User:Berna Bereit Master Thesis Project Proposal: Difference between revisions
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'''May - June''' | '''May - June''' | ||
The collection of analysed game material will be transformed into an installation showing the findings of the project. | The collection of analysed game material will be transformed into an installation showing the findings of the project. Furthermore the thesis will be extended and layouted into a book(let). | ||
''End June 2025 Graduation Show'' | ''End June 2025 Graduation Show'' |
Revision as of 12:04, 6 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. Furthermore the thesis will be extended and layouted into a book(let).
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]
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