“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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circuits
2018 Tag Coordinator 2018 Tag Coordinator

circuits

circuits is a narrative-based Twine game that explores what it means to try and talk about sexual trauma. The story grapples with everything that can and cannot be said, whether these stories are told online, to the media, to health care professionals, or even in legal courts.  The narrative above explores what it means to remember, witness, and talk about sexual trauma.

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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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Promises
2018 Tag Coordinator 2018 Tag Coordinator

Promises


Promises is a local multiplayer game for up to 15 players in which algorithmically composed vibration patterns take primacy over the screen. Promises explore what local multiplayer games might look like when using algorithmic vibration as primary material for expression.
In Promises, objects circulate between the hands of the visitors. Objects and promises replace one another via the acts of trading, making attachments, and letting go. Just like vibration cuts through materials differentially, so does it cut through human bodies in often surprising ways. Preferences and meanings emerge. Take a break, use your hands to listen and tune into the subtle vibrations pulsating in the objects of Promises.

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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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Developing digital games to address airway clearance therapy in children with cystic fibrosis: participatory design process
2018, Publication Tag Coordinator 2018, Publication Tag Coordinator

Developing digital games to address airway clearance therapy in children with cystic fibrosis: participatory design process

Background: Children affected with cystic fibrosis do respiratory exercises to release the mucus stuck in their lungs.

Objective: The objective of our study was to develop prototypes of digital games that use breath pressure to make this daily physiotherapy more fun.

Methods: We used a participatory design approach and organized short events to invite contributors from different disciplines to develop game prototypes. From the 6 prototypes, 3 were tested by 10 children during a prestudy. The source code of the games, of which 2 continue to be developed, has been released on the internet under fair use licenses.

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