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Full Chapter Indie Games in The Digital Age M J Clarke PDF
Full Chapter Indie Games in The Digital Age M J Clarke PDF
Full Chapter Indie Games in The Digital Age M J Clarke PDF
Clarke
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BLOOMSBURY ACADEMIC
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CONTENTS
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Contents
vi
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INTRODUCTION
M. J. Clarke and Cynthia Wang
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In all these cases, creators have leveraged the ease and availability of online
tools and platforms and, as a result, have forged paths to both creative
and financial success previously unavailable. Traditional mass media and
game publishing models have operated with high barriers to entry and
high production costs, reinforcing capitalist power structures, wherein the
richest, most privileged, most connected and the most culturally, socially,
and artistically normative have had the best chance to have their creative
works made and exposed to a wide audience. And because mainstream
board game companies like Mattel and Hasbro, as well as traditional video
game companies such as Nintendo, Microsoſt, and Sony have presided
over an oligarchical system, independent game-makers historically have
had more limited chances to get their work in front of an audience without
directly working with one of these gatekeepers.
°e concept of “indie” or independent creation outside of traditional
channels of cultural production has been a predominant theme in academic
and critical press as well as in creator investment around film, music, and
other mass media in the last several decades, a tendency that has only
expanded along with new digital affordances. Recently, media coverage
is replete with celebratory examples. For example, in music, Chance the
Rapper’s album, Coloring Book, was first self-released on the free digital
platform Soundcloud before winning the 2016 Grammy for Best Rap
Album of the Year. And in the previous year, Sean Baker produced the
award-winning film Tangerine—a movie about transgender sex workers
shot entirely on an iPhone. Digital tools have also encouraged the indie
impulse in other fields of expression, such as the use of social media and
blogging to establish and promote underground restaurants (Tran, 2017), as
well as in the growth of podcasting as a new vehicle for independent critics,
essayists, and historians (Markman and Sawyer, 2015). Among this new
wave of independent cultural producers is a growing and vocal group of
game-makers, critics, and users using the moniker of indie games.
°is collection of chapters explores useful inquiries into the motivations
and functions of current indie cultural work, and specifically indie gaming.
Indie gaming is not simply an experiment in artistic creation but also one
of social and economic experimentation in which its participants actively
interrogate their internal cultural and economic motivations, their relations
to the larger community of makers and users, the sociocultural function of
their texts, and their attitude toward the technological affordances available
to them. Each chapter explores, in various contexts, how indie game
producers have negotiated their processes of production and distribution of
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and the developers that supply their games increasingly rely on the licensing
of presold intellectual properties from other media supply game concepts,
the reiteration and sequelization of their own game franchises, and the
narrowing of products in line with established game genres and gameplay
mechanics. Moreover, these same pressures have equally encouraged the
forces of so-called rationalization to appear in the industry through stricter
fragmentation of labor, the establishment of clearer work hierarchies, and
the use of timetables and deadlines, all hallmarks of classical bureaucracy
(Tschang, 2007).
In addition to the economic pressures of the gaming business,
mainstream console video games, too, are notorious for labor problems
and a high rate of creator burnout (Deuze, 2007). Specifically, video game
production is typically understood as a dues paying job in which short-term
job performance becomes the measure of a worker’s ability to be rehired to
staff subsequent short-lived development teams and so-called self-organized
projects (Grabher, 2002). It is also a profession that requires off-the-clock re-
skilling to keep abreast of technological changes in tools and programming
languages. And it is a job that oſten requires long periods of extended work
hours—colloquially known as “crunch time”—that may or may not be
appropriately remunerated. °ese factors then are typically papered over
with a corporate philosophy of “work as play” (Kline, Dyer-Witheford, and
De Peuter, 2003) that encourages workers to have “fun” on the job in an
effort to keep them at the office if not on their terminals.
While trend lines have slightly shiſted in the short term, these work
demands have tended to overdetermine the typical demographic profile
of video game workers. According to the most recent International Game
Developer Association survey, the average age of the video game creative is
thirty-five (compared to the economy-wide average of forty-two) and that
almost half of the game worker labor force have been in the industry for less
than six years, evidencing a high degree of aging out (Legault, O’Meara, and
Weststar, 2017). Moreover, the same study also demonstrated demographic
biases overall as still 79 percent of the workforce is male. And, according
to many reports, the gender imbalance has resulted in work environments
oſten hostile or at least unfriendly to women across new media in general,
echoing McRobbie’s (2016) claim that boundary-less creative careers have
enhanced negative effects on already disadvantaged or marginalized workers
who have less access to institutional support and oſten are compelled to
“play along” in order to ensure re-hireability. In one recent report about
work in Silicon Valley, 66 percent of female workers indicated that they had
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Introduction
been excluded from work events on the basis of their gender (Kolhatkar,
2017). °e countervailing presence, relative success, and rising critical
legitimacy for indie games then acts as a counterweight attracting both
old gaming professionals disaffected by work demands and young aspiring
creative workers resistant to the work and life culture perpetuated by larger
publishers and developers, bringing along with them stories, ideas, and
representations outside the sometimes circumscribed experiences of the
typical young, male AAA industry.
Industrial concentration and the artistic conservatism associated with
risk aversion in AAA publishers concomitantly have leſt fruitful gaps,
niches, and agendas in the business of games and video games through what
organizational theorists call resource partitioning, what economists call
creative destruction, or what critical theorists call commoditization. In the
first case, resource partitioning theory explains the mutual co-existence of
consolidating, large generalist firms and small, emerging, specialist firms
in single industries. Simply put, as the former grow, larger firms oſten seek
out the largest market segments with the broadest serving products and
texts to take advantage of their scope through economies of scale (Markman
and Waldron, 2014). °is strategy leaves neglected market segments and
other value propositions open to be exploited by properly scaled firms;
however, business thinkers have noted that the vitality that these smaller
operations—whether they be microbreweries, luxury watches, or indie
games—necessitates a cultivation and maintenance of a distinct authenticity
or identity to avoid being reabsorbed into the generalist market (Carroll and
Swaminathan, 2000).1 Resource partitioning theory suggests that industrial
concentration can engender indie growth, while creative destruction
suggest that any technological dependent industry harbors the dilemma
of outside, upstart innovation. Economist Joseph Schumpeter elaborated
the concept of creative destruction to suggest how actors in industries
must repeatedly update their methods and products and that “such change,
both great and small can be triggered by entrepreneurial effort which
disrupts equilibrium, destroys established value, and creates new value”
(Cunningham, Flew, and Swiſt, 2015, p. 104). Like all new media firms,
major AAA publishers spend a large amount of time and effort on research
and development and on purchasing innovative firms and technologies
to stay abreast of the technological churn that has made more cautionary
tales than durable successes in the gaming business. For example, current
accounting documents for the publisher Electronic Arts mark the firm as
spending an amount approximately equal to one quarter of their revenue
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(Anderson, 2006) effects of online game and app markets, along with the
slow decline of brick-and-mortar retailing and its associated wholesaling,
have decayed the importance of traditional publishers’ logistical and
distributional acumen. And the spread of inexpensive and approachable
digital authoring tools further have complicated the association of quality
game work only with well-connected and funded developers. In short, a
suite of effects connected with recent digital affordances have provided a
new opportunity for creative work unavailable in stricter applications of the
publisher model.
Of course, the association of aesthetic value with perceived artistic
independence is a familiar myth as well as a theme of social scientific
research (Berger and Peterson, 1975). Romantic notions of struggling artists
with singular, uncompromising, and sometimes misunderstood vision posit
that the closer a text is to the hands of its creator, the more legitimate it is as
a form of expression. And certainly, gaming history is filled with similarly
wrought origin stories of monomaniacal, driven creators from Dungeons &
Dragons’ Gary Gygax (Witwer, 2015) to Adventure’s Warren Robinett (2006).
More recently, celebrations of more artisanal mode of production resonates
in Anna Anthropy’s deeply influential Rise of the Videogame Zinesters
(2012), a book-length manifesto call for more games to be produced from
an individual sensibility.
Despite the appeal of such narratives, most of our analyses of indie
game production pose this evolving art world as a social and emergent one
across texts, producers, and end users. In this manner, the development of
indie games echoes not so much a hagiographic timeline but a complex,
interactive system mirroring Pierre Bourdieu’s field of cultural production
(1993). In Bourdieu’s elaboration of the concept, the sociologist examined
the emergence of a distinct tradition of literary novels—a field shaped not
simply by a book printer’s bottom line but equally determined by the relative
reputation of authors, the attitudes of critics, and the formation of artistic
tendencies and canons—or, in a word, cultural capital. Self-aware assessment,
evaluation, and competition of a set of internal and unique values pushes
cultural fields toward Bourdieu’s concept of autonomy, away from the lone
concerns of economic and political power that had animated literary and
visual arts, and culminating asymptotically with an attitude of l’art pour l’art.
Arguably, games and the scenes growing around them are building a similar
field. Gaming texts are both discussed and in subtextual conversation with
one another in an effort to refine the budding field’s internal values.2 As a
field grows in autonomy, so too should it grow in legitimacy as a space for
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Introduction
understanding of their work and its processes are equally haunted by the
theoretical baggage of this previously unsettled debate. Ultimately, whether
indie game work as an emerging site of digital labor looks more like the
“full development of productive forces” fantasized by Marx (1971) wherein
each would create to their means and desires, or whether the practice simply
reproduces preexisting power and hierarchy through what Jodi Dean (2003)
calls communicative capital, or whether, more drastically, these activities
add up to a form of digital slavery that, Christian Fuchs (2018) argues, late
capitalist ideology compels us to forget or ignore has largely do with the
analyst’s critical and disciplinary perspective. In other words, the notion of
indie games, the work that produces them and the structure that engenders
them retains an analytic and theoretical uncertainty. Our current volume
plumbs this uncertainty, investigating the production, production cultures,
and texts of several indie game creators.
°is collection is divided into three sections. °e first section will
address indie game creators themselves and how they have sought alternate
paths of production and distribution. First, John Vanderhoef contributes
a critical deep dive into Devolver Digital—an indie game publisher—and
how the ethos of the firm seeks to create an image of rupture of hegemonic
masculinity, yet may also reinforce it at the same time. Bonnie Ruberg’s piece
looks at how queer indie game-makers contribute to the changing cultural
landscape of game-making through the trials and tribulations of queer game-
maker, Mo Cohen, and their game Queer Quest, highlighting the importance
of video games in representing queer identities, communities, histories,
and experiences. M. J. Clarke examines the self-reflexivity of indie game
postmortems and uses these documents as practioner self-theorizations and
representations in which game-makers consider what being “indie” means
from the perspective of motivation, technology, and business practice. And
Betsy Brey explores the shiſting relationships between indie game producers
and gaming fans through the horror-game franchise, Five Nights at Freddie’s,
tracking the proliferation of fan-made games based on the original title as a
site of negotiation around issues of authority, ownership, and meaning.
°e second section explores the various tools and communities that are at
indie game-makers’ disposal, thanks to the affordances of digital platforms.
Each of the articles in this section investigates the various ways that indie
game-makers have deployed new and emerging methods of funding, of
creating, of community-building to do their game work. Emilie Reed begins
this section by elucidating, through three case studies, how accessible game-
making tools influence the aesthetic styles of the games that are created
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Notes
Works Cited
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Introduction
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Marx, K. (1971). °e Grundrisse (D. McClellan, Trans.). New York, NY: Harper &
Row.
McRobbie, A. (2016). Be Creative. Malden, MA: Polity.
Newman, M. Z. (2009). “Indie culture: In pursuit of the authentic autonomous
alternative.” Cinema Journal, 48(3), 16–34.
Perren, A. (2012). Indie, Inc.: Miramax and the Transformation of Hollywood in the
1990s. Austin, TX: University of Texas Press.
Peterson, R., & Berger, D. (1975). “Cycles in symbol production: °e case of
popular music.” American Sociological Review, 40(2), 158–73.
Pham, A. (2012). “Bungie-Activision contract.” Los Angeles Times. Retrieved
July 11, 2018 from http://documents.latimes.com/bungie-activision-contract/. (http://document
Robinett, W. (2006). “Adventure as a video game: Adventure for Atari 2600.” In
K. Salen and E. Zimmerman (Eds.), °e Game Design Reader: A Rules of Play
Anthology (pp. 690–713). Cambridge, MA: MIT Press.
Ross, A. (2004). No Collar: °e Humane Workplace and Its Hidden Costs.
Philadelphia, PA: Temple University Press.
Sinclair, B. (2013). “GTA V cost over $137 million, says analyst.” Gamesindustry.biz.
Retrieved from https://www.gamesindustry.biz/articles/2013-02-01-gta-v-dev- (https://www.ga
costs-over-USD137-million-says-analyst.
Terranova, T. (2000). “Free labor: Producing culture for the digital economy.” Social
Text 63, 18(2), 33–58.
Tran, N. (2017). Adventures in the Starry Kitchen: 88 Asian-Inspired Recipes from
America’s Most Famous Underground Kitchen. New York, NY: Harper Collins.
Tschang, F. T. (2007). “Balancing the tensions between rationalization and creativity
in the video games industry.” Organizational Science, 18(6), 989–1005.
Wang, C. (2012). “Tinkering with the iPhone: Subversion and re-appropriation of
power in Apple’s world.” Journal for International Digital Media Arts Association,
8(2), 31–41.
Witwer, M. (2015). Empire of Imagination: Gary Gygax and the Birth of Dungeons
& Dragons. New York, NY: Bloomsbury.
Zackariasson, P., & Wilson, T. L. (Eds.) (2012). °e Video Game Industry:
Formation, Present State, and Future. London, England: Routledge.
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PART I
INDIE GAME CREATORS
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CHAPTER 1
BREWS, BURGERS, AND INDIE
BOMBAST: THE ANTIESTABLISHMENT
NEOLIBERALISM OF
DEVOLVER DIGITAL
John Vanderhoef
Introduction
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a profit. °ese contrast, for example, with more informal game development
practices, such as noncommercial, DIY, and craſt game-making (Keogh,
2019). °ese boutique indie publishers seek to engage with the dominant
industry while sustaining themselves in a liminal space. °rough an analysis
of the changing relationship between publishers and indie developers,
this chapter suggests commercial indie games have been successfully
incorporated into the machinations of the dominant video game industry,
but in the process their alternative status or potential for resistance has
been largely reduced to a brand or marketing scheme more interested in
the performance of outsider status than in challenging dominant industry
structures or ideological constructs.
In particular, this chapter offers a critical perspective on one of the
most prominent and prolific indie-focused publishers, Devolver Digital, a
company formed in 2009 which positions itself as a “punk rock” indie game
label that favors small, o±eat, retro, and hyper-violent game experiences
such as Hotline Miami (Dennaton Games, 2011) and Broforce (Vlambeer,
2015). Using the discourse surrounding the publisher within the gaming
culture and industry, and complimented by first-hand observations gained
from attending Devolver’s media events at E3 2015 and 2017 in Los Angeles,
this chapter argues that despite providing indie-friendly publishing services
and an implied critique of the commercial practices of corporate video
game publishers, Devolver Digital nonetheless conflates countercultural and
antiestablishment punk aesthetics with the same neoliberal romanticism
that has motivated the tech industry since the earliest days of Silicon Valley.
Devolver Digital’s performance of romantic individualism conceals its
collusion with neoliberal capitalism, particularly as a publisher that operates
a global commercial enterprise disguised as a grassroots basement operation.
Moreover, like the musical indie rock scene (Bannister, 2006), Devolver
ultimately privileges an overwhelmingly white masculine identity heavily
invested in ironic postfeminist ideology, a self-conscious but retrograde
ideology which reflects the problematic identity politics of the commercial
indie game sector more broadly.
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So, it really puts the onus on us to perform based on our relationship with
the developers” (Yin-Poole, 2011). Rather than an operating ethos based
on control that treats indie developers like widgets in need of managing,
boutique publishers build relationships with developers based on mutual
respect for the particular talents each possesses: game design and creative
development on the one hand, and public relations, marketing, and business
on the other. To be a good partner to indies, in other words, many publishers
had to start thinking like indie developers.
Many prominent indie developers that had already launched commercially
successful games recognized the potentially robust business model of
these boutique publishers and realized they were increasingly equipped,
culturally and financially, to expand into publishing operations using the
same strategies. Alongside boutique publishers like Devolver Digital, a
collection of successful indie developers has expanded into publishing
operations, partnering with unproven but promising indie developers. Indie
developers-turned-publishers promote themselves as publishing units that
understand the concerns, experiences, and mentality of indie game studios.
For instance, in a blog post announcing their new QA and funding services
in 2014, indie studio °e Behemoth stressed that “since we’re developers, we
understand that quality of service and communication are paramount” (Lam,
2014). Aſter releasing one or two significant financial hits, many indies see a
business opportunity in helping other upstart developers enter the market.
For example, aſter releasing the award-winning and financially successful
Fez (2012), Polytron moved into the publishing space. Similarly, successful
games like the Democracy series (2005–2016) and Castle Crashers (2008) led
to Positech and °e Behemoth expanding to publishing, respectively.
°e impetus to expand into publishing allows successful indies to diversify
their investments and improve their potential for sustainability, provided
they choose the right external titles to support. As a business predicated on
the risk of hit-or-miss game titles complicated by unpredictable production
cycles, having multiple games in production across studios that handle
their own overhead allows developers-turned-publishers to mitigate their
risks while also building and retaining marketing expertise. °is trend
reflects a grassroots ethos where scrappy upstarts use their success as a
foundation to help other small, struggling indies while also highlighting the
communal nature discursively linked to indie development communities.
However, these developers-turned-publishers also tend to follow traditional
investment and incubator models used in the tech industry in order to
transform intuition for potentially successful games into a profitable return
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talking about what he sees as the company’s purpose with the ironic phrasing
that children of the 1990s might recognize, co-founder Mike Wilson
remarks, “We’re a publisher for people who don’t need one” (Wilson, 2014).
With language like this, Devolver acknowledges and distances itself from
the problematic and predatory history between developers and publishers,
while also complimenting the latest generation of indie developers for
being self-sufficient.
Devolver’s owners and operators maintain a laidback, cheerful, and
reckless demeanor, going out of their way to make the publisher-developer
relationship tantamount to hanging out with friends. In self-conscious
fashion, Devolver’s website invites potential players, like a bartender
might, to pick their poison when it comes to what they call “magnificently
handcraſted games” and “farm fresh indie films,” the latter of which the
company started publishing in 2013 (Devolver Digital Homepage). On its
“About” website the publisher suggests, “Let’s get a beer sometime!,” inviting
potential indie partners to contact the company while ensuring them that
their interaction will be informal and low-key. From its website to its press
events, the publisher attempts to position itself as down-to-earth and self-
aware, cultivating an easygoing atmosphere where beer flows and small
quirky games from small, quirky developers are supported and valued.
Although Devolver attends most large industry trade shows and
conventions, they strategically position themselves geographically and
figuratively on the margins of these events. For example, one year at the
Game Developers Conference (GDC), the largest annual gathering of the
industry’s developers, Devolver rented out a bus and drove past the Moscone
Convention Center in San Francisco to invite listless indie developers to take
a ride, drink a beer, and discuss their latest projects. Devolver called this
stunt the “indie bang bus,” riffing on a pornographic video series filmed with
amateur aesthetics inside a bus. In fact, in several interviews, the publisher
references porn, using it as a point of humor—juxtaposing the discussion
of sex with the standards expected in a professional setting—to associate
itself with the taboo nature of pornography in culture and society. Of course,
realizing that they were breaking the law by offering open alcoholic beverages
in their “indie bang bus,” Devolver moved its operations to a “basement
bunker” at GDC 2014, being sure to remind journalists during interviews,
in between tequila shots, that they were not officially part of GDC. Devolver
has since moved their GDC presence yet again to the Galvanize speakeasy
room in San Francisco and rebranded this space Devolver Underground.
°is move perpetuates Devolver’s connection to alcohol and illicit locations
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linked to illegal bars during prohibition while also providing those who visit
Devolver during these events with a certain subcultural capital gleaned from
“being in the know.”
John T. Caldwell (2008) has identified two common practices within the
milieu of entertainment industry tradeshow events that facilitate networking
between people and companies. Caldwell calls these rituals “solicitation”
and “cultivation,” and each acts to forge and maintain industry identities
and connections. Solicitation occurs when companies strategically identify
partners that can be useful in advancing the individual or company’s goals,
while cultivation activities include manufacturing a sometimes paradoxical
or antithetical view of the industry itself, such as the use of parties and
informal get-togethers overs drinks that mask the precarity, risk, and
suffering that occurs across the entertainment industry more generally.
Devolver’s language across media interviews reflects a deliberate effort to
remind people that they are not the traditionally stilted, obsequious PR
representative simply repeating the talking points they have memorized.
Instead, Devolver cultivates their brand of rebellious authenticity by not
being well-spoken or well-practiced, by cursing and drinking, and by
maintaining a constant irreverence about everything while simultaneously
communicating a passion for their development partners.
Nowhere is this more apparent than at the Electronic Entertainment
Expo (E3), a yearly industry marketing event where developers showcase
their upcoming games to the press, retailers, and other industry parties.
For many years, Devolver has rented out a parking lot across from the LA
Convention Center where the rest of E3 is held. In this parking lot, Devolver
sets up a barbecue with tents, picnic tables, and mobile homes to shelter
their indie partners and their games from the grueling LA sun. °ey are
also quick to remind people that a Hooter’s—the restaurant chain famous
for barbeque wings and scantily clad waitresses—is right next door, a detail
that contributes to the masculinized, ironic, trash aesthetic the publisher
cultivates at such events.
While attending E3 in 2015, Devolver representatives offered me
something hot off the grill and a cold drink as I checked in for my meetings
with several indie developers in Devolver’s makeshiſt trailer park. In between
appointments, journalists, publisher reps, industry folk, and developers
chatted in the shade of trailer overhangs or in the designated picnic area
under tents. Indie developers invited me into their (sometimes) air-
conditioned trailers to discuss and exhibit their games to me personally, not
through the traditional public relations intermediaries. Inside the trailers, I
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operator then takes hold of the patient's hand and the other
electrode is passed over the muscles of the neck, back, trunk, and
extremities.
Baths to the head may be used in some cases; cool head-baths are
most frequently applied. One method of using these baths is to have
the patient lie in such a position that the head projects a little beyond
the edge of the bed and over a basin or receptacle of some kind.
Water of a suitable temperature is then poured gently or squeezed
out of a sponge over the head. For some forms of insomnia or some
of the disorders of sleep in hysteria this treatment is a valuable
auxiliary to other measures.
For the hysterical spine cold compresses may be used along the
spine. On the other hand, hot fomentations may be found of benefit
in some cases. Where hydrotherapeutic measures are employed
attention should be paid to the condition of the circulation,
particularly in the extremities. If the feet or hands are cold, hot
applications or frictions should be used.
For hysterical paralysis faradism and galvanism hold the chief place.
Metallic-brush electricity should be used in the treatment of
anæsthesia.
Whenever, in local hysteria, particularly of the paralytic, ataxic, or
spasmodic form, it is possible to coax or compel an organ or part to
perform its usual function long unperformed or improperly performed,
treatment should be largely directed to this end. Thus, as Mitchell
has shown, in some cases of aphonia, especially in those in which
loss of voice is due to the disassociation of the various organs
needed in phonation, by teaching the patient to speak with a very full
chest an involuntary success in driving air through the larynx may
sometimes be secured. Once compel a patient by firm but gentle
means to swallow, and œsophageal paralysis begins to vanish.
130 Revue de Thérapeutique, quoted in Med. Times, vol. xiii., June 16, 1883.
HYSTERO-EPILEPSY.
4 Études cliniques sur l'Hystero-épilepsie, ou Grande Hystérie, par le Dr. Paul Richer,
Paris, 1881.
From that time until the present he has been subject to these spells,
though the paroxysms are very irregular in frequency. Sometimes he
will have several attacks in a day; again, he will be free from them for
days, and perhaps for two or three weeks, but never for more than a
month at a time. They have come on him while walking in the street,
and on several occasions he has been taken to different hospitals.
He was admitted to the Philadelphia Hospital four times. On his first
admission he only remained over night; on his second and third he
remained for two or three weeks. On the last admission he remained
four weeks, and had spasms every day and night after admission.
He had, by actual count, from five to six hundred after he went in;
and in one evening, from seven P.M. to midnight, he had no less than
thirty-eight. These seizures, which were witnessed by myself and
two resident physicians, differed but little from each other, although
at times some were more violent than others. They began with a
forced inspiration; then the patient straightened himself out and
breathed in a stertorous or pseudo-stertorous manner. The pulse in
that stage became slow, and at times was as low as 48 per minute.
The temperature was normal or subnormal. The arched position was
sometimes taken, but the opisthotonos was not marked. The
paroxysm ceased by an apparent forced expiration, and the
breathing then became normal; the patient remained in a somewhat
dazed condition, which was only momentary. During the attack the
patient said that he was unconscious of his surroundings. In the
interval between the attacks he suffered from headache and from
pain over the region of the stomach. He also had tenderness on
pressure over the lumbar vertebræ. He never bit his tongue.
R——, æt. 21, single, was first admitted to the German Hospital Nov.
13, 1879. Between her ninth and twelfth years she had had several
attacks of chorea. During childhood she was often troubled with
nightmare and unpleasant dreams; she often felt while asleep as if
she were held down by hands. She was frequently beaten about the
head and body. Her menses did not appear until she was nearly
eighteen. Before and at her first menstrual epoch she suffered
severe pain and cramp. During the first year of her menstruation,
while at Atlantic City, the flow appeared in the morning, and she went
in bathing the same afternoon. She stayed in the water two hours,
was thoroughly chilled, and the discharge stopped. Ever since that
time she had only menstruated one day at each period, and the flow
had been scanty and attended with pain. When about eighteen she
kept company with a man for five months, and after having put much
confidence in him learned that he had a wife and two children. This
episode caused her much worriment. She positively denied
seduction. She became much depressed. September 2, 1879, she
was seized in a street-car with a fainting fit. On coming to, she found
her left arm was affected with an unremitting tremor. Seven weeks
later she was admitted to the German Hospital. She had severe