Tag Archives: Foucault

Foucauldian Analysis of Live-Action Role-Playing Games as Networks

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Background

Live-Action Role-Playing Games (LARPs) are a type of interactive role-playing game in which the participants portray characters through physical action, often in costume and with props. LARP is distinguished from cosplay, where individuals demonstrate affinity and allegiance to a particular character within a fandom through authenticity in dress and manner; historical re-enactment, in which costumed participants embody and bring to life historical figures and events; and creative anachronism, where participants create their own characters based on history, genre or a particular time period. The distinction arises primarily because LARPing involves elements of a game – plot, goals, conflict, points and other in-game capital, and stakes for the character – which are regulated through various structures created by game designers, writers, and game masters (GMs). Boffer-style LARPs, which use homemade weaponry made of PVC pipe covered in foam and duct tape to enact combat scenes, are more about weaponry, hand-to-hand combat, battle strategy and adrenaline than theater-style or freeform LARP, which focuses more on character-building, and storytelling. Often called Interactive Storytelling or Interactive Literature, theater-style LARP uses a system of game rules adapted from table-top role-playing games in order to determine position within the game, advance plot points, create more authentic characters and settle conflicts. These “mechanics” are ways that the Game Masters (GMs) control the game environment to keep it fun, safe, and interesting while enacting the plot. Mechanics are rules of engagement and also unbreakable actions and codes within the game itself. They are intended to “level the playing field” by augmenting a participant’s physical and mental skills to more accurately portray their assigned character in the world of the LARP.  Mechanics are also used to artificially impose limits and to circumvent the human nature of participants who may behave over-competitively or proffer unwelcome sexual advances or harassment. Lastly, mechanics are used to mitigate the tendency of players to bring socio-cultural stereotypes or dominant discourse into the realm of the game.

Foucault’s theories relate to my Object of Study because Live-Action Role-Playing games (LARPs) exist in a realm of delimited concepts and enunciative formations. LARP is a “formulation” (p. 107), or “an event that can always be located by its spatio-temporal coordinates, which can always be related to an author, and which may constittue in itself a specific act” or “performative act” to use the British term (p. 107). As the author, the Game Master sets up a situation and characters are created; the game is a “verbal performance” or “linguistic performance” produced on the basis of language and other signs (costumes, props, theatrical effects) that takes place in an actual physical location with tangible boundaries, at a specific time (spatio-temporal coordinates). The game exists as a series of statements used in a discursive formation. The statements create the reality of the game; the statements execute the play. The game become real through enunciative formation and meaning is derived through the play and interplay in the game. Meaning is constituted temporally and contingently, depending on the discursive practices (and all the relationships, constructs, prior knowledge, etc.) of the characters. Gameplay is constructed relationally, not individually. And then it is over, and if one looks to the documents left behind (character sheets, rules, scenarios) one can never recreate or even understand the discourse that was the game. The archive of the game, which may be found in a wiki, game scenarios, character sheets is a positivity of discourse that is marked profoundly by absence. It does not contain what was said and enacted relationally among the players, who are nodes on a network exchanging information. It exists as a monument to the game but not a document of it. LARP is a set of contingencies enacted in a particular time and place.

Foucault states that a language (langue) is “a system for possible statements, a finite body of rules that authorizes an infinite number of performances” (27). Unlike a computer game or a table-top game where choices are forced by the spaces on the game board or the software, in a LARP game mechanics and a character are only a set of protocols. The game itself is a discursive irruption and the live, autonomous players can perform an infinite number of copies or instances using the same protocols and rules and, each will be different and distinct, and unable to be replicated. Foucault’s concept of “points of diffraction of discourse” (65) also seems to bear fruit in looking at a LARP, since it deals with simultaneities of enunciation and “points of equivalence.” A LARP’s mechanics attempt to regulate and mitigate such incompatibilities and potential conflicts which exist within this particular “discursive constellation”, which Foucault recognizes is in conversation with other discourses. Analyzing the system that surrounds a LARP and what is in place to allow or disallow such reconstituted representations seems to be fruitful. This could be imagined as a “tree of enunciative formation” and visualized in the shape of one of the networks below. Foucault’s tree is described as more of a true tree network, with leaf nodes. However, I see a LARP as always looping back on itself, thus it may appear more as the Tree of Life vs. a Tree Network:

* *

Foucault’s description of how Doctors are situated as subjects in their institution can describe the position of a player in a LARP. A player is “also defined by the situation that it is possible for him to occupy in relation to the various domains or groups of objects [other player-characters, non-playing characters, props,  the physical space, his own body within the space]: according to a certain grid of explicit or implicit interrogations [his character sheet, character goals, abilities, status], he is the questioning subject [seeking information] and, according to a certain programme of information, he is a listening subject [in conversation with other information-seekers]; according to a table of characteristics [physical and character abilities] he is the seeing subject, and, … the observing subject; … he uses instrumental intermediaries [questions, actions, gestures, objects, character traits and abilities] to modify the scale of the information” (52). A gamer does this to interact with others, learn the exigence of the scene, further his own in-game (and perhaps, out-of-game) goals, and in order to experience pleasure. His boundaries are circumscribed some by the system (the game protocols), the materiality/physicality (his own and the physical space) and the constraints given him by the Game Master (GM) or the exigence of the scene, or the actions of others. This unfolds dynamically, discursively and ultimately narratively between and among the interactions of the other subjects, who occupy this same theoretical and discursive space, and who, collectively or individually, can derail this game by making choices about what is said and done that are possible, but not necessarily probable, given the situation. When an unexpected discursive act occurs, it is no longer the same game, the unity is broken, and a new unity must be co-created, instantaneously.

Who is the discourse between?

First attempt listing the relationship between the actors on the network:

  • Participant to Participant
  • Player Character (PC) to Player Character (PC)
  • Non-Player Character (NPC) to Non-Player Character (NPC)
  • PC to NPC; NPC to PC
  • Player Character to GM; GM to Player Character
  • NPC to Game Master (GM); GM to NPC
  • PC to GM; GM to PC
  • GM to GM (if more than one)
  • GM to Core Game Mechanic
  • NPC to game artifact (character sheet, scenario)
  • PC to game artifact
  • GM to game artifact
  • NPC to “archive”/canon
  • PC to “archive”
  • GM to “archive”
  • Archive to archive
  • NPC to setting, in-game objects
  • PC to setting, in-game objects
  • GM to setting, in-game objects
  • GM to mechanics
  • PC to mechanics
  • NPC to mechanics
  • Scene to scene
  • Scene to Scenario/Module
  • Scenario/Module to Campaign
  • PC to costume; costume to PC
  • NPC to costume; costume to NPC
  • Player to costume, in-game objects
  • Costume to setting, in-game objects

First attempt at visualizing the network:

Network Nodes, Agency, Types of Nodes, Relationship Among Nodes

Various actors in the network, both tangible artifacts and subjects with agency, are nodes.

The GameMaster is a programmer; the archaeologist, the interpreter of the data generated from the nodes/actors; the one who decides what is sanctioned and not; the one who makes the discursive irruptions into “meaning” in the game and connects it to the historical a priori (of the game) and the archive. The Game Master and the Core Game Mechanic (designed by the GM) sits at the network’s Central Node, with the network configured in a radial formation, spreading out from the Central Node

I learned that in computer networking, there are Types of Nodes: Coordinator, End Device, and Router and that networks have three configurations: Star/Radial, Tree, and Mesh.

I see the GM/Storyteller fulfilling the network role of Coordinator, as s/he is integral to initializing the game and game system. In a computer network, the Coordinator Node selects the frequency channel and establishes which protocols the network will use. In a LARP, the GM determines the game genre and core mechanic, and either creates, adapts or adopts a game mechanics system to regulate the game play. A coordinator node starts the network, as a GM opens and closes gameplay. A coordinator node allows other devides to connect to it (e.g. join the network); a GM/Storyteller approves new characters, assigns NPC roles, mitigates and arbitrates in network activity between nodes. A coordinator node also may control message routing on a computer network; the GM/Storyteller controls information flow in the game, keeping certain plot points secret until the appropriate time.

According to Zigbee topologies, “in some circumstances, the network will be able to operate normally if the Co-ordinator fails or is switched off”.  However, if the coordinator provides a routing path through the network, this cannot happen.

LARP gameplay seems to be a hybrid network (or hybrid genre, see Spinuzzi), arranged generally in the Star/Radial formation with the GM and the game’s Core Mechanic at the center, but with routers that connect tree and mesh networks. Nearly all network traffic in a LARP is two-way, either immediately feeding back or eventually looping back to the routers and central node. This makes sense in a game where the object is interactivity.

Types of Nodes: Router

Networks with Tree or Mesh topologies  — or, as I said above, a hybrid network of all of the basic structures — need at least one Router. Routers relay messages from one node to another; translate between protocols; embody decision-making authority for what continues along the network; increase the size of the network by allowing child nodes. A router may fulfill some of the functions of the Coordinator and may create hierarchical information structures as information is passed up and down a tree. Zigbee Topologies notes that “a router cannot sleep.” While a GM may feel like s/he never sleeps, due to the hybrid nature of the LARP network, portions of it may run properly without his/her approval or intervention, but information will eventually loop back to the GM.

I see the Routers on a LARP network as being four main protocols (these are coded by color on the visualization below):

  1. Game Genre: governs costuming, characterization, setting
  2. Game Rules/Mechanics: (governs how game is played; settles conflicts
  3. Game World/Structure: governs what belongs and doesn’t, pacing, plot
  4. Game Players: governs who enters game, interaction, roles

An End Device on a network sends and receives messages, but cannot allow other nodes to connect through them to the network. These are sometimes referred to as Perimeter Nodes or Leaf Nodes, depending on the type of network. While Players may propose scenes or invite others to the game, those decisions are controlled by the routers and coordinator, the key functions of the game or the GM. I am still struggling a bit with labeling certain things as End Devices or Routers. It is my belief at this time that the Game Players are individual routers themselves, especially since this portion of the hybrid network is a Mesh Configuration with traffic between and among this nested network before it is relayed to other sub-networks or the GM as Coordinator.

Second Attempt at Visualizing the Network:

Travel/Traffic, Evolution and Dissolution

LARP game meaning deviates from the original skeletal description given by the GM and in the Core mechanic as it travels through the network. Like a game of telephone where actors have agency and even encouragement to deviate within parameters, what returns to the GM/Coordinator is not what was originally sent out. This is due to nodes in the network, PCs and NPCs enacting their character goals and coming in contact with other nodes, such as game mechanics and objects.

The network DURING game play may shift as nodes are reorganized along sub-networks and alliances as they attempt to solve the Core Mechanic, the game problem that requires dynamic collaboration. An in-game network may pause when a scenario is finished and resume when another session is in play, or it may dissolve when the LARP is finished. If that occurs, it is the responsibility of the GM to make meaning of the network’s in-game activity and integrate it into the archive.

Overall

Foucauldian analysis allows me to see how the discourse enacts the game, and to think of the game as a series of relationships rather than rules. It also allows me to think about it as a set of constituent parts that can be regrouped in various ways and make different meaning.

Foucault’s formulation of the enunciative function (p. 91) seems to provide a useful lens for understanding what goes on in a LARP. According to Foucault, the enunciative function seeks to describe the discursive conditions that would allow something to be said (91). It does not analyze the grammatical, propositional, or material conditions under which the statement could be formulated and spoken (including the exigence); rather it seeks to describe the who, why, and how that would enable the “what” that is said. This position is determined relationally, among those currently on the field of discourse. I like to think of the field in terms of game play, and what players are “on the field” at the time. The way those players are working together determines the pace, aggression level, strategy, etc. of the game; they are articulating an enunciative function that is controlling or driving the game play. Thinking of LARP relationally, and of the discourse as being afforded by the particular mix of speakers/players on the field at the moment is a useful analogy, since a single LARP, such as Three Musketeers, can be run multiple times, but each time it will be very different, depending on which players are there, what roles they are assigned, where the game is run, and who the GM is.

References:

Foucault, M. (1982). The archaeology of knowledge ; and the discourse on language. New York: Pantheon Books.
Node Types. (n.d.). Retrieved February 12, 2014, from http://www.jennic.com/elearning/zigbee/files/html/module2/module2-3.htm

Reducing the Clutter in the Mindmap

I realized that I am off on my Mind Map updates. I thought they were for the NEXT week’s work, not the previous one’s. I thought I had to do the new reading before updating. So last week’s more comprehensive updates were really both Foucaults. The Bazerman and Miller and Popham and the Digital Writing Assessment stuff are for AFTER this week’s class. Sometimes I’m a little slow on the uptake.

So this week I spent time cleaning up my Popplett and attempting to reorganize it. I made two color schemes, corresponding to structuralism and deconstruction, aligning Biesecker and Foucault together, and Bitzer and Vatz together (and the genre folks will end up here, I suspect). Red for deconstruction (it bleeds …. it hurts us) and Blue for structure (it calms us … it gives false sense of unity). I actually deleted several Popples that were no longer needed and some extraneous connections. I also came upon the limitations of the interface. I wanted to create a “super-Popple” which contained other Popples, to show nested categories rather than simple linear connections. My exercise became one of dealing with the limitations rather than freely making connections. I believe that this iteration may prepare me to absorb the next round of theorists, but I suspect my basis for categorization will shift again as the map seeks to encompass more.

Foucault part deux — a new thought

So, I started thinking about the definition of Discourse that Foucault is using, and it isn’t the same definition of discourse that many of us would use today. Foucault’s definition of Discourse, and way of looking at language is fundamentally the linguistic one, and he is responding to Chomsky and other structuralists. The linguistics definition from the OED  is closest :

Discourse: 8.Linguistics. A connected series of utterances by which meaning is communicated, esp. one forming a unit for analysis; spoken or written communication regarded as consisting of such utterances.

discourse analysis n. Linguistics a method of analysing the structure of texts or utterances longer than one sentence, taking into account both their linguistic content and their sociolinguistic context; analysis performed using this method.

discourse marker n.Linguistics a word or phrase whose function is to organize discourse into segments and situate a clause, sentence, etc., within a larger context.

So, it seems to me that he was putting forth ANOTHER theory about structure, that structure isn’t a static source of meaning, but a set of variables, units, and actionable items that can constantly be recombined to produce varying meanings, depending on context, and then returned to their individual units. Where Chomsky put the emphasis (if I’m remembering correctly) on phonemic units that combine to make sounds, then words, then clauses, sentences, paragraphs to create a cohesive and coherent system of language and meaning, Foucault seems to put the emphasis on a “statement” a unit where an action is taken.  Statements can be shorthand, like bits of programming, that are combined in a dynamic system, which is not coherent and comprehensive, but contains infinite (or nearly so) possibilities for illimitable meanings. It’s still about structure, but it’s structure in the sense of lack of structure, in the awareness of and comfortability with building the wheel anew every time, although with the knowledge of how wheels have been built before.

So I have a big box of Legos, and I can build many different things, even though I may have received instructions for a certain planned project. And when I’m finished, I take them apart again for recombination later. A new structure may contain the same component parts, but it can (and generally will) look different. Language isn’t a puzzle to solve (like a Rubik’s Cube, where there is a correct way to use it, a single cohesive solution). Language is a dynamic system of interrelated parts that signify by their placement in conversation ( a more comprehensive use of the word discourse) with each other. And “uttering” now has new and varied meanings.

Foucault’s definition of discourse really is a computer science definition, where a “program” is a series of “statements”, each of which carries out an action and together brings a result.  A statement is executable. A definition is a marker, a pointer, to something specific. What travels on the network then, are executables — statements that require something to be done — which are sent to nodes, specific and discernible and addressable actors who process the statement and take action. Thus, discourse, as a connected series of these statements, mitigates and creates action, which is what Bitzer said the purpose of discourse is to begin with. Foucault says that there is no authorial intent or raison d’etre, but who writes the programming? Both the statements, and how the statements are to be interpreted at the nodes? This process HAPPENS dynamically, based on exigencies, but it is predictable because of the series of it/then statements. Disruptions along the network are not tolerated; they are seen as aberrations. This seems to get back at Foucault’s other theories, about authority and discipline. You must do what the statement requires you to do. If you do not, you will be punished or assimilated or removed from the system.

Meanings are still constructed — indeed only are constructs. But unless the nodes are self-aware, all they are doing is following orders of authoritative programmers situated elsewhere and directing action through executable statements assembled for specific purposes. The USER of the statements may still be unaware, and even the WRITER of the statements may be unconscious of all meanings and intents that may result.

Humans are not logarithms, and may return the system to a pre-discursive state (chaos) by introducing or using another mode — an executable that is outside of the discourse. A disruptor — which is where innovation happens.

Image

Road to Nowhere — come on inside

Screenshot 2014-01-28 09.36.46

Since the embed code that worked last week isn’t working today (a change to the network was made by WordPress and now ShockWave isn’t playing nicely, apparently), here is a screenshot of the interactive Popplet. Clicking on the image will take you to the Popplet where you can move around.

So this thing is meant to be a map, but I don’t know where it is going. It seems to going …. nowhere:

But perhaps, like the Talking Heads, and even Mssr. Foucault, it isn’t the destination, but the representation of it that is what it is, that makes meaning.

And, if I believe Mssr. Foucault, then my concerns about the beauty of my map and what it says about the state of my mind are unfounded, since it isn’t designed to represent any other thing or idea, but as itself, nor is there authorial intent or authority. I am liberated from my “empirical consciousness” and instead an agent of the discourse.

I totally forgot to do the mind-map updating amid the various nodes of work this week. This one got left on the periphery, not fully connected to the system I interacted with. I added some nodes related to Foucault and connected them to the others: Foucault connects to Biesecker, but refutes Bitzer and Vatz. I’m beginning to use the terms “discourse” and “network” interchangeably, perhaps poorly. We shall see.

Intersum ergo sum — What the Foucault?

Foucault meme -- all your base are belong to us referenceFoucault meme demonstrates the concept that all texts are nodes in a network.

I love me some Foucault. But he’s like a fine French truffle, rich with complex flavors. You have to take small bites and savour. Unfortunately, we are on the American “turn the table” restaurant mentality, rather than the French “it’s yours for the evening” way of dining. I’ve eaten my way through the first part of Archaeology of Knowledge, but I’ve got the post-American Buffet bloat and indigestion from eating too much too fast. Still, I’m going to try to interrogate the “dubious unities” and put together some discursive formations that make meaning. You’ll only be able to discern the meaning by reading my blog in conversation with other students’ blogs, though. If you’re trying to determine “the intention of [this] author, the form of [my] mind, the rigour of [my] thought, the themes that obsess [me] or the project that traverses [my] existence and gives it meaning” (28-29), you’ll have to look elsewhere, for Foucault and I do not broke any of that humanist, psychological nonsense that relies on presuppositions of origin, unity, tradition, text, or oeuvre. What appears here, in this entry, is the product of choices I made, governed by the rules given for this blog assignment, which caused these statements to be made, and not others (27). What is unsaid here is as important as what is said; I am only able to make this particular discursive irruption at this moment in time, given what knowledge I currently have, the constraints of my time, vocabulary, and capacity for understanding, and in the context of the other discursive irruptions that influence my thought and language choices — most recently, those of Bitzer, Vatz, and Biesecker, who each examined the cause and purpose of discourse.

As I was reading the first couple of chapters, I was struck by multiple places where Foucault seems to predict Big Data and algorithmic decision-making facilitated now by our online mouse-droppings and consumption of cookies. Foucault says that “controlled decisions” can constitute “discursive groups that are not arbitrary, and yet remain invisible” (29). Certainly controlled decisions that define conditions are what creates membership in affinity groups, visible online via social networks, but what is invisible is what is economically valuable. The ability to dynamically create discursive groups that are logically and logarithmically constituted based on the interplay of online choices — that potential to subdivide and reintegrate people into groups and analyze them to make predictions about them, about what they will do or say or not do or say — is the basis of Google’s and Facebook’s stock price.

These discursive groups remain invisible, but they are called into being via a query made by someone with a rhetorical purpose.

The situation is created, the entity is constituted into a unity temporally and temporarily via a system of rules and conditions which remain completely invisible — and un-thought-of — by most people interacting with the system. These rules or protocols, such as Google’s algorithms, must be scrutinized, Foucault says, to determine their legitimacy, and never accepted as self-evident (25-26). Much of the worldwide web functions in this semblance of a unity; many web pages do not exist beyond the time that they are served up in response to a query from a user. The page utters its discursive forms, but we do not often question, “how is it that one particular statement appeared rather than another?” (27). How does Google decide which results are at the top, or which word to offer as a translation? And do we stop to consider what is not said, and whether the meaning we seek is in what we did not see, hear, or read, or were even given the opportunity to see, hear, or read?

This same question of how one thing was said instead of another has a huge connection to my object of study and intended research. My friend and I call it the George R.R. Martin question: in a world of fantasy, where one can imagine anything at all, why does one continue to imagine institutionalized and fetishized objectification of and violence against women? Foucault’s “description of the events of discourse” rather than a language analysis can get at the decisions that are made and to look at the connections and situatedness of the discourse to determine how it became so. In my object of study, Live-Action Role Playing Games (LARPs), there are many examples of the George R.R. Martin question, where imaginative games continue to reinforce gender stereotypes, heteronormativity, patriarchal constructs, and other constructs brought into the game world by the designers, players, or both. Foucault states that a language (langue) is “a system for possible statements, a finte body of rules that authorizes an infinite number of performances” (27). Unlike a computer game or a table-top game where choices are forced by the spaces on the game board or the software, in a LARP game mechanics and a character are only a set of protocols. The game itself is a discursive irruption and the live, autonomous players can perform an infinite number of copies or instances using the same protocols and rules and, each will be different and distinct, and unable to be replicated. Foucault’s concept of “points of diffraction of discourse” (65) also seems to bear fruit in looking at a LARP, since it deals with simultaneities of enunciation and “points of equivalence.” A LARP’s mechanics attempt to regulate and mitigate such incompatibilities and potential conflicts which exist within this particular “discursive constellation”, which Foucault recognizes is in conversation withe other discourses. Analyzing the system that surrounds a LARP and what is in place to allow or disallow such reconstituted representations seems to be fruitful.

Foucault is talking about doctors in chapter 4, but this description of how they are situated as subjects in their institution could very well describe the position of a player in a LARP. A player is “also defined by the situation that it is possible for him to occupy in relation to the various domains or groups of objects [other player-characters, non-playing characters, props,  the physical space, his own body within the space]: according to a certain grid of explicit or implicit interrogations [his character sheet, character goals, abilities, status], he is the questioning subject [seeking information] and, according to a certain programme of information, he is a listening subject [in conversation with other information-seekers]; according to a table of characteristics [physical and character abilities] he is the seeing subject, and, … the observing subject; … he uses instrumental intermediaries [questions, actions, gestures, objects, character traits and abilities] to modify the scale of the information” (52). A gamer does this to interact with others, learn the exigence of the scene, further his own in-game (and perhaps, out-of-game) goals, and in order to experience pleasure. His boundaries are circumscribed some by the system (the game protocols), the materiality/physicality (his own and the physical space) and the constraints given him by the Game Master (GM) or the exigence of the scene, or the actions of others. This unfolds dynamically, discursively and ultimately narratively between and among the interactions of the other subjects, who occupy this same theoretical and discursive space, and who, collectively or individually, can derail this game by making choices about what is said and done that are possible, but not necessarily probable, given the situation. When an unexpected discursive act occurs, it is no longer the same game, the unity is broken, and a new unity must be co-created, instantaneously.

My favorite Foucault quote though is that a book is merely a “node within a network” (23), perhaps because it is short, but also perhaps because it brings to mind that a text is only an instance of an idea. It takes me back to my librarian days, when we were discussing the shift from one type of cataloging system (AACR) to the new one, adopted in 2010, Resource Description and Analysis (RDA). It completely upends how a library describes objects in its collection, and is made for the digital age. Items are now clustered under the work, which can appear in a variety of formats. For example, the entry would be Hamlet, by William Shakespeare, and clustered under it would be all the instances that refer to that intellectual work. It could be a print copy of the play, or a DVD, or another DVD of another performance, or an online resource, or a prose translation, a children’s story, a YouTube video, a parody, etc. ALL are instances or expressions or nodes that are part of  the network that is Hamlet. Format doesn’t mean it’s a different thing, only part of a greater whole that all, individually and together, constitute the meaning itself. The relationship and interplay between all nodes/formats can now be visualized with RDA, whereas with AACR, we could only see “a population of dispersed events” (22). Now, these nodes can talk to each other, and those wishing to enter the discourse have a modality that enables them to join.

 Works Cited

Foucault, Michel. The Archaeology of Knowledge ; and the Discourse on Language. New York: Pantheon Books, 1982. Print.
Herman, Alison. “The ‘Game of Thrones’ Universe Is Violent and Sexist — And That’s Not a Bad Thing.” Flavorwire. Web. 21 Jan. 2014.
“Resource Description & Access.” Joint Steering Committee for  Development of RDA. Web. 21 Jan. 2014.
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