User:Berna Bereit Master Thesis Project Proposal: Difference between revisions

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=== '''This site will be rewritten until Wednesday, 06.11.2024 ~ 4pm''' ===
== What do you want to make? ==
''Between real and realistic'' (working title) is an installation that consists of a book(let) and a surrounding image and video installation of the Research within the book(let). Within the publication the representation of labour and trade unions in games as well as in the game industry will be analysed. This includes the examination of narrative strands, game mechanics and aesthetic elements that focus on class struggles and collective organisations in games such as Red Dead Redemption 2 and Bioshock Infinite.


== What? ==
== How do you plan to make it? ==
Topic: The representation of labor and labor unions in video games
Based on the Research of the thesis, the analysis will be extended and layouted into a publication. As part of the preparation process towards the Graduation Show, the findings will be translated into an installation drawing selective attention on game recordings and trade unions within the video game industry.
 
The project deals with the analysis of how labor unions and movements are portrayed in video games. This includes examining narrative strands, game mechanics and aesthetic elements that focus on class struggles and collective organizations in games such as Red Dead Redemption 2 and Bioshock Infinite. It will also address the issue of labor unionism within the games industry itself, particularly in relation to the working conditions of developers.
 
== Why? ==
This topic is socially and culturally significant, as video games are a growing medium that is increasingly used as a platform for social and political discourse. The representation of labor unions and movements in games not only reflects historical and contemporary conflicts, but also provides a framework to address system criticism, solidarity and collective action. The analysis helps to understand how the visual and narrative design of games affects the perception of social realities and to what extent these representations can stimulate reflection on workers' struggles.
 
== Workflow ==
'''1. Theoretical research:'''
* Examination of academic literature on trade unions in the fields of social theory, cultural studies and game studies.*Analysis of the history of trade unions and labor movements in art, film and literature as a context for representation in video games.
'''2. Game analysis:'''
*Selection of relevant games (Red Dead Redemption 2, Bioshock Infinite, among others) that address labor unions and workers' struggles.
*Examination of the narrative and mechanical implementation of trade union themes in these games.
*Analyze the visual aesthetics and design of these games in relation to labor movements and class struggles.
'''3. Relation to game development:'''
*Research union movements within the game development industry.
*Interviews or case studies of current movements that address the working conditions of developers and crunch culture.
'''4. Interpretation:'''
*Synthesis of findings from theoretical research and game analysis.
*Discussion of how games as a medium reflect social realities and which narrative and aesthetic decisions lead to a critical examination of labor struggles.
'''5. Installation'''
* Based on the research, the results are to be translated into an installation
*Potentially, a screen installation with examples and accompanying information or the creation of a game in which mechanisms are visualized and made playable are possible.


== Timetable ==
== Timetable ==
'''October - November'''
'''October - November'''


Start with the Research on the topic and find different games that will be analysed. The goal is to gain an overview of the topic, what other researchers or designers/artists have explored in this field. As part of the public moment a small audio will be created that gives in around 1 min a small introduction to the topic. A qr code is printed on transparent stickers which are placed in the toilet cabines of the 4th floor at Wijnhaven 61 - while taking a toilet break, people can listen to the audio. By the end of November the project proposal has to be finished and by that also a first exploration of the topic.
Start with the Research on the topic and find different games that will be analysed. The goal is to gain an overview of the topic, what other researchers or designers/artists have explored in this field. As part of the public moment a small audio will be created that gives an introduction to the topic. QR codes will be printed on transparent paper which are placed in the toilet cabinets of the 4th floor at Wijnhaven 61 - while taking a toilet break, people can listen to the audio. By the end of November the project proposal has to be finished and by that also a first exploration of the topic.


''4th November 2024 Public Moment''
''4th November 2024 Public Moment''
Line 37: Line 16:
'''December - February'''
'''December - February'''


From December to February the Research and the analysis of the games will be completed and a coherent text will be produced. Since the aim is to produce a book(let) containing more information about the topic, two text will be produced. Once the thesis with around 8000 words and not necessarily finished by the end of Februrary the book(let).
From December to February the Research and the analysis of the games will be completed and a coherent text will be produced. Since the aim is to produce a book(let) containing more information about the topic, two texts will be produced. Once the thesis with around 8000 words and not necessarily finished by the end of February the book(let).


'''March - April'''
'''March - April'''


Last feedback loops on the text.
Last feedback loops on the thesis.


''14th March 2025 Deadline First Draft Thesis''
''14th March 2025 Deadline First Draft Thesis''
Line 52: Line 31:


''End June 2025 Graduation Show''
''End June 2025 Graduation Show''
== Why do you want to make it? ==
Having played video games from an early age and always being fascinated by the in-game worlds, I am still eager to observe and research in this field. At the same time this topic is socially and culturally significant, as video games are a growing medium that is increasingly used as a platform for social and political discourse. The representation of trade unions and labour movements in games not only reflects historical and contemporary conflicts, but also provides a framework to address system criticism, solidarity and collective action. The analysis helps to understand how the visual and narrative design of games affects the perception of social realities and to what extent these representations can stimulate reflection on labour struggles.
== Who can help you and how? ==
Looking from a closer circle to a more outward perspective, XPUB2 game enthusiasts can be a group to share and test things. Lidia would be a great input since she is researching in the field of games as part of her PhD. Likewise trade unions (vakbond) in the Netherlands or small game development collectives could give an insightful perspective on their work.


== Relation to previous practice ==
== Relation to previous practice ==
This research builds on existing work in game studies, social theory and art studies that examine video games as a medium of social reflection. Previous studies have looked at the representation of women, political protests and social movements in video games, but the specific examination of trade unions is a relatively unexplored field. The project builds on previous work on collective movements and their representation in digital media and expands the discourse to include the question of how class struggles and labor movements are visually and narratively represented in games.
In my bachelor's thesis ‘GamingWell - WorkingWell’, I already dealt with the instrumentalisation of gaming in Amazon's fulfilment centres. This consisted of research in which I used the effects of automation, the physical strain on employees, gaming in the workplace and the suppression of trade union work to theoretically explain why Amazon fulfilment centres are by no means magical places. The research was then aesthetically translated into a video game by making the mechanisms playable in various scenarios and providing insights into the echo of a fulfilment centre. Staged as an installation in the exhibition context, visitors were able to experience realistic situations at various levels: From familiarising themselves with the work areas and playing simple mini-games to break up the monotonous, repetitive work, to deciding for or against painkillers during working hours, to forming a trade union. The scenarios are based on current developments.


== Choices made ==
== Relation to larger context ==
For the analysis, games were selected that have already attracted attention in research for their thematic depth (Red Dead Redemption 2, Bioshock Infinite), as they offer explicit narratives about workers' struggles and trade unions. The combination of theoretical literature review and the analysis of game mechanics and aesthetic choices allows for the development of a comprehensive perspective on the representation of trade unions in video games. The consideration of working conditions in the games industry itself adds an additional, practice-relevant dimension to the project.
The research builds on existing work in game studies, social theory and art studies that examine video games as a medium of social reflection. Previous studies have looked at the representation of women, political protests and social movements in video games, but the specific examination of trade unions is a relatively unexplored field. The project builds on previous work on collective movements and their representation in digital media and expands the discourse to include the question of how labour and trade unions are visually and narratively represented in games. At the same time, the consideration of current labour conditions (for example crunch culture) in the games industry itself will add an additional, practice-relevant dimension to the project.


== Sources & Quotes ==
== Sources & Quotes ==
<blockquote>"I wonder if it is not time for game design to start being a spatial exercise tool through which we, protesters, can practice and acquire urban tactics that stand against the state’s oppression?" [Bashady, Hamza (2022). A Passive Mob: How Video Games Silence Dissent. Online. URL: <nowiki>https://futuress.org/stories/a-passive-mob</nowiki>]</blockquote><blockquote>''"Club Stahlbad'' takes a stab at the dysfunctionality of the established spaces of entertainment, where “fun” is obligatory as a ritualized counterpart to “labor” - subordinating both work and “free time” to the logics of capital accumulation." [Total Refusal (2023). Club Stahlbad. Online. URL: <nowiki>https://totalrefusal.com/home/club-stahlbad</nowiki>]</blockquote><blockquote>"NPCs are digital Sisyphus machines that have no perspective of breaking out of their activity loops. In the moments when the algorithm shows inconsistencies, the NPCs break out of the logic of total normality, and appear touchingly human." [Total Refusal (2022). Hardly Working. Online. URL: <nowiki>https://totalrefusal.com/home/hardly-working</nowiki>]</blockquote>[[File:Totalrefusal hardly kunsthaus-1920x-q80.jpg|center|thumb|500x500px|Total Refusal (2022): Hardly Working at Kunsthaus]]
<blockquote>"I wonder if it is not time for game design to start being a spatial exercise tool through which we, protesters, can practice and acquire urban tactics that stand against the state’s oppression?" [Bashady, Hamza (2022). A Passive Mob: How Video Games Silence Dissent. Online. URL: <nowiki>https://futuress.org/stories/a-passive-mob</nowiki>]</blockquote><blockquote>''"Club Stahlbad'' takes a stab at the dysfunctionality of the established spaces of entertainment, where “fun” is obligatory as a ritualized counterpart to “labor” - subordinating both work and “free time” to the logics of capital accumulation." [Total Refusal (2023). Club Stahlbad. Online. URL: <nowiki>https://totalrefusal.com/home/club-stahlbad</nowiki>]</blockquote><blockquote>"NPCs are digital Sisyphus machines that have no perspective of breaking out of their activity loops. In the moments when the algorithm shows inconsistencies, the NPCs break out of the logic of total normality, and appear touchingly human." [Total Refusal (2022). Hardly Working. Online. URL: <nowiki>https://totalrefusal.com/home/hardly-working</nowiki>]</blockquote>[[File:Totalrefusal hardly kunsthaus-1920x-q80.jpg|center|thumb|500x500px|Total Refusal (2022): Hardly Working at Kunsthaus]]
  Schubert, S., 2018. Dystopia in the Skies: Negotiating Justice and Morality on Screen in the Video Game BioShock Infinite. ejas. <nowiki>https://doi.org/10.4000/ejas.14089</nowiki>
  Schubert, S., 2018. Dystopia in the Skies: Negotiating Justice and Morality on Screen in the Video Game BioShock Infinite. ejas. <nowiki>https://doi.org/10.4000/ejas.14089</nowiki>

Revision as of 15:34, 5 November 2024

What do you want to make?

Between real and realistic (working title) is an installation that consists of a book(let) and a surrounding image and video installation of the Research within the book(let). Within the publication the representation of labour and trade unions in games as well as in the game industry will be analysed. This includes the examination of narrative strands, game mechanics and aesthetic elements that focus on class struggles and collective organisations in games such as Red Dead Redemption 2 and Bioshock Infinite.

How do you plan to make it?

Based on the Research of the thesis, the analysis will be extended and layouted into a publication. As part of the preparation process towards the Graduation Show, the findings will be translated into an installation drawing selective attention on game recordings and trade unions within the video game industry.

Timetable

October - November

Start with the Research on the topic and find different games that will be analysed. The goal is to gain an overview of the topic, what other researchers or designers/artists have explored in this field. As part of the public moment a small audio will be created that gives an introduction to the topic. QR codes will be printed on transparent paper which are placed in the toilet cabinets of the 4th floor at Wijnhaven 61 - while taking a toilet break, people can listen to the audio. By the end of November the project proposal has to be finished and by that also a first exploration of the topic.

4th November 2024 Public Moment

22nd November 2024 Deadline Project Proposal

December - February

From December to February the Research and the analysis of the games will be completed and a coherent text will be produced. Since the aim is to produce a book(let) containing more information about the topic, two texts will be produced. Once the thesis with around 8000 words and not necessarily finished by the end of February the book(let).

March - April

Last feedback loops on the thesis.

14th March 2025 Deadline First Draft Thesis

18th April 2025 Deadline Thesis

May - June

The collection of analysed game material will be transformed into an installation showing the findings of the project.

End June 2025 Graduation Show

Why do you want to make it?

Having played video games from an early age and always being fascinated by the in-game worlds, I am still eager to observe and research in this field. At the same time this topic is socially and culturally significant, as video games are a growing medium that is increasingly used as a platform for social and political discourse. The representation of trade unions and labour movements in games not only reflects historical and contemporary conflicts, but also provides a framework to address system criticism, solidarity and collective action. The analysis helps to understand how the visual and narrative design of games affects the perception of social realities and to what extent these representations can stimulate reflection on labour struggles.

Who can help you and how?

Looking from a closer circle to a more outward perspective, XPUB2 game enthusiasts can be a group to share and test things. Lidia would be a great input since she is researching in the field of games as part of her PhD. Likewise trade unions (vakbond) in the Netherlands or small game development collectives could give an insightful perspective on their work.

Relation to previous practice

In my bachelor's thesis ‘GamingWell - WorkingWell’, I already dealt with the instrumentalisation of gaming in Amazon's fulfilment centres. This consisted of research in which I used the effects of automation, the physical strain on employees, gaming in the workplace and the suppression of trade union work to theoretically explain why Amazon fulfilment centres are by no means magical places. The research was then aesthetically translated into a video game by making the mechanisms playable in various scenarios and providing insights into the echo of a fulfilment centre. Staged as an installation in the exhibition context, visitors were able to experience realistic situations at various levels: From familiarising themselves with the work areas and playing simple mini-games to break up the monotonous, repetitive work, to deciding for or against painkillers during working hours, to forming a trade union. The scenarios are based on current developments.

Relation to larger context

The research builds on existing work in game studies, social theory and art studies that examine video games as a medium of social reflection. Previous studies have looked at the representation of women, political protests and social movements in video games, but the specific examination of trade unions is a relatively unexplored field. The project builds on previous work on collective movements and their representation in digital media and expands the discourse to include the question of how labour and trade unions are visually and narratively represented in games. At the same time, the consideration of current labour conditions (for example crunch culture) in the games industry itself will add an additional, practice-relevant dimension to the project.

Sources & Quotes

"I wonder if it is not time for game design to start being a spatial exercise tool through which we, protesters, can practice and acquire urban tactics that stand against the state’s oppression?" [Bashady, Hamza (2022). A Passive Mob: How Video Games Silence Dissent. Online. URL: https://futuress.org/stories/a-passive-mob]

"Club Stahlbad takes a stab at the dysfunctionality of the established spaces of entertainment, where “fun” is obligatory as a ritualized counterpart to “labor” - subordinating both work and “free time” to the logics of capital accumulation." [Total Refusal (2023). Club Stahlbad. Online. URL: https://totalrefusal.com/home/club-stahlbad]

"NPCs are digital Sisyphus machines that have no perspective of breaking out of their activity loops. In the moments when the algorithm shows inconsistencies, the NPCs break out of the logic of total normality, and appear touchingly human." [Total Refusal (2022). Hardly Working. Online. URL: https://totalrefusal.com/home/hardly-working]

Total Refusal (2022): Hardly Working at Kunsthaus
Schubert, S., 2018. Dystopia in the Skies: Negotiating Justice and Morality on Screen in the Video Game BioShock Infinite. ejas. https://doi.org/10.4000/ejas.14089