Developer’s Dilemma by Casey O’Donnell: An Ethnography of Game Developers

Developer’s Dilemma is game-developer-turned-anthropologist Casey O’Donnell’s ethnography of game developers. O’Donnell, Assistant Professor in the Department of Media and Information at Michigan State University, is a self-described “bastard child of a forbidden tryst between computer science/mathematics/technology and sociology/women’s studies/philosophy”. An ethnography, for those of you who didn’t have to read tons of them while studying Cultural Anthropology, is a book-length study of a group of people: their daily life, their worldview, their customs and rituals, their voices. Historically, due to anthropology’s origins in British and American colonialism, ethnographies tended to focus on small communities that anthropologists thought could be summed up in a single book.
Ethnographic technique was picked up by academics in Science and Technology Studies, who found it very useful in studying scientists, engineers, and other communities of practice. Though, to be fair, representing the workings of climate scientists to themselves and others has different kinds of stakes than claiming to represent an entire culture to a group of educated people on the other side of the planet.
In a time when BIG DATA is all the rage (read: has the marketing budgets), the ethnography can seem antiquated. It’s situated in a specific place and time, it deals in interviews and actively resists the kind of quantification that can be put into a spreadsheet, charted and graphed.
But ethnography is important because it’s explicitly situated in a time and a place. It makes no claims to the universality of its findings, but it allows the reader to see the similarities and differences of how people live. It describes, it makes connections. It requires the ethnographer to keep themselves present in the work, make no claims at objectivity and avoid solipsism. It isn’t anecdotal. Its respectful of its subjects and it takes their voices seriously
Anyway, ethnography is very difficult to pull off.
The participant-observer technique that is a crucial part of ethnographic research requires the anthropologist to spend time with their subjects. To experience their day-to-day life while also observing it. They call their individual interviewees “informants”, collaborative partners who are given voice by the work. There are always tricky obstacles to navigate: trying to minimize unintended consequences of the publication of the work leads most anthropologists to anonymize their informants, something that minimizes the informant’s authorship of the work. At least in an academic setting, where others’ citation of one’s work is how one proves their worth.
Most ethnographies, with their self-reflexive authors, also contain information about their research methodology. In endnotes and in the text, O’Donnell explains some of his note-keeping techniques, how and why he chose his research sites. He talks about his interactions with the people he studied, how his presence affected their behavior and how they came to understand and appreciate his role.
O’Donnell observes an obsession with secrecy, with gate-keeping, on multiple levels. Movements like GamerGate are partially built on policing who is and who isn’t a “gamer”, so maybe it’s not surprising that the industry who produces the products key to an identity would have a similar structural shape. Did you notice above that I introduced O’Donnell as a “game-developer-turned-anthropologist”?
That epithet is crucial. The world that O’Donnell’s informants understand and explain to him builds itself as set apart, unknowable except to the few who have managed to break inside. The industry’s perpetual start-up culture, its process of “churning” through young talent, the technological and legal and social structures (both formal and informal) that control access: O’Donnell’s background as a developer is his pass into this world.
You can hear in O’Donnell’s writing his anticipation of resistance: he consistently acknowledges the belief held by his informants that game development is special; that things that work in other software development simply cannot work there. Even the idea that a development studio’s problems are uniquely their own is an issue.
Abrahamic religions make heavy use of the book-as-world, world-as-book metaphor. In structuring his book as a videogame (chapters and subchapters are called worlds and levels, each ending with a “boss fight” summary), O’Donnell does two things. First, he provides an unfamiliar audience an insight into the kind of game-heavy thinking that he found in many of his informants. But he also is attempting, I think, to show his subjects, and other industry-engaged readers, that he knows the language.