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

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  »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, 2022)
  ''»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, 2022)''


== What do you want to make? ==
== What do you want to make? ==
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== Relation to larger context ==
== Relation to larger context ==
  '''»'''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)
  '''''»'''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)''
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.[[File:Totalrefusal hardly kunsthaus-1920x-q80.jpg|center|thumb|500x500px|Total Refusal (2022): Hardly Working at Kunsthaus]]
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.[[File:Totalrefusal hardly kunsthaus-1920x-q80.jpg|center|thumb|500x500px|Total Refusal (2022): Hardly Working at Kunsthaus]]
== References ==
== References ==

Revision as of 15:27, 15 November 2024

»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, 2022)

What do you want to make?

Between real and realistic (working title) is an installation built upon the content of the thesis. It consists of a book(let) and an interactive installation.

Within the publication the thesis will be extended, analysing the representation of labour and trade unions in games as well as in the game industry. A more profound insight on different sequences of games and the connection to media and social theory can be gained.

The interactive installation focuses on the visual content that is analysed in the publication, drawing selective attention on game recordings and trade unions within the video game industry. 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.

Directed towards players and game enthusiasts, the project adds a perspective besides consuming/playing games, proposing a reality to those apparently fictional game worlds.

How do you plan to make it?

The publication will be the same as the thesis, a combination of reading theory, interviews and papers in the field of media, game and social theory which will then be used to analyse selected game sequences. Therefore the narratives and gamespaces will be observed with the photography mode of the games drawing attention to the side stories of the main plot. Depending on the availability of the game, also game blogs and walkthroughs on YouTube will be included. Since in the book(let) only text and images can be used to display the content, short video sequences will be recorded as part of the interactive installation. These video excerpts give a more precise insight into the specific scenes. Combined with an additional layer, people can hover over highlighted spots which then reveal information about the historical context, the gamespaces, the characters or their relation to reality.

mock-up of the installation

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). Mid May a small set up of the installation will be made and players and game enthusiasts will be invited to test it. This will help to finalise the displayed content and how to interact with it.

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.

Between real and realistic (working title) is building on previous findings shifting the perspective from inside the games to outside — reality. While in GamingWell — WorkingWell the focus was on the effects of gamification at the workplace, now the focus is on how are games created, who has the agency and how do these games pretend to be based on history but at the same time being inaccurate for the purpose of attracting as many people to play as possible?

Relation to larger context

»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)

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.

Total Refusal (2022): Hardly Working at Kunsthaus

References

Aarseth, E., Günzel, S. (Eds.), 2019. Ludotopia: Spaces, Places and Territories in Computer Games. 1st ed, Edition Medienwissenschaft. transcript Verlag, Bielefeld, Germany. https://doi.org/10.14361/9783839447307


AshwinY (2023). What Happens If Arthur Tries To Help The Poor Miners In Annesburg? - RDR2. [online] YouTube. Available at: https://www.youtube.com/watch?v=82INAQY0rEU [Accessed 22 Oct. 2024].


Bashady, Hamza. 2022. A Passive Mob: How Video Games Silence Dissent. Online. URL: https://futuress.org/stories/a-passive-mob]


Cote, A.C., Harris, B.C., 2021. ‘Weekends became something other people did’: Understanding and intervening in the habitus of video game crunch. Convergence: The International Journal of Research into New Media Technologies 27, 161–176. https://doi.org/10.1177/1354856520913865


Kerr, C. (2024a). Bethesda Game Studios workers form ‘wall-to-wall union’ at Microsoft. [online] Gamedeveloper.com. Available at: https://www.gamedeveloper.com/production/bethesda-game-studios-form-wall-to-wall-union-at-microsoft [Accessed 2 Nov. 2024].


Kerr, C. (2024b). UK union IWGB Game Workers launches manifesto after topping 1,500 members. [online] Gamedeveloper.com. Available at: https://www.gamedeveloper.com/production/uk-union-iwgb-game-workers-launches-manifesto-after-topping-1-500-members [Accessed 2 Nov. 2024].


Nieuwdorp, E., 2005. The Pervasive Interface: Tracing the Magic Circle.


‌NiZZULiVΞ (2013). BioShock Infinite Job Auction Bidding Citizens Town Square Plaza of Zeal Finkton. [online] YouTube. Available at: https://www.youtube.com/watch?v=4AVihhOrVUI [Accessed 1 Nov. 2024].

Robson, J., Grant, T. (Eds.), 2018. The Aesthetics of Videogames. 1. Edition. ed. Routledge, New York.


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

Total Refusal, 2022. Hardly Working. Online. URL: https://totalrefusal.com/home/hardly-working


to, C. (2016). Red Dead Redemption 2 Cut Content. [online] Red Dead Wiki. Available at: https://reddead.fandom.com/wiki/Red_Dead_Redemption_2_Cut_Content [Accessed 21 Oct. 2024].


to, C. (2024). Twenty Miners Killed. [online] Red Dead Wiki. Available at: https://reddead.fandom.com/wiki/Twenty_Miners_Killed [Accessed 21 Oct. 2024]. Woodcock, Jamie, 2019. Marx at the Arcade - Consoles, Controllers, and Class Struggles. Haymarket Books, Chicago.