Tanks!?
2018, Game Elizabeth Erana 2018, Game Elizabeth Erana

Tanks!?

Tanks shooting tanks! The tanks are upside down now?! Tank on tank action! Why is that cactus floating into the sky?! Shoot that tank! The sky seems to be green?! The shadows have all vanished?! That tank just drove down through the ground?! That oil derrick grew to three times its original size?! What is this, some kind of completely artificial videogame world?!

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Roots
2018, Game Elizabeth Erana 2018, Game Elizabeth Erana

Roots

Roots is an on-going collaboration between Rebecca Goodine and Enric Llagostera, started in January 2018. It is a research-creation game design project that actively involves intergenerational players in an experience that cultivates each other’s capabilities for care within a larger community.

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TAMAGAMEWORKER
2018, Game Elizabeth Erana 2018, Game Elizabeth Erana

TAMAGAMEWORKER

Ever wonder how people make your favourite video games? It turns out it’s not all play… long hours and crunch, unexpected bugs, the expectations of your boss and peers, and let’s not forget all those last-minute requests. Guide Tama, the cutest Tamagotchi game dev you’ll ever meet, through a day in the life of a video game worker trying to balance designing cool games while staying happy and healthy!

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Alt-Ego
2017, Game Elizabeth Erana 2017, Game Elizabeth Erana

Alt-Ego

At the core of Alt-Ego is the idea that that epitome of the virtual, the avatar, becomes flesh.

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Machine-Machine
2017, Game Elizabeth Erana 2017, Game Elizabeth Erana

Machine-Machine

Machine-Machine is a game portraying the white-collar workers in ICT as a new form of working class created through the simplicity and repetitiveness of the tasks assigned to the employees in the oppressive open space. Via the system rhetoric, the game show us also the malicious functioning of human resources management through the competition between workers, the self-surveillance and acceptance of wage reductions and bad working conditions in a society with a high level of unemployment and precariousness.

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Nagasaki Kitty
2017, Game Elizabeth Erana 2017, Game Elizabeth Erana

Nagasaki Kitty

War videogames tend to focus on depictions of combat and violence experienced by soldiers. This has led to a climate where non-combat casualties are ignored and marginalized within the traditional narrative framework of war games. As a result, both women and children have been largely underrepresented despite the fact that they are typically the majority of casualties in war. One specific example of this phenomenon is in Pacific War (1941-1945) games that disregard the victims of bombings, especially the atomic bombings of Hiroshima and Nagasaki. The hibakusha (atomic bomb affected persons) have been ignored in the representation of the war, particularly in North America. Nagasaki Kitty represents an attempt to create a war game that focuses on the experiences of hibakusha in order to better incorporate their stories into North American understandings of the atomic bombs.

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you used to be someone
2017, Game Elizabeth Erana 2017, Game Elizabeth Erana

you used to be someone

You have no idea how long it’s been since you last set foot outside your cramped little apartment. You don’t really talk to anyone. You can’t focus on work. You barely have any appetite to speak of, literally and figuratively. Even casually reading Twitter makes you anxious.

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SOLA
2017, Game Elizabeth Erana 2017, Game Elizabeth Erana

SOLA

SOLA is a video game that embodies the climate of tension, discomfort and fear that can be experienced while walking alone at night in cities where gender-based violence is embedded in everyday life.

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It is as if you were playing chess
2016, Game Elizabeth Erana 2016, Game Elizabeth Erana

It is as if you were playing chess

You’ve always wanted to be a chess master! But you aren’t one! Are you! Now you can at least look like one! Pretend you’re playing chess! Make moves! Act like you feel things! Smirk! Frown! Weep! Chess!

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