I make it up as I go.
Showing posts with label journalism. Show all posts
Showing posts with label journalism. Show all posts

Saturday, 23 January 2016

On (my) impostor syndrome



A story I wrote on impostor syndrome amongst game developers went live several hours ago. You should read it. It's one of the more important pieces I've done.

It was a hard story to write, though. One of the hardest I've done in my five years as a writer and journalist. The problem was that the things I was hearing from my interview subjects rang true. They hit me too close to home. I was nodding my head not in empathy but in agreement, like, yeah, I know exactly what you're saying.

Self-doubt goes part and parcel with the writing business. We seclude ourselves from the world as a matter of professional practice. We lock ourselves in rooms and stare at a blank page. We have weird idiosyncratic processes that we go through as we wait for the words to pour out — as though we are mere vessels for language to flow through and not the skilled craftsmen that we really are.

The worst of it is that we all know that most everyone can write, but only a special few can write well. That naturally leaves you wondering: am I actually one of the special ones? Or did I just get lucky with [insert best thing you've written] and my incompetence has yet to catch up with me?

For me, impostor syndrome strikes not so much at my writing but rather more at my journalism. I've had it drilled into me since I was six years old that I am a good writer. I was praised by every teacher and all my peers. I won junior writing awards. I got A's on essays without really trying. I got the senior writing prize at my high school, awarded ahead of the girl who won the Australasian Schools Writing Competition (a two hour yearly contest that I entered just once, in my final year, and placed in the top 1%). I've had incredibly positive feedback on many of my professional articles — particularly the features at Ars Technica and Polygon. So of course I can write well. That's too many people telling me I'm talented to doubt it for more than a moment.

But it's a very different story as a journalist. I resisted the label for years. Journalism is what people do at The New York Times and The Guardian, I told myself. I just write about people who make games, and about the people who play them. I'm just a writer. And maybe a games historian as well. Others called me a journalist, and praised my work as good journalism. I tried to ignore them. They made me feel bad. They made me feel like a fraud.

Then I went back to school. I already had a double bachelors (majors in history and computer science). This time I was going to get real journalism training. I enrolled in a masters degree at the start of 2014. It was great, and I learnt a lot over the following year and a half. But it didn't change much about how I felt about myself. I still feel uncomfortable when people call me a journalist. I still just write about the people behind games, and occasionally about exciting things emerging in science and technology.

I try to combat it the same way that I always have. By overcompensating. The only way I can deal with the "journalist" label is by pushing to do the best, most original reporting in the games space. To do the stories that nobody else is doing. To show why game accessibility is important or to put a spotlight on emerging games industries, or to show the incredible, endless creativity of the games community. I must constantly prove to myself that I'm not a fraud in order to feel confident.

Towards the end of my interview with M.E. Chung for the Polygon impostor syndrome story, she turned the question around on me. Do I have impostor syndrome? I told her that "I feel like if I'm not investigating things, if I'm not digging deep into stuff, if I'm not doing the most comprehensive articles, I'm not a real journalist."

Just a pretend one. As silly as that sounds.

This is why this impostor syndrome article was so hard for me to write. I was getting reminded of my own impostor syndrome every step of the way. The usual self-doubts and anxieties that come with writing a reported piece were magnified. What if I forget to include something important about the condition? Worse, what if I don't even know about this important thing? Then they'll see I'm not a Proper Journalist.

Normally if I feel this way, I just hunker down and keep working and it goes away. I soon realise it's silly talk. Not this time. I had my worst ever case of impostor syndrome while writing about people who suffer from impostor syndrome. Only the irony of that kept me going to the end.

Thursday, 24 July 2014

Adapt or Die: The Perilous, Uncertain Landscape of Current and Future Video-Game Magazines

So much for me reviving this blog. Super-quickfire update: I'm still freelancing full time, and it's going pretty well, but I'm now also doing a Master of Journalism. I wrote the essay below for one of my electives, The Contemporary Publishing Industry. It's roughly 4,000 words long, and it goes into detail on the current state of video-game magazine publishing.

It's not as thoroughly researched as I would have liked, since I had to put the whole thing together in a couple of weeks between (and during) big freelance feature assignments a couple of months back. But hopefully it'll provide some insights, and I'd love to see someone carry it on further. Game mags need to change, fast, but I believe they can survive, if only someone figures out a way to balance their commercial imperatives with an approach to content that just isn't possible on the web.


Magazines are changing, fading, transitioning — or rather more often being dragged kicking and screaming — into an interconnected world built on clicks and taps and share-ability, and in the video game media, especially, they must now grapple with the concept of irrelevancy. Readers, for the most part, have moved online, while advertisers grow reluctant to spend big on full-page ads, and there’s often little difference in the content published — online has now even adopted deeper analysis and long features to run alongside its usual quick-hit fare. Typical video-game players are in their 30s, with 59% of Americans and 65% of Australians — split equally between men and women — reported to engage in the hobby for at least an hour a week (“The ESA Industry Facts”, 2014); “Digital Australia”, 2013). And the games industry generates $66 billion a year worldwide (a billion of which is in Australia alone) (Nayak, 2013; “Digital Australia”, 2013). Yet despite this colossal interest in the medium, major video-game magazines are failing — or, in the case of now-defunct titles like GamePro and Nintendo Power, have already failed — to retain a viable audience either in print or digital form (or both together). This research paper will explore whether the fading fortunes of games magazines is a sign of their impending doom, or rather a wake up call that they must adapt — and fast — or face a grisly end. It will consider the current state of the English-language video-game magazine industry, in both print and digital forms and across commercial, independent, and hobbyist levels, as well as in contrast to web-based games media, then through this analysis chart a possible course for the future.