Affective Game Planning for Health Applications (AGPHA)
2019, Publication Tag Coordinator 2019, Publication Tag Coordinator

Affective Game Planning for Health Applications (AGPHA)

User retention is the first challenge in introducing any information and communication technologies (ICT) for health applications, particularly for seniors who are increasingly targeted as beneficiaries of such technologies. Interaction with digital technologies may be too stressful to older adults to guarantee their adoption in their routine selfcare. The second challenge, which also relates to adoption, is to supply empirical evidence that support the expectations of their beneficial outcomes. To address the first challenge, persuasive technologies such as serious games (SGs) are increasingly promoted as ludic approaches to deliver assistive care to older adults.

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Terra Nova
2019 Tag Coordinator 2019 Tag Coordinator

Terra Nova

Experience first contact in the future! This 2-player cooperative platformer explores what first contact between Indigenous and Settler peoples might look like thousands of years from now. The game follows the stories of Terra, an Elder Earthborn landkeeper, and Nova, a youthful Starborn inventor as they explore their respective environments and interact with the people in their communities. Their two worlds collide after a mysterious spacecraft crash-lands in Earthborn territory and Terra is sent to investigate. Nova, in the meantime, is separated from the rest of his people and must try to find them in an alien world. Inevitably, they encounter one another and must work together to uncover mysteries of the past.

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Field Work Rovers: Part 2
2019 Tag Coordinator 2019 Tag Coordinator

Field Work Rovers: Part 2

This project was the second of two pieces commissioned for the Concordia Fine Arts 2019 “Field Work Rovers” initiative. The Fieldworkers worked to (1) comb the Faculty to gather data about space needs, (2) focus on specific questions and spatial problematics arising from consultations to develop case study analyses, and (3) respond to and communicate publicly “findings” from the field using a variety of fine arts methodologies.

This game was designed as a real life scavenger hunt created from historical facts and documentation supplied by Concordia Archives.

The mission: You are tasked with finding the official Fine Arts gem before time runs out. Using the enclosed materials as clues, determine the location of this hidden campus gem in order to share your findings with the Concordia community.  

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Field Work Rovers: Part 1
2019 Tag Coordinator 2019 Tag Coordinator

Field Work Rovers: Part 1

This project was the first of two pieces commissioned for the Concordia Fine Arts 2019 “Field Work Rovers” initiative. The Fieldworkers worked to (1) comb the Faculty to gather data about space needs, (2) focus on specific questions and spatial problematics arising from consultations to develop case study analyses, and (3) respond to and communicate publicly “findings” from the field using a variety of fine arts methodologies.

“RoVA” is a digital game recreation of a walk through I did through Concordia’s VA building. Looking for “hidden gems,” I took photos and written reflections as I toured a space that was largely unfamiliar to me. Three categories of gem emerged; the permission for students to remix the space with their own innovations; the humanizing signs of ‘life’ and activity taking place in the building; and pride placed on celebrating students’ artistic achievements in the space.

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Cook Your Way
2019 Tag Coordinator 2019 Tag Coordinator

Cook Your Way

This is a game about how immigration systems and capitalist discourses of multiculturalism combine to oppress migrants. Visa applicants (or players) are tasked with cooking a typical dish of their country of origin using a custom cooking station. Immigration authorities then evaluate applicants according to their efficiency and potential to contribute to the new country’s society. Cooking becomes a standardized test, one step within a longer application process.

Cook Your Way started in the context of the Reflective Game Design research group, and the exchanges with my peers (Rebecca Goodine, Jess Rowan Marcotte, and Dietrich Squinkifer) and research director (Rilla Khaled) were crucial to its development. The design strategies of questions over answers, clarity over stealth, disruption over comfort and reflection over immersion (more details here) were key to this process as they helped to solidify the game’s design around player reflection and critical game design approaches.

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I Can’t Find the Words
2019, Game Elizabeth Erana 2019, Game Elizabeth Erana

I Can’t Find the Words

I Can’t Find The Words is a prototype created for Mia Consalvo’s Games and/as Research-Creation graduate class at Concordia University. It explores the research question: “Can certain established videogame mechanics (namely, navigating 2D game space and speaking with NPCs) be co-opted to create an effective metaphor for the social anxiety caused by living with a speech impediment?”

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Sport! The Algorithmic Circuit
2019, Game Elizabeth Erana 2019, Game Elizabeth Erana

Sport! The Algorithmic Circuit

Sport! The Algorithmic Circuit’ is a game for strategic interventions into the ebbs and flows of surveillance and profiling using personal devices and social media. Taking action beyond the extreme positions of comfortable lethargy or paranoid paralysis “Sport! The Algorithmic Circuit” can be a critical and collaborative investigation of surveillance algorithms.

Play Sport! The Algorithmic Circuit on your apps and phones!

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How Conglomeration and Player Data Impacts Player Behaviours
2019, Publication Tag Coordinator 2019, Publication Tag Coordinator

How Conglomeration and Player Data Impacts Player Behaviours

Presented at the Canadian Game Studies Association, this presentation built off of my previous work of League of Legends, discussing how of conglomeration, user data and the esport scene influences player behaviour. Connecting to arguments of surveillance, filter bubbles, and the digital economy, this presentation argued that game platforms are actively shaping users play habits and preferences. I initially explore the relationship between Tencent's control of Riot Games (founders of League of Legends) and the social features that are introduced and adjusted. This is furthered by connecting it to recent work on the dangers of the digital economy, exploring how these economic practices are embedded in the free-to-play game platform. Finally, this presentation concluded with a brief discussion of the competitive community space. Highlighting the impact of League of Legend's popular competitive scene, I argue that its popularity directly influences players to participate in the game 'like the pros'. While some of my claims do not directly impact each player, these processes (among unexplored others), cause a change in community play. I conclude by discussing the positive potential of these process, specifically around toxic community cultures.

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Rewriting the Game: Queer Trans Strategies of Survival, Resistance, and Relationality in Twine Games
2019, Publication Tag Coordinator 2019, Publication Tag Coordinator

Rewriting the Game: Queer Trans Strategies of Survival, Resistance, and Relationality in Twine Games

This thesis explores how a selection of video games, created by transgender people using the free software Twine, create space for the survival and flourishing of queer and trans subjects through visions of transformative relationships. It deploys the lenses of queer theories of failure (Halberstam, The Queer Art of Failure), disidentification (Muñoz, Disidentifications), and utopianism (Muñoz, Cruising Utopia) to perform close readings of the techniques of narrative and game mechanics used as strategies for survival, resistance, and relationality in anna anthropy’s Encyclopedia Fuckme and the Case of the Vanishing Entree and Queers in Love at the End of the World, Porpentine Charity Heartscape’s With Those We Love Alive, and ira prince’s Queer Trans Mentally Ill Power Fantasy. The analysis focuses on games produced in and around the moment of the “Twine revolution” (Harvey) that aimed in the early 2010s to radically re-envision video games as spaces for minoritized subjects to thrive. Even as the transformation of video games culture as a whole remains an unrealized ideal, this paper argues for the importance of revisiting the under-examined queer strategies these games depict and enact in order to imagine possibilities for “rewrit[ing] the game” (Halberstam in Halberstam and Juul), and through this for “rewrit[ing] the map of everyday life” (Muñoz, Cruising Utopia 25), possibilities which can allow for the flourishing of queer and trans modes of relationality within and against toxic and exclusive norms in game play and design.

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Generate Randomized Game: The Ambivalences of Online ROM-Patching Applications
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Generate Randomized Game: The Ambivalences of Online ROM-Patching Applications

Generate Randomized Game: The Ambivalences of Online ROM-Patching Applications is a conference paper presented at the 2019 Symposium Histoire du Jeu (Game Histories Conference) in Montreal, Quebec, Canada. It is based upon interviews and game analysis that I completed during my master’s degree, in which I studied videogame hacking subcultures, and primarily discusses the community values that inform “randomizers,” a popular type of online videogame ROM-patching application.

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Rogess
2019, Game Elizabeth Erana 2019, Game Elizabeth Erana

Rogess

e4! e5! Nf3! Nc6! White knight captures black pawn! Black knight attacks white knight for 2HP of damage! White knight misses black knight! What the hell is going on?!

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Academics on Spider-Man: Into the Spider-Verse
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Academics on Spider-Man: Into the Spider-Verse

This short piece focuses on the types of scholarship that the much-praised Spider-Man: Into the Spider-Verse film is likely to inspire. My specific contribution focuses on how transmedial works like this movie are speaking to changing media literacies for viewers, readers, players, and fans.

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TRACES
2019 Tag Coordinator 2019 Tag Coordinator

TRACES

TRACES is a physical-digital hybrid game about trans experiences and time travel. In it, the player, a trans time traveler from another galaxy, comes back to a time something like ours to recover traces from travelers who have come before them. This residue is embedded in physical objects in the space, which the player must collect using their custom field computer and scanner without drawing too much suspicion from the inhabitants of 2019.

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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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Mutual care taking: collectively creating our respiratory wellbeing with open sciences
2019, Publication Tag Coordinator 2019, Publication Tag Coordinator

Mutual care taking: collectively creating our respiratory wellbeing with open sciences

Poster presented at the General Meeting of the Global Alliance against Respiratory Diseases in Beijing.

Background: Worldwide, 6 people out of 10 have no access to treatment, or are not encouraged to follow it. Air pollution alone kills 7 million people yearly, reduces our life expectancy by 20 months, and costs 6% the gross world product. Devices to assess lung capacity remain often unavailable in low / middle income countries.

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