Author: Roger Travis

Roger Travis is Associate Professor of Classics in the Department of Modern and Classical Languages of the University of Connecticut. He is also the Director of the Video Games and Human Values Initiative (http://vghvinet.ning.com), based at UConn, an interdisciplinary online nexus for online courses and scholarly activities like fellowships, symposia, and the initiative’s Proceedings, of which Travis is the editor. He received his Bachelor’s degree in classics from Harvard College, and his Ph.D. in comparative literature from the University of California, Berkeley before arriving at UConn in 1997. He has published on Homeric epic, Greek tragedy, Greek historiography, the 19th C. British novel, HALO, and the massively-multiplayer online role-playing game He has been President of the Classical Association of New England and of the Classical Association of Connecticut. He writes the blog Living Epic (http://livingepic.blogspot.com) about his discovery of the fundamental connection between ancient epic and the narrative video game. In the 2009-2010 academic year, Travis offered the first courses ever designed entirely as practomimes (see http://www.academicimpressions.com/news.php?i=59 for detail), a form of serious game.

In a comment on my last post Rebecca demonstrated that the thought-experiment of narrative knitting is not at all ridiculous–there are several knitting practices that create emergent stories as they provide meaningful variations on the known patterns. Rebecca cited the symbolism of many of the traditional patterns, and the wonderfulContinue Reading

I’m here in lovely Madison, along with such luminaries as Jeremiah McCall (I was lucky enough to catch up with him over a beer [well, more than one] last night) at Games+Learning+Society 9.0. Before happy hour, yesterday, at the Playful Learning Summit that kicked things off this year, my colleague SteveContinue Reading

I ended up like this, last time: “the ruleset of knitting is not humanistic because its narrative varies so little.” In this post, I want briefly to explore some of the implications of that statement. Or, really, I want to try it on for size. First of all, the converseContinue Reading

It’s officially summer, on my calendar at least, and so I’m going to change my format to something a little lazier. Shorter posts, more questions, fewer “I argue in this post”s and “as I demonstrated”s. What is the relationship of immersion to flow? By flow, I mean of course CziksentmihalyianContinue Reading

Our immersion in rulesets creates metaphors for our selves that have the power to transform us. I’ve been talking in my last few posts about how that works–about how we identify not only with characters like Odysseus (in the Odyssey) and Quico (in Papo & Yo) but also with otherContinue Reading

In the posts in this series so far I’ve demonstrated that games condition humanities. The rulesets of the past, beginning (from the perspective of the traditional canon of Western literature) with the homeric epics, enable the performances of the present; those performances iterate the rulesets, inviting future performances in theContinue Reading

I promised to deal with one last problem in my “Games are Humanism” line of argument (now that the non-essentiality of the academic ruleset and the incipient humanism of even the least self-aware performance have been established): if we grant that playing BioShock can be doing humanities, where does thatContinue Reading

So is it still humanities if the player, invited to interrogate the méconnaissance that constitutes the epistemology of what s/he perceives as interactivity, says “Meh”? It seems hard to deny that the vast majority of players of BioShock have never thought about the Death-Disarm sequence as a critique of theirContinue Reading