All in a day’s work: Working-class heroes as videogame protagonists
2021, 2020, Research Tag Coordinator 2021, 2020, Research Tag Coordinator

All in a day’s work: Working-class heroes as videogame protagonists

Class depictions in videogames are prevalent, yet understudied. In this article, we analyse how the working class – particularly working-class men – have been depicted in videogames over the past 30 years. In doing so, we bring together a class- and gender-based analysis to study how narratives, representations, gameplay, and game systems construct the “working-class hero” as a central protagonist. This is done by examining eight paired examples of videogames that feature working-class characters in central roles, including janitor, fire-fighter, taxi driver, and bartender. Our analysis finds that some roles are glorified (such as firefighters), positioning their protagonists in direct conflict with white-collar settings and antagonists. However, many other roles task players with “doing their job” in the face of repetitive (and sometimes outlandish) working conditions. Through these examples, we document the portrayal of working-class videogame heroes, noting how videogames can both reinforce and subvert common media tropes.

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The Garden of Earthly Delights
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The Garden of Earthly Delights

An online chatroom for the animals of Age of Empires II. Experience the inner lives of more than ten unique animals in a rich biodiverse environment.

Design – Milan Koerner-Safrata
Design – Neilson Koerner-Safrata
Composer – Iven Jansen

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Jingle Jigsaw
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Jingle Jigsaw

Jingle Jigsaw is a single player dance/puzzle game that uses Kinect tracking and motion controls. The peculiarity about this game is that it uses no screen and relies solely on audio feedback for the gameplay. It’s a puzzle-game where the players must solve the level by assembling bits of a song in the right order using dance-like movements. This game tests the feasibility and fun of free movement play in dance games and as well as screenless digital-physical interactions.

A multiplayer version of this game is currently in development that will employ haptic devices and a physical installation using LED lights to give additional visual feedback to the player.

Created by: JoDee Allen and Adrian Holzer

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GameSound, Quantitative Games Analysis, and the Digital Humanities
2020, Publication Tag Coordinator 2020, Publication Tag Coordinator

GameSound, Quantitative Games Analysis, and the Digital Humanities

This article relates to the 2018 CSDH/SCHN conference proceedings. This paper outlines Michael Iantorno’s and Melissa Mony’s experiences with quantitative game analysis by summarizing the first year of development of the prototype ludomusicological database GameSound. To further the discussion, this article also summarizes and analyzes the work of fellow digital humanities scholar Jason Bradshaw, who applied intriguing types of tool-based analysis to BioShock Infinite. To conclude, the paper hypothesizes where this type of research could lead in the future: both for GameSound and for other projects using similar methods and methodologies.

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Destabilizing Animation: Structures of Agency and Uncanny Animacy in Animated Media
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Destabilizing Animation: Structures of Agency and Uncanny Animacy in Animated Media

This thesis examines the destabilization of a hierarchical ordering of human vs. nonhuman agency found in digital media which present a surge of “animacy” – perceptible qualities of “agency, awareness, mobility and liveness” (Chen 2012). It examines one webtoon (The Bongcheon-Dong Ghost 2011) and two video games (Undertale 2015 and Doki Doki Literature Club 2017), which push at the boundaries of their respective media forms by channeling technical/computational forces (e.g. Javascript or memory storage) into character animation; “animation” in a doubled sense: both as the fusion of discontinuous instants afforded by the mechanical succession of images as well as the production of a social Other possessing qualities of life and agency (Silvio 2019). The result is a perception of agency (and thus animacy) that resists the categorization of both the character and the media object. Challenging dominant structures and theories of comic readership, video game play, or “database consumption” (Azuma 2009) respectively, these works argue against the control that the human operator is presumed both to have and to require as part of a framework which constitutes the works themselves as media objects. This thesis further argues that the structures critiqued and challenged by these works index a broader conceptualization of human action in the world, predicated on “animacy hierarchies” which are buttressed by binaries of human/nonhuman, animate/inanimate, moving/still, subject/object, and will/determination. By adopting an animist logic, in which images/media/characters might potentially act in unforeseen ways, these works challenge and destabilize such binaries.

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Design Bleed: A Standpoint Methodology for Game Design
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Design Bleed: A Standpoint Methodology for Game Design

In this paper we develop the concept of design bleed, a standpoint approach to game design. We adopt the terminology of bleed from the Nordic community around live- action role-playing games and use it as a lens on game development. Based on our own experiences in developing two game jam games, Lovebirds and Get Your Rocks On, we identify four ‘ingredients’ for bleed-inspired game design. We develop design bleed as a community affirming design practice which can be used as a tool for carving out shared standpoints. We suggest that this is particularly productive for game designers at the margins, as it has potential to be creatively and emotionally healing but can also invite expressions for political resistance to normative game culture.

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Bug Hunter. Mapping Glitches Trajectories in Game Design Space: From the Poetical to the Political
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Bug Hunter. Mapping Glitches Trajectories in Game Design Space: From the Poetical to the Political

Bug Hunter is a game design research-creation project devoted to the study of glitches as labor. By documenting the production and reception of an experimental glitch-based first-person platformer, this project maps the creative forces animated by glitches conceptualized as an unavoidable design phenomenon and emergent gameplay features. The focal point of this inquiry is the conversation and productive exchange between the art of making games and the resisting yet generative materiality of the glitch. In terms of player experience, the game itself asks a political question. It wants to determine in which capacity glitches do (or do not) have the power to raise critical consciousness about 1) game design as rhetorical strategy instrumentalizing and commodifying the glitch and 2) glitching as a rhetorical tactic that can be both destructively exploitative and creatively emancipatory. Inspecting the dialectical relationship between work and play through the glitch prism forges a unique vantage point to examine how glitches can operate within the confines of game design and gameplay to drive these two domains toward radical aesthetics, experimentations, and critics. From that perspective, glitches can be analyzed as vectors of politicization holding the potential to sculpt diverse political sensibilities existing in between the neoliberal opportunist and the anarchist tinkerer. Demystifying how game design, games, and glitches partake in this ideological shaping process is on top of Bug Hunter’s agenda.

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ChessMod
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ChessMod

ChessMod is a Minecraft mod for both 1.14 and 1.15 branches of Forge-modded Minecraft, inspired by Pippin Barr’s Chesses, which adds playable chessboards to both single and multi-player versions of the game. There is a rules-based board that enforces chess rules and the visual of the board changes as the stated of the board changes.

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