Gaming the Edition: Play, Collaboration, and Shared Tacit Knowledge in the Editorial Process

15-20 Minute Paper

Nina Belojevic, Alex Christie, and Jentery Sayers

Biographies

Jon Saklofske has taught at Acadia University since 2005, and received tenure and promotion to Associate Professor in the summer of 2010.

Jentery Sayers is currently an Assistant Professor of English and the Director of the Maker Lab in the Humanities at the University of Victoria.

Abstract
During the last few years, the integration of games into learning processes has been the subject of significant and often heated debate. From Ian Bogost’s quibbles with “gamification” to the widely popular “Badges for Lifelong Learning” competition, the challenge remains: how do we build gaming environments that encourage self­‐reflexivity and meta‐critical awareness?

In response to this challenge, members of INKE (inke.ca)’s Modelling & Prototyping team are developing ways to “game” digital scholarly editions, with an emphasis on helping new editors learn more about the processes of scholarly editing. The team’s research is motivated by the assumption that scholarly editors can and often do act as game players, whose conditions of possibility afford a small degree of flexibility. Working within these conditions allows both editors and game players to acutely attend to the parameters, procedures, and workarounds that shape decision-­‐making. Gaming the edition thus involves foregrounding the overlaps between gaming and editing, and then—in the case of INKE’s working model—constructing an environment where new editors develop competencies through play, collaboration, and shared tacit knowledge (i.e., learning by doing).

This paper will not only unpack the INKE team’s framework for play, collaboration, and shared tacit knowledge in digital editing environments; it will also deliver its model for gaming the edition (including schematic diagrams). Among other game-­‐like features, the model underscores the importance of challenge, reward, procedural rhetoric, and non-­‐linear, dynamic narratives in the future of scholarly editing. Although the team has not yet built the prototype, we will show audiences why it is needed now.

One Response to Gaming the Edition: Play, Collaboration, and Shared Tacit Knowledge in the Editorial Process

  1. Pingback: Maker Lab in the Humanities » University of Victoria » MLab Returns from HASTAC 2013

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