The Michigan Daily - michiganda CVGA From Page 1B And, as Carter explained, the Archive was founded with recreational use in mind. "We knew that was going to be the case when we started out," he said. "By opening it up to anybody who just wants to come in and play games, any- one who wants to will come in and play games." But by offering video games and a space to play them for both University affiliates and the Ann Arbor community - anyone with a photo I.D. can use the Archive's collection - the CVGA is also filling a gap in the video game industry cre- ated by the loss of brick-and- mortar video rental stores like Blockbuster in recent years. In 2014, if you're not sure about whether you want to buy a game, the options for testing out the product beforehand are severely limited. You can play the ten minute demo at your local Gamestop, you can download the 30 minute demo directly to your console, or you can pay $16 a month for a rental service like Gamefly, which offers none of the streaming convenience of Netflix and only allows you to play one game at a time before incurring extra costs. There's a bit more flexibility on PCs, where you can easily download an illegal copy of just about any game you could think of, but legal demo options are perhaps even more limited than they are for con- soles. And, of course, the cost of video game software and hard- ware can be prohibitive. A computer capable of smoothly running popular games like "League of Legends" will cost you upwards of $300 at the least, while consoles like the PS4 run between $400 and $500, with new games cost- ing about $60 and online play requiring the purchase of year- ly $50-$60 subscriptions. For cash-strapped gamers, those costs often translate into hard choices about which games to buy and understandable disap- pointment when a game doesn't live up to expectations. By providing access to the latest games and the hardware to play them on, libraries like the CVGA are expanding access to and promoting engagement with games that, because of factors like cost, might not oth- erwise be available to interest- ed gamers. Beyond lightening cost bur- dens, however, the Archive's expansive collection also helps to make video games more accessible to individuals and communities who don't neces- sarily fit the definition of 'tra- ditional' gamers. Part of that work is achieved through the choice of games to include in the collection, as Carter explained. "(Building the collection) obviously includes getting a lot of popular games in there, but it also involves non-popular games. Identifying games that are going to be interesting, or games that are developed by or intended for certain non-tra- ditional audiences, games for kids, sorts of things that may not instantly be appreciated by our regular clientele." But another, perhaps more significant part of the process might be achieved by sim- ply having a physical space in which people can meet and interact with video games on their own terms. Archive Man- ager Valerie Waldron described one example of how the CVGA has been used to address issues of sexism and gender-based exclusion in gaming communi- ties. "We had a grad student in here a couple years back, and she created a student organiza- tion - it only lasted for about a semester because it was a proj- ect - but it just involved hav- ing women in here and doing social events and trying to make them feel comfortable," Waldron said. "Just seeing what it would look like to have just women in here and to see what kind of social interactions would take place." A Space for Scholarship While video game history begins with the development of the first consoles in the early ily.com Thursday, October 23, 2014 - 3B IN ARTISTAVANT GARDE NICHOLAS WILLIAMS/Daily The University's CVGA has helped make games an area for academic study. 1970s and academic collections like the Video Game Archive at Ritsumeikan University have been in operation since the late 1990s in Japan, it's only in the past ten or fifteen years that video games have begun to be considered a serious subject for academic inquiry in the United States. The development of pro- grams dedicated to the study of video games at American universities is an even more recent phenomenon - the Uni- versity's CVGA and comparable collections like the University of Texas's Videogame Archive, have only been in existence for about six years. And, while some universities offer courses in the more technical aspects of video game design, devel- opment of archives like the CVGA has rarely been accom- panied by the creation of any- thing approaching a 'Video Game Studies' department that examines games from an aes- thetic or cultural standpoint. But that isn't to say that nobody is giving video games serious attention at the Univer- sity. A number of professors from a wide variety of disciplines - including Comparative Lit- erature, Statistics, Engineer- ing and History - currently teach classes that offer critical perspectives on video games and video game culture. And, since its inception, the CVGA has worked to make it easier to incorporate video games into curricula. "I think (having the Archive) greases the wheels, as it were, for expanding what can be done," Carter said. "Having a collection like ours avail- able here at the University I think allows faculty who want to play them in the classroom or in research to do that more easily, more readily. They don't have to build their own collec- tions to handle stuff and the library can be responsible for the care and feeding of those collections." Having a wide collection of older games and especially older hardware also opens up avenues for research that might not otherwise be avail- able to faculty or graduate students interested in study- ing games and game history. Matt Thompson, a professor in the School of Music, Theatre & Dance who teaches a course on video game music, particularly appreciates the selection of original TVs and audio equip- ment available alongside the CVGA's game collection. "They have TVs from the era of my childhood, so you can play 'Super Mario' and hear it on that TV. I mean, that's important," he said. "To hear it in my fancy home surround sound system is great, but that's not how 'Super Mario' sounded. And one of the things about game audio is, you know, if you're developing a game for iPhone, you will probably listen to it on very expensive equip- ment, but at the end of the day you're going to listen to it on an iPhone. So you might need to mix it in a certain way, and I love the fact that the archive has these different audio technolo- gies possible." The CVGA's collection can also, as Waldron explained, make certain types of research much easier and more cost effi- cient. "The Transportation Insti- tute on North Campus, they wanted a way to simulate driv- ing so that they could do a tex- ting-while-driving experiment - that's not something that you want to do on the road, and they had this really expensive driv- ing simulator over there that is always reserved for grad stu- dent projects, more important projects. So they wanted to find something relatively cheap, and it's free to come in here and use our driving games so they did that and it worked out really well." A collection like the CVGA, just like any library, provides a space for academics and researchers to approach famil- iar materials with new perspec- tives. That accessibility can simply lead to an easier way to do research, as in the case of the Transportation Institute's work, or provide avenues toward new and exciting studies like Thomp- son's, which often develop out of such unexpected sources. But, most importantly, they provide the raw materials through which we can enhance our understand- ing of and productively compli- cate our discussions about the world around us. Changing How We Think About Video Games As the efforts of collections like the CVGA help to develop video games into a serious topic for academic study, they're contributing to a change in dis- courses outside of academia as well. Two years ago, the Smithso- nian developed one of the first museum exhibits to examine video games as an art form - a new way to consider the medium that, in Carter's view, follows patterns in the way our views of any popular art change. "We see this process with just about every medium that was once considered a 'trash' medium," he said. "Movies, tele- vision; even the novel, when it was first being developed, was considered a low form of enter- tainment. In Shakespeare's times, plays were considered something for the lower classes and high-minded people didn't pay much attention to them. So today's trash culture is tomor- row's culture that's going to be studied." At the same time, it's becom- ing increasingly clear that video games are developing into one of the most dominant fields of artistic expression, both in terms of cultural importance and sheer dollar amounts, as Thompson explained. "I think a lot of people don't realize that games generate as much income as TV and movies combined each year, and so when you start to think about it, then it's like 'Well, if there's so much money possible, why the crap aren't we looking at it?' As video games and the game industry rise in cultural and economic importance, they have some serious problems that they need to grapple with - issues with representations of women and minorities being just two major examples. But there's no way to contribute to those discus- sions without playing the games themselves and thinking about them critically, and that may be where a collection like the CVGA can have the most impact. "I'd say that about 75 percent of the use of the Archive right now is recreational," Carter said. "But what that does is that peo- ple know that we're there, just so that, especially for the students, . when they have a class project or something like that and are looking for something interest- ing to do, they'll remember 'Oh, the Video Game Archive! Maybe there's some way I can work that into this project I have."' And maybe one of those proj- ects, created by students work- ing and playing with the entirety of video game history at their fingertips, will give us a way to change those discussions for the better. By CATHERINE SULPIZIO DailyArts Writer At Espresso Royale, Madelyn Grant is telling me how an old high school friend asked her if she planned to pursue music after graduation. A wide smiles brims from the LSA senior, remembering how she laughed dismissively before saying, "No, I'm gonna do science." Those turned out to be famous last words, because Grant is many things, but a biologist is not one of them. Music as a viable career option is still a fairly recent development, though - it was just last year that Grant changed her major from the aforementioned Biology to LSA's music major. Though Grant may be reticent to say music is definitely in the cards (after all, she is only 21 years old), the talented singer is poised for success. There is her impressive voice: in a single song she can fluctuate between smoldering powerhouse vocals to synth- pop-y harmonizing, and there is also an ODFSZA song called "Sun Models" featuring Grant and has garnered more than two million views on YouTube. Her collaboration with ODESZA, a Seattle-based electronica duo that's made a name for themselves with insanely catchy tracks punctuated by bubble gum beats and trance-y vocals, represents a turning point in Grant's novice career. Last December, the singer saw a Facebook post from the band calling for female vocals. "I was freaking out, so I stayed up all night over Christmas break," she said, "trying to think of three samples to send them. I couldn't sleep even after I sent it, but the next day, or the day after, they emailed back saying 'We really like this, would you wanna work with us?'" What makes Grant distinct is how self-directed and styled her budding career has been. Grant was in her high-school choir and sang for student a cappella group, 58 Greene, from freshman to junior year. She's also a relatively new songwriter,having begun just two years ago, but music hasn't been a serious pursuit until recently - this is in contrast to some students who "have been taking voice lessons since they were 5." Indeed, Grant's decision to study LSA's major over the School of Music's equivalent was driven partly by pragmatism (she would not have been able to stay on track for a 2015 graduation), but mostly by the program's wide-ranging course load that isn't limited to technical classical training. From musicology to theory to performance art technology classes, Grant described the major's versatility as being able to "open a lot of doors and then begin to narrow them down." And compared to the specialized emphasis in School of Music, LSA's personalized major melds with her decidedly entrepreneurial ethos (Grant is also in the Program in Entrepreneurship). That lack of classical structure seeps into her music - after all, if you never learn the rules, it's easy to break them. While raised on Motown mainstays like Aretha Franklin, Stevie Wonder and Marvin Gaye, Grant also cites a far-reaching array of experimental electronica artists. Listening to them and going to festivals made the genre a natural juncture for the genre-bending singer. "Sounds and rhythms and voices you would never think could go together, worked so well," Grant said. "And being new to writing, I loved how I could use whatever I was interested in rhythm- or lyric-wise without being held back by a technical format or standard rhyme scheme. In electronic music, I saw a lot more freedom to experiment." That freedom to experiment outside genre lines, something every artist holds as a conceit, is usually discouraged. But then there are cases like Grant who prove technical adherence would only subdue her voice, which finds its life in sprawling, graceful melodies. Take for example, her collaboration with FKJ (short for French Kiwi Juice), a Parisian producer with a penchant for pairing funky soul with smooth electronica. In "Waiting," Grant's smoky, asymmetric vocals (positively Winehouse-esque, no other word for it) snake themselves around FKJ's ultra-smooth strain. It's equal parts classic and experimental. The collaboration between FKJ and Grant came about through a now established platform for young artists, social media; Grant sent FKJ a message on Facebook. In recent years, the Internet has become a well-documented platform for young artists of all mediums. It typifies the, egalitarian current that runs through our generation - any artist can watch their work amass viewer/follower/ retweet momentum, providing their work is good enough. We've all heard of a poet who got discovered on Twitter or the comedian who launched a career from a YouTube channel. Grant, herself is a SoundCloud user, and in January when she posted a collaboration with School of Music jazz student, Alekos Syropoulos, a slinky jazz song called "Purpose," it racked up over 79,000 listens on the website. Scrolling through the hundreds of gushing comments, it's obvious that Grant's singing sparks the rare visceral reactions from fans. Madelyn Grant: Poised for success. The internet has also been a necessary tool in bridging the geographical gaps between Grant and her high-profile collaborators: FKJ resides in Paris, and the ODESZA duo in Seattle. In FJK' case, it was all done via Facebook and e-mail. He sent her a rough instrumental track with the guitar, synthesizer, and drums, Grant wrote to it, and after they agreed on a general idea, the two passed the song back and forth, FKJ working on the mixing, while Grant wrote and recorded in Ann Arbor, made easy by a shared background. "We both have a love for Motown, so we were already on the same page of style, so I felt really comfortable expressing myself with a soulful style." While plenty of remote opportunities are within Grant's reach, the Ann Arbor community is particularly special to her: "There's this whole awesome circle, community, really, you have tdY just get your foot in the door, but it's like a family," Grant said. "Obviously they're all from the same city, but they all go to each other's shows, play in each other's bands." Grant eventually sees herself moving to a bigger music city, but her hopes have a healthy dose of practicality, and Ann Arbor isn't a bad place for a developing artist. "There's a lot of gaps between wanting to have a music career and actually doing it, so it's really cool to be around local musicians who are doing it." YOUR GRANDMA WANTS TO SEND US A "TWIT." @MICHIGANDAlLY j t