not a dance at all, but merely another medium for communicating
gang signs.
Elsewhere on the thread, fear of non-masculine sexuality became
more overt. Michael Jackson, for example, drew some disgust. He
was cited as an exemplar of the moonwalk, a move which originated
in his breakdance background but has since been associated with
him as a sort of signature. Jackson's style sent one player into
paroxysms:
Even though Michael Jackson studied and performed some pop
and lock... PLEASE don't look to him for instruction... He will
influence your style TOO MUCH... trust me, it happened to me...
before I knew it, I was popping my shoulders while making my
legs go crazy, saying 'uh! and grabbing my pelvis and thrusting!!
It's a frightening revelation... (comment #208)
Here again, the range of acceptable avocations is limited by
syntagms made elsewhere in the media ecology. My earlier survey
suggested that the style of dance performed by groups like NSync
and the Backstreet Boys is rejected by most DDR players because
of these groups popularity with younger teen girls (Andrews, 2005).
And, as I noted earlier, there was no support for the commenter
who spoke up from a peripheral part of the global network (Norway)
to encourage others to borrow moves from the Backstreet Boys.
This is not to say that masculinity is the only reason players
choose hip-hop-related styles for DDR. Ballet, tap, and modern
dance are not generally not acceptable or possibly accessible
dance styles for men of this age. (How many classes for adults,
much less men, are held at your local ballet studio? Is there
a ballet studio in your area at all?) Availability of dance forms
in other popular media, specifically music videos, seems to have
a very strong impact on how DDR songs are interpreted.
Among the dance styles not mentioned at all in this part of the
thread were, unsurprisingly, ones the players had likely never
heard of or seen. Players did not talk about dancing samba, or
bhangra, or the Japanese forms yosakoi or kagura, or the Madison,
Mashed Potato, or Pony. None of these dances were mentioned in
the mainstream media around the time these posts were made, but
all of them are dance styles historically related to music in
the DDR jukebox, including some songs mentioned in the course
of the freestyle forum. Rap-related dances, by contrast, are the
styles most often seen in music videos.
So the avocation breakdancer appears to join forces with the
its not dancing syntagm in translating the meaning of the game
away from Konamis central syntagm, this game is about dancing.
This masculine not-dancing helps ensure that nobody passing in
the arcade could call these guys gay. Two more avocations - those
of martial artist and athlete - additionally combine to help strengthen
this argument.
Everybody is kung-fu fighting [5]
There was a lot of talk in the thread about working kung fu and
wushu moves into gameplay. Commenters enthusiastically discussed
using nunchuks, blackjacks, swords, and drunken-style kung fu
in their routines. Discussion of these and other athletic or combat
moves, including pro wrestling powerbombs, was universally positive.
It may be worth noting that like breakdancing, martial arts routines
offer clear suggestions of what to do with the hands - shape them
into fists or blades, requiring less grace, not to mention non-limp
wrists.
Martial arts moves are to some extent suggested by the game itself,
with some graphics featuring ninjas and samurai, and the song
list including the remix of the theme from the Bruce Lee movie
Enter the Dragon. A brief discussion emerged as to which
song was best for a martial arts routine; two favorites were Matsuri
Japan and Tsugaru, both of which employ Asian stringed instruments
and flutes.
An additional affordance of the software is workout mode, where
players can count the calories they burn based on the songs they
complete. Whether players see this as supporting the syntagm DDR
is athletic or not is unclear. Regardless, there has been much
discussion in the American media of DDR as a weight loss tool.
A few teens have published testimonial websites on how DDR has
melted off the pounds. The state of West Virginia recently secured
a grant to study the use of DDR in schools, and schools in Oregon
are making use of In The Groove. Mainstream American
journalists have seized on this conception of the game, which
fits in well with rampant recent concerns over American youth
obesity. The expectation-defying here's a video game which isn't
sedentary! hook has proved irresistible to journalists (AP, 2004,
2005; Smith, 2004). This syntagm is a more recent development
and may not have been a popular argument when these posts were
made; however, players interest in martial arts moves dovetails
with this sense of physicality which is more acceptable for male
players.
Conclusion
In Latour's terms, we see that Konami has successfully enrolled
these young men into a new group: dancer-players, who are devoted
enough to the game to spend their free time playing and discussing
DDR. This materially supports the company, and in these cases
supports the physically safe, competitive (rather than expressive)
forms of play it would like to see. However, the company does
not control all the ways the players use the machine, particularly
in terms of defining its physical aesthetics. (Which, perhaps,
will be the case with any video game; would a fully controlled
play experience be fun? Would it even manage to enrol?)
The aesthetics which Americans draw on when playing DDR come
from a range of sources in the broader media ecology. They come
from black boxes stipulating what is acceptable for men, specifically
from resources readily available through international flows of
leisure pursuits - martial arts and rap culture - through major
hubs of capital like Los Angeles, San Francisco, and New York.
They are drawn from commercially-produced music videos, as well
as from homemade Asian websites showing how the game has been
danced before. They are highly selective, avoiding the affordances
and avocations of the game which might go against gender norms.
In revising this article for publication, I considered whether
there were lessons to be drawn from this study of Dance Dance
Revolution which could be generalised to other media. I agree
in this case with ANT founder Bruno Latour, who in his latest
book suggests that ANT is not suited for, if not actually diametrically
opposed to, developing generalizations about social phenomena
(Latour, 2005). The strength of ANT is that it is able to trace
out the connections specific to a given situation, where other
theories might lose sight of details in their dedication to presenting
a unified conclusion.
If anything, I think the conclusion to be drawn from this study
is the excellent fitness of ANT for research which aims to pinpoint
the many locations where the meaning of media is constructed rather
than seeking simplistic, one-sided answers. It allows us to see
the autonomy of game players in deciding play norms, while keeping
in view the limitations of the resources available to them through
the public discourse of the media. It allows for consideration
of the game console itself as an actor in the arcade, never losing
sight of the fact that its parts have been constructed elsewhere
by communities of practice whose agendas may differ from the players.
This ability to see how the local becomes global is of particular
interest in cases like that of the Californian dominance of the
DDRFreak website. Their influence clearly has much to do with
the fact that they got to the web with their interest in the game
first, had the technological resources to develop a site, and
signed up to the forums in the greatest numbers. But it is interesting
to note that, once this strength was established, the Californian
gaming communities' local preferences came to quietly dominate
through globalizing connects (Brandt, 2002). As the thread was
predominantly composed of Californians discussing how they would
like to see the game played, this discussion amounted to a series
of localizing moves even as it appeared to be globalizing - creating
an abstract category of DDR players which is not explicitly Californian,
in which any English speaker around the world could ostensibly
participate.
Here we find the beginnings of insight about local and global
media networks. Many media products begin as a local construction
- a television production company, a band playing music, a community
of actors in Hollywood or New York, a group of contributors to
a magazine, a local NPR affiliate's journalists, DJs, and supporters
- whose localizing moves set generic conventions, provide affordances,
and so on. This local community of practice becomes the basis
for a global community when their activities are distributed to
the broader public. Thus global nodes become black boxes unto
themselves, carrying with them a location-based authority which
those on the periphery may not question. What could be seen as
other people's practices might not ever be picked up if they were
merely from somewhere else and not Live! From New York! (Even
marginality becomes defined by these global hubs, with independent
film or game producers gaining status among connoisseurs precisely
because they are not 'from Hollywood.) One wonders what
would happen if the fans of a TV show were brought face to face
with the actors who seemed so friendly and approachable in their
onscreen roles, only to find they were not at all part of the
same culture.
Ideally, as I mentioned earlier, additional research on this
or other media networks would delve into the local practices of
game developers as well as players; there is no reason why this
kind of analysis of power should be the sole province of sociologists
of science. This would add richness to our understanding of global
influence, filling in more black boxes, affordances, avocations,
ignored or incorporated syntagms, and cycles of reciprocity in
our understanding of media and audiences.
Author's Biography
Gillian "Gus" Andrews is a doctoral student at Teachers
College, Columbia University, in New York City. She is currently
working on two studies, one on the differing literacy practices
of low-income and high-income teenagers surrounding video and
computer games, and the other investigating whether playing computer
simulations prepares students for future learning. Her dissertation
will focus on games, media literacy, and epistemologies.
Notes
[1] Among numerous panels where academics illuminated
and extolled the diversity of player-created content, industry
professionals speaking at the 2005 Digital Games Reasearch Association
conference disparaged the products of player creativity. Among
other things, they gave developers problems with copyright law.
One speaker added that giving players free rein would lead to
some good content, but a lot of content from twelve-year-old boys
- 'racecars with boobs, he scoffed (Developers in Play: Changing
Views on Game Creation, 2005). [back]
[2] I did attempt to contact Konami in hopes
of getting historical advertising material associated with the
game. Also, I have myself been peripherally involved in the development
of DDR's American-produced competitor, In The Groove,
and have some understanding of the developers thoughts as they
were developing that game. [back]
[3] Image from http://en.wikipedia.org/wiki/Image:DDR_US_1st_alt.jpg
[back]
[4] From http://www.akddr.com/
[back]
[5] This is, as it turns out, a song which is
remixed in a few versions of DDR. [back]
References
Andrews, Gillian. 'Flat Feet and Freestyle: A preliminary investigation
into the creative environment of the video game Dance Dance
Revolution', paper presented at the Creative Gamers
conference, University of Tampere, Finland (2005).
AP. 'Video game fans dance off extra pounds', (May 24, 2004).
AP. 'Working up a sweat with exergaming - New video games mix
fitness and fun', (2005), http://www.msnbc.msn.com/id/6448213/did/6808003/.
Badham, John. Saturday Night Fever (1977).
Baigent, Robert. 'Review of Cowboy Bebop television series',
Graduate Journal of Asia-Pacific Studies
2.1 (2004): 92-94.
Brandt, Deborah and Clinton, Katie. 'Limits of the local: Expanding
perspectives on literacy as a social practice', Journal of
Literacy Research 34.3 (2002): 337-356.
Carey, James. Communication as Culture (New York: Routledge
1988).
Castells, Manuel. The Rise of the Network Society (2nd
ed.) (Cambridge, MA and Oxford: Blackwell, 2002).
Chesher, Chris. 'Layers of Code, Layers of Subjectivity', Culture
Machine 5 (2003).
Clouse, Robert. Enter the Dragon (1973).
Condry, Ian. 'A History of Japanese Hip-Hop', in Tony Mitchell
(ed) Global Noise: Rap and Hip-Hop Outside the USA (Middletown,
CT.: Wesleyan University Press, 2001).
Deibert, Ronald J. Parchment, Printing, and Hypermedia: Communication
in World Order Transformation (New York: Columbia University
Press, 1997).
Developers in Play: Changing Views on Game Creation.
(2005). Panel at the Digital Games Research Association Conference,
Vancouver, BC, Canada.
Fuller, Matthew. Media Ecologies: Materialist Energies in
Art and Technoculture (Cambridge, MA: MIT Press, 2005).
Gutierrez, J. 'Walk the Walk…if you can Mayn!' (2001),
http://www.seaspot.com/cripwalk.htm.
Hills, Matthew. Fan Cultures (New York: Routledge, 2002).
IGDA. IGDA 2004 Web and Downloadable Games White Paper (2004),
www.igda.org/online/IGDA_WebDL_Whitepaper_2004.pdf.
Jenkins, Henry. Textual Poachers: Television Fans and Participatory
Culture (New York: Routledge, 1992).
Kuang , Chan Yek. 'Flushing has become the second-largest banking
area in New York; deposits exceed $3 billion', Sing Tao Daily,
translated into English by Xiaoqing Rong, Voices That Must Be
Heard (2002),
http://www.indypressny.org/article.php3?ArticleID=373.
Latour, Bruno. Science In Action (Cambridge, MA: Harvard
University Press, 1987).
____. 'Technology is society made durable', in John Law (ed.)
A Sociology of Monsters: Essays on power, technology, and
domination (London: Routledge, 1991).
____. 'On recalling ANT' in John Law and John Hassard (eds.)
Actor Network Theory and After (Oxford, UK: Blackwell
Publishers, 1999): 15-25.
____. Reassembling the Social: An Introduction to Actor-Network-Theory
(Oxford: Oxford University Press, 2005).
Lenhart, A., Lee, Rainie, Lewis, Oliver. Teenage Life Online:
The rise of the instant-message generation and the Internets impact
on friendships and family relationships (Washington, DC:
Pew Internet and American Life Project, 2001).
McNamee, Allison. 'Youth, Gender, and Video Games: Power and
Control in the Home', in Tracey Skelton and Gill Valentine (eds.)
Cool Places: Geographies of Youth Culture (New York:
Routledge, 1998).
Smith, Jacob. 'I Can See Tomorrow In Your Dance: A study of Dance
Dance Revolution and music video games', Journal of Popular
Music Studies 16.1 (2004): 58-84.
Suess, Daniel et al. 'Media use and the relationships of children
and teenagers with their peer groups: A study of Finnish, Spanish,
and Swiss cases', European Journal of Communication 13.4
(1998): 521-538.
Van Loon, Joost. 'Medium-Force: Exploring the efficacy of combining
McLuhan and Latour in Theorizing Digital Connectivity', paper
presented at the European Communication Conference Amsterdam,
Netherlands, 2005.
Weber, Max. 'Politics as a Vocation', in C. Wright Mills &
H.H. Gerth (eds.) From Max Weber (New York: Oxford University
Press, 1946): 77-128.
TOP |