Sub-Versions: Investigating Video Game Hacking Practices and Subcultures
2018, Publication Tag Coordinator 2018, Publication Tag Coordinator

Sub-Versions: Investigating Video Game Hacking Practices and Subcultures

“Hacking” is an evocative term — one that is mired in tropes that reduce a diverse range of practices into a few stereotypically malicious activities. This thesis aims to explore one hacking practice, videogame hacking, whose practitioners make unauthorized alterations to videogames after their release. Through interviews, game analysis, and reflective writing, this thesis investigates videogame hacking subcultures of production — communities of creative labour that exist in the margins of mediamaking and the fringes of the law.

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Flip the Script!
2018, Game Elizabeth Erana 2018, Game Elizabeth Erana

Flip the Script!

Flip the Script! is a game that makes use of puppetry, sociodrama, and alternative controllers to aid players in exploring systemic issues through roleplay.

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Video Screen as Matrix of Sensations. A Multisensory Approach to the Artistic Development of Responsive Video Membranes
2018, Publication Tag Coordinator 2018, Publication Tag Coordinator

Video Screen as Matrix of Sensations. A Multisensory Approach to the Artistic Development of Responsive Video Membranes

Following the 2008 Global Recession, there was a significant change in the cinematic depiction of at-risk girls and the telos of their girlhood development. Unlike films released between 2000 and 2008, about girls engaging in risky behavior or rendered vulnerable by difficult circumstances, these new representations failed to offer recuperative conclusions showing the protagonists reflecting on lessons learned or disavowing their dangerous involvements. Rather, this new body of films about at-risk girlhood portrayed girls who appeared to be empowered but were unable to overcome their precarious positioning and achieve appropriate adult femininity. Identifying this trend in post-2009 recessionary festival films from the United States, Canada, France, Peru, and China, this dissertation performs dialogical textual analyses of similarly themed works about precarious girlhood development. This work looks closely at relationships between worsening inequalities under neoliberalism and the ideology’s increased emphases on individual responsibility and the cultivation of resilience and flexibility. At the same time, it examines how this interrelationship reconfigures the significant roles that mother/daughter relationships, domestication, consumption and female best friendship traditionally play in girls’ enculturation into adult femininity onscreen. Using an intersectional feminist phenomenological approach, this project pursues two lines of inquiry investigating the emergence of new feminine subjectivities within late modern and recessionary risk environments: firstly, how these marginalized girls understand and navigate their precarity, and secondly, how the girls’ self-understanding changes as they fail to achieve traditional markers of successful feminine development.

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The Platform Economy: How Japan Transformed the Consumer Internet
2018, Publication Tag Coordinator 2018, Publication Tag Coordinator

The Platform Economy: How Japan Transformed the Consumer Internet

What are platforms? Game consoles and computer hardware? Economic models for things like credit cards or Steam or the PlayStation Store? Social media giants like Facebook? The answer is all three. Marc Steinberg’s The Platform Economy: How Japan Transformed the Consumer Internet, examines the definitions and objects of the ubiquitous term platform. In doing so it also offers a history of the Japanese mobile Internet as site for financial transactions, the starting point for subscription-based mobile games, and the model for the Android and iOS devices that now dominate our lives. To find the economic model behind Japanese platforms, The Platform Economy examines the platform theory developed among Japanese management thinkers in the 1990s, and the platform practice pioneered at Nintendo in the 1980s and 90s, and put into practice in Japan’s “i-mode,” one of the world’s earliest mobile Internet rollouts. Nintendo, it turns out, was one of the early developers of the transactional model for the platform, wherein “the platform” is seen as an intermediary between two or more third parties (in this case Nintendo was the intermediary between players and game developers and chip sellers). Crossing economic theory with the histories of videogames and mobile media , this book teaches us about the platforms that affect our lives today, as much as those – like the Nintendo NES or the i-mode mobile Internet system – that dominated lives in the past.

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dialogical_net
2018 Tag Coordinator 2018 Tag Coordinator

dialogical_net

“dialogical_net” is an immersive Role Playing Game experience where three players (one bot and two humans) perform the role of machines in a network that is about to be exterminated by a viral outbreak. The players, in dialogue with the conversational agent, face existential questions in the year 3030 while cooperatively uncovering the game’s lore. By immersing the audience into this imaginary universe and allowing them to embody these cybernetic characters, we intend to seed the question of what it means to be a machine; and furthermore, to speculate on what kinds of relations could human beings have with the machines.

This project challenges the traditional and current representations of human-machine relations by inviting the public to participate in a interactive experience product of a research-creation process that took place at the intersection of sociology, game design and interactive art. In addition, it facilitates the dissemination of novel perspectives on art practices as well as scientific knowledge through a creative process that respects openness and democratic values such as technological recycling, DIY and Open Source.

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It is as if you were making love
2018, Game Elizabeth Erana 2018, Game Elizabeth Erana

It is as if you were making love

Physical intimacy is a thing of the past! Finally! But wait! Why do you feel so alone?! You want to touch someone?! Make them feel good?! But you don’t really want to actually have to touch someone?! You don’t really want to deal with another human?! Well you’re in luck! With this new application it is as if you were making love!

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Chogue
2018, Game Elizabeth Erana 2018, Game Elizabeth Erana

Chogue

Look! Up in the sky! It’s a Chess! It’s a Rogue! No! It’s Chogue! Faster than a Blitz Chess player who just drank a Potion of Haste! More powerful than a Sicilian Dragon! Able to leap tall buildings in a single bound! It’s the Chogue that refreshes!

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BATLAND: Transmedia Strategy & Videogame Spatiality in Gotham City
2018, Publication Tag Coordinator 2018, Publication Tag Coordinator

BATLAND: Transmedia Strategy & Videogame Spatiality in Gotham City

Batland: Transmedia Strategy & Videogame Spatiality in Gotham City is an interdisciplinary study of how transmedia strategy (the construction and management of massively collaborative popular culture franchises) has impacted digital gameworlds, and what these gameworlds can tell us about transmedia protocols. It builds a foundation for critiquing and reshaping transmedia theory through frameworks of media studies, game studies, and urban geography. To elaborate this argument, the project focuses on Gotham City. As the hometown of pop culture icon Batman, Gotham has appeared consistently across every conceivable medium and venue for franchising for nearly 80 years, making it arguably the most ubiquitous North American transmedia world of the past century. By examining its history of representation across media--particularly videogames--and reading Batman media texts as an assemblage produced in a networked transmedia complex, I argue that these products are often allegorical for their own processes of development and techniques of cultivating fandom. A focus on narrative as assemblage cuts through the dialectical tension between transmedia as a narrative storytelling mode, and transmedia as a strategic and tactical business model.

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‘Region Lock China’
2018, Publication Tag Coordinator 2018, Publication Tag Coordinator

‘Region Lock China’

"Region lock China" has echoed through the virtual landscape of PlayerUnknown's Battlegrounds and equally caustic player communities alike as the result of the transnationally networked play. This presentation aims to show how the chorus of frustrated English-speaking gamers betrays the phantasmic insularity of the Internet and how the precarious reachability of cross-territory networked play effectively throws the inequalities and material distance into sharp relief. This project equally pays close attention to geopolitical formations of gaming publics while also parsing the matrix of corporate structures and platform powers involved in the dissemination and regulation of Battlegrounds in South-Korean, Chinese, and North-American markets.

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Discoverability in the Independent Games Industry
2018, Publication Tag Coordinator 2018, Publication Tag Coordinator

Discoverability in the Independent Games Industry

The Indie Interfaces: GPS / MESI IP Discoverability Engine Project, is a three-year collaborative grant and initiative between Concordia and GamePlay Space which launched in early 2018. The project, which developed out of the 2017 Indie Interfaces symposium and research group, has presented an interesting opportunity to bridge the gap between academic and industry interests and discussions. Founded in 2015, GamePlay Space or GPS is located in Montreal and is currently one of the largest game development co-working spaces in the world and is home to approximately 32 studios with over 100 individual members. GPS is similar to co-working spaces now typical for media and technology startups as a means of mitigating ‘precarity’ but it is hyper-specialized for indie game studios and developers.

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PICT.IO
2018, Game Elizabeth Erana 2018, Game Elizabeth Erana

PICT.IO

PICT. IO is a collaborative game for humans and machines based on the popular drawing game Pictionary. This game builds on Google’s’ experiment Quick, Draw, which uses a neural network to guess what you are drawing. In this game, each team is composed of two humans and one machine, communicating through drawings and speech, as they work together to solve challenges.

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b r 1
2018, Game Elizabeth Erana 2018, Game Elizabeth Erana

b r 1

A room! A trunk! A tube! A bed! A radiator! A light! A landscape! A darkness! A separation! A floating in air! A doubling! An intersection! And more! And more!

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Casual Play, Hardcore Community: Players, Labour and Locative Gameplay in Montréal’s Pokémon Go Community
2018, Publication Tag Coordinator 2018, Publication Tag Coordinator

Casual Play, Hardcore Community: Players, Labour and Locative Gameplay in Montréal’s Pokémon Go Community

This 2018 project explores the local communities of play that have formed and continue to thrive in Montréal, Canada since the July 2016 launch of the location-based mobile game, Pokémon Go. Over the last two and a half years, Pokémon Go has formed localized communities and collaborative networks, not only on platforms such as Facebook and Discord but also in physical spaces where pervasive play converges with real-world locations and social interactions. Though the initial global media attention and public 'craze' surrounding Pokémon Go has waned since its release, the community has flourished in both local and global social ecosystems which were created and moderated by players themselves.

By interviewing and shadowing three prominent members of the local Pokémon Go community, I explored how ‘hardcore’ players actively engage in place-making practices through meaningful movement within urban spaces, participate in community moderation practices, define ‘acceptable’ forms of play, and form collaborative social relationships.

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Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students: a systematic review and meta-analysis protocol
2018, Publication Tag Coordinator 2018, Publication Tag Coordinator

Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students: a systematic review and meta-analysis protocol

Introduction: Serious games (SGs) are interactive and entertaining digital software with an educational purpose. They engage the learner by proposing challenges and through various design elements (DEs; eg, points, difficulty adaptation, story). Recent reviews suggest the effectiveness of SGs in healthcare professionals’ and students’ education is mixed. This could be explained by the variability in their DEs, which has been shown to be highly variable across studies. The aim of this systematic review is to identify, appraise and synthesise the best available evidence regarding the effectiveness of SGs and the impact of DEs on engagement and educational outcomes of healthcare professionals and students.

Methods and analysis: A systematic search of the literature will be conducted using a combination of medical subject headings terms and keywords in Cumulative Index of Nursing and Allied Health, Embase, Education Resources Information Center, PsycInFO, PubMed and Web of Science. Studies assessing SGs on engagement and educational outcomes will be included. Two independent reviewers will conduct the screening as well as the data extraction process. The risk of bias of included studies will also be assessed by two reviewers using the Effective Practice and Organisation of Care criteria. Data regarding DEs in SGs will first be synthesised qualitatively. A meta-analysis will then be performed, if the data allow it. Finally, the quality of the evidence regarding the effectiveness of SGs on each outcome will be assessed using the Grading of Recommendations Assessment, Development and Evaluation approach.

Ethics and dissemination: As this systematic review only uses already collected data, no Institutional Review Board approval is required. Its results will be submitted in a peer-reviewed journal by the end of 2018.

Contribution to an article by Marc-André Maheu-Cadotte et al. published in full open access in BMJ Open. DOI: 10.1136/bmjopen-2017-019871.

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“It taught me to hate them all.”: Toxicity through DOTA 2’s Players, Systems, and Media Dispositive
2018, Publication Tag Coordinator 2018, Publication Tag Coordinator

“It taught me to hate them all.”: Toxicity through DOTA 2’s Players, Systems, and Media Dispositive

‘Toxicity’ has become a pervasive term for describing and discussing online game communities,but exactly what constitutes toxicity remains loosely defined. This project seeks to uncover how toxicity is constructed and understood within a game community described from inside and out as toxic.


After situating toxicity within prior academic literature on toxicity’s constitutive elements such as griefing, trolling, flaming and racism online, this project focuses on the DOTA 2 community. It examines how the game’s culture operates throughout what Mirko Tobias Schäfer referred to as the media dispositive, or the collection of sites and discourses that the community engages with that overlap with the in-game experience. Throughout the dispositive certain voices are sanctioned by the game’s company, Valve, while others are silenced by the affordances of the dispositive’s sites and game’s culture.

The final section of this work explores the in-game experience through ethnographic, interview, and participant observation data, to uncover how players perceive toxicity in-game. This work finds that toxicity is in part reflective of and formed by the broader culture of the game as discovered through an analysis of the dispositive, but that players possess highly subjective ideas about what constitutes toxicity that they tend to universalize, which strengthens toxicity as a rhetorical rather than descriptive term. The impact of toxicity on players and community members is uneven as some players are put into conflict with others while others, particularly women, are erased from the game space and community discussions. In conclusion, this project finds that toxicity in DOTA 2 is constructed by overlapping cultural and mechanical elements and is as much about what players perceive to be toxic as it is about actual player behaviors.

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LEGO Batman and the Licensing Network
2018, Publication Tag Coordinator 2018, Publication Tag Coordinator

LEGO Batman and the Licensing Network

As the 20th Century drew to a close, storm clouds gathered on the horizon for the Lego Group: not only was digital culture threating to shift the focus of toy buyers and shrink Lego’s market, but the company also had to contend with the approaching expiration of its US patent in 2011. The plastic toy giant looked ahead and saw a future, very shortly approaching, where its only advantages on the toy aisle would be brand recognition and established territory—an established territory that was already shrinking as videogame cartridges crept down the aisle. So that left the brand, and there, the company saw the potential in licensed theme sets: partner with trendy pop culture properties and appeal to multiple markets simultaneously. And so, in 1999, the Lego Group partnered with LucasFilm Ltd. in anticipation of The Phantom Menace to release Lego: Star Wars.

Since then, the Lego Group has developed more than 60 licensed themes from two dozen other companies ranging from Columbia Pictures and Viacom to Warner Bros. and Lamborghini. Meanwhile, they’ve expanded into every other conceivable media form: amusement parks, merchandise, apparel, breakfast cereal, film…and video games. Now, they not only retain their dominance in the toy aisle over all other pretenders: they’re on our TV screens and bed linens and backpacks, too. This was a paradigm shift for the Lego Group, where the company’s top management began considering the LEGO brand, rather than its actual products, as its top asset.

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