Folksonomy | Games Research is a structured repository of digital culture and creative practice. en-au Creative Commons License: (cc), Simon Perkins Tue, 19 Jan 2016 20:38:03 +1000 Tue, 19 Jan 2016 20:38:03 +1000 Constellations 2.0 60 Skins Designing Games with First Nations Youth Aboriginal Territories in Cyberspace AbTeC based out of Obx Labs at Concordia University in Montreal and directed by Lewis and Skawennati Fragnito is a network of academics artists and technologists that encourages Indigenous participation in online culture and exploration of new media technology The main objective of the AbTeC research network is to discover define and implement methods by which Indigenous people can use networked communication technology to strengthen our cultures In an effort to overcome the economic social and cultural factors that influence the low rate of Indigenous participation in the making of new media and encourage Indigenous representation in digital games and virtual worlds specifically AbTeC proposed to conduct Skins a game virtual world development workshop for Aboriginal youth that teaches them design programming art animation and audio In conducting Skins our goal is to encourage First Nations youth to be more than consumers of digital media rather we wish to show them how they themselves can be creators who can approach games with a critical perspective and from within their own cultural context We are motivated by the possibilities of digital games and virtual environments for Indigenous peoples as well as correcting or adding to representations of Indigenous peoples in commercial games Indigenous peoples survival recovery development and self-determination hinges on the preservation and revitalization of languages social and spiritual practices social relations and arts 1 Digital games and virtual environments with their unique combination of story design code architecture art animation and sound 2 provide a rich medium though which to explore different strategies for pursuing such preservation and revitalization For example Thornton Media s RezWorld is a virtual environment for learning the Cherokee language It has even been argued that the fluid open and networked characteristics of modern digital media make it particularly useful as a tool for Aboriginal storytelling with Loretta Todd Cree M eacute tis filmmaker and Director of the Aboriginal Media Arts Lab suggesting the experience of cyberspace offers the reversal of narrative as derived from storytelling a return to oral tradition 3 Furthermore due to the radical decrease in the costs of the means of production and distribution digital games and virtual worlds present Indigenous people with a powerful opportunity to widely or narrowly communicate stories in which we shape our own representation Beth Aileen Lameman and Jason Edward Lewis 2011 Tue, 19 Jan 2016 20:38:03 +1000 Korean video gamers tend to play collectively not individually Indigenous video game culture creates a game space that Korean gamers use to construct their digital national identity To Korean gamers the concept of a digital Korea represents an imaginary space of Korean community where people play games together Unlike gamers in the United States and Japan whose gaming experience tends to be individualized Korea s indigenous video game culture represents a new form of youth culture that allows young gamers to engage in social interaction through gaming with friends at PC Bangs In this culture entertainment happens at the moment when gamers are able to shout and play games together 29 This experience of social gaming creates a particular taste of gameplay that also leads to further immersion in a gaming narrative particular to most Korean gamers Ok 2011 It is said that Korea is a mad gaming nation Ahonen and O Reilly 2007 and the country has the highest penetration rate for a single online game 12 million South Koreans have driven a car in the Nexon online game Crazyracing Kartrider 2004 In addition to social gameplay within the Korean community nation-building sentiments also arise in the context of Korean player-killing where Korean gamers engage in social gaming on the international servers of an online game 30 Thomas 2008 describes such gameplay as a cultural location that reflects existing racial tensions between Korean and American gamers Similarly political tension also appeared in a game massacre event when Chinese gamers hacked into a Korean server and sparked mass killing between Chinese and Korean gamers in Legend of Mir II 2001 On a macro level gaming as a national pastime can be seen in the rapid spread of e-sports in all aspects of Korean society and this e-sport culture is an indigenous gaming culture that receives support from the government media institutions and passionate gamers E-sports have become recognized as an international sports phenomenon with their origins in Korea With their emphasis on professional gamers they have also become an emerging new media phenomenon an international spectacle in video games Jin 2010 Mark J P Wolf p 509 Wolf M J P 2015 Video Games Around the World The MIT Press Tue, 19 Jan 2016 16:11:53 +1000 Love Punks online game created by Australian Indigenous kids The Love Punks online game was created by a gang of 9 10 and 11 year old Love Punks from Roebourne in WA For the last 8 months the Love Punks have been sweating it out in 40 degree heat on computers creating stop motion animations of themselves and friends in photoshop and flash 26 April 2012 Tue, 19 Jan 2016 13:37:22 +1000 A Game of One s Own Towards a New Gendered Poetics of Digital Space In the opening pages of her classic essay A Room of Ones Own Virginia Woolf describes being blocked from entering the turf of the University in Oxbridge by an administrative gate-keeper Instantly a man s figure rose to intercept me hellip His face expressed horror and indignation Instinct rather than reason came to my help he was a Beadle I was a woman This was the turf there was the path Only the Fellows and Scholars are allowed here the gravel is the place for me Woolf 1929 This scene invokes the ways in which women have been systematically barred from the digital playground both as players and as creators of play space To a large extent the video game industry in the U S remains dominated by a boys-only ethos that harkens back to the gender-biased practices in the British academia of Woolf s day 1 Games that are female-friendly are often couched in derogatory or dismissive terms The Sims Maxis 2000 is not really a game casual games are not counted as real games by many in the industry 2 The result is that certain types of games game mechanics play patterns and as we ll see particular types of game spaces have tended to dominate the field of games Although this paper discusses the ways in which digital game spaces have been strongly gendered towards male constructions of space and play this does not necessarily mean we advocate creating exclusively female or pink games As Woolf points out in her essay the solution is not simply to create a distinctly feminine voice although this is one potential angle of approach but rather to promote the cultivation of an androgynous mind which she suggests is already possessed by male authors of great note throughout history she cites Shakespeare as an example We propose drawing from a number of cultural practices literary sources and existing games in order to pave the way for a playground that is more open to female players Thus we promote not only the definition of new feminine game spaces but also encourage designers to think in terms of androgynous space that engages all aspects of all persons a space into which women and girls are invited and welcomed but in which men and boys can also enjoy more diverse and nuanced forms of play than are typically available to them Tracy Fullerton Jacquelyn Ford Morie and Celia Pearce A Game of One s Own Towards a New Gendered Poetics of Digital Space The Fibreculture Journal 11 Tue, 02 Jun 2015 23:32:07 +1000 Never Alone Could a Video Game Help to Preserve Inuit Culture Kunuuksaayuka an I ntilde upiaq tale that was recounted by the late I ntilde upiaq storyteller Robert Nasruk Cleveland In its traditional incarnation the tale recounts the adventures of a boy ndash the product of a nomadic society ndash who goes on a quest to save his community from an apocalyptic blizzard After securing the consent of Cleveland rsquo s daughter Minnie Aliitchask Gray the development team in conjunction with representatives from the I ntilde upiat community reworked the story until they settled on a script that would become the basis for Never Alone The game rsquo s I ntilde upiaq sub-title Kisima Ingitchuna translates to I am Not Alone Simon Parkin 17 November 2014 The New Yorker Wed, 26 Nov 2014 07:17:42 +1000 Hollow An Interactive Documentary Hollow is a web ndash based documentary and participatory project that examines the future of rural America through the residents of West Virginia s McDowell County the project is also primer for how to make the most of the college experience ndash Director Elaine McMillion leveraged resources at Emerson College where she was earning an MFA to produce Hollow Shannon Carroll 6 September 2013 PBS Mon, 07 Jul 2014 17:09:42 +1000 Confiscation Cabinets an exhibition of confiscated childhood objects Artist Guy Tarrant s display cabinets show artefacts gleaned from 150 different London primary and secondary schools over three decades These objects include homemade games keepsakes cult toys peculiar adornments weapons and other forbidden objects which characterise the flotsam and jetsam of contemporary school children Since qualifying as a teacher Guy Tarrant has investigated pupil interaction play and resistant behaviour The objects in the cabinets highlight mischievous and distracted behaviour played out in the controlled school setting where children spend much of their time These confiscated items are evidence of the pupils playful and impulsive activities and how they may reject or evade rules Sat, 30 Nov 2013 10:18:13 +1000 Where Else Can You Read about Games and Cultural Heritage Games and Culture ndash a subscription-based journal published by Sage with an emphasis on videogames and the social sciences Games Studies ndash an open-access international journal covering a variety of disciplinary and occasionally designer perspectives Eludamos ndash open-access international and multidisciplinary ELUDAMOS makes forays into territory very familiar to Play the Past readers Loading hellip ndash the official open-access journal of the Canadian Game Studies Association Loading hellip often features articles that focus on videogames and narrative Sat, 03 Nov 2012 08:23:33 +1000 Caine s Arcade a cardboard arcade made by a 9-year-old boy 9 ndash year ndash old Caine Monroy spent his summer vacation building an elaborate cardboard arcade inside his dad s used auto parts store The entire summer went by and Caine had yet to have a single customer Then on the last day of summer a filmmaker named Nirvan stopped to buy a door handle for his car Caine asked Nirvan to play and Nirvan bought a 2 FunPass becoming Caine s first customer Inspired by Caine s creativity Nirvan came back to make a short film about Caine s Arcade and organized a flashmob to surprise Caine with lots of customers Mon, 09 Jul 2012 15:46:12 +1000 Antlion Soccer first-person gaming platforms for experimental narrative projects In early 2007 we were awarded a speculative research grant to investigate the use of first ndash person gaming platforms for experimental narrative projects A small development studio has been established and has produced a completed single ndash user experience based upon the Source engine A second experimental single ndash player experience is at beta stage and a third is planned The completed mod embeds extensive randomised narrative fragments in audio triggers throughout a bespoke environment supplemented by abstract visual and audio media assets The second mod subverts traditional squad ndash based play by using custom fixed ndash state AI expansion of existing Half Life 2 agents to create an experience where the player becomaes leader of a helpless squad with discernible individual characteristics in a hostile environment Although it is not envisaged that this will be completed at the time of presentation a proof ndash of ndash concept demo will be on display Finally footage and information of an additional multiplayer game developed to test mod concepts and already in the public domain will be displayed Videogame Visionary Tue, 22 Feb 2011 09:50:28 +1000 Face Your World Neighbourhood Kids Photograph Their World Face your World was especially developed for kids from 6 to 12 years old in 3 neighborhoods in Columbus Ohio It contains 4 different aspects a multi user computer game with which the kids can recreate their own surroundings a bus with 6 work spaces for the children 3 bus stops on which the children s creations are exposed and a web site showing the worlds and with more information on the project With digital photo cameras the kids take pictures of their own neighborhoods These photos are uploaded to the face your world system on the bus After logging in the kids can recreate their environment in a 3D space using their own pictures as well as those that are already in the database The interactor consists of the 3D navigation mode and the 2D edit mode In the navigation mode the user can place new objects in the 3D world by choosing a flat object or a box and a texture from the database a building or a car for example to stick on the object The objects can be moved rotated lifted scaled deformed and deleted It is also possible to modify an object in the 2D edit mode On this 2D drawing board the kids can cut draw paint type mirror and erase While navigating and building their world the children can take screen shots which will be displayed on the bus stops and web site In the 3D world the users are represented by avatars This way the kids can see each other navigate through the world The world is one shared place in which every child also has its own exclusive area where no one else is allowed to build unless they ask for permission The kids can then negotiate in a chat environment This chat space can also be used to just send each other messages making communication and cooperation a vital part of constructing a world V2 Lab 16 07 2002 center for art and media technology in Rotterdam Thu, 11 May 2006 03:41:48 +1000 Answers to exploitation in photographs In 1973 while conducting a literacy project in a barrio of Lima Peru the noted Brazilian educator Paulo Freire and his colleagues asked people questions in Spanish but requested the answers in photographs When the question What is exploitation was asked some people took photos of a landlord grocer or a policeman Boal 1979 p 123 One child took a photo of a nail on a wall It made no sense to adults but other children were in strong agreement The ensuing discussions showed that many young boys of that neighbourhood worked in the shoe ndash shine business Their clients were mainly in the city not in the barrio where they lived As their shoe ndash shine boxes were too heavy for them to carry these boys rented a nail on a wall usually in a shop where they could hang their boxes for the night To them that nail on the wall represented exploitation The nail on the wall photograph spurred widespread discussions in the Peruvian barrio about other forms of institutionalized exploitation including ways to overcome them Singhal A M J Cody et al 2004 Boal Augusto 1979 The theatre of the oppressed New York USA Urizen Books Arvind Singhal Michael J Cody et al 2004 Entertainment ndash Education and Social Change History Research and Practice Lawrence Erlbaum Associates An experiment in participatory research and research as social catalyst Tue, 01 Mar 2005 00:00:00 +1000