User:Berna Bereit Master Thesis: Difference between revisions

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== Notes ==
== Notes ==
[[User:Berna Bereit Master Thesis Trashbin|🗑️Trashbin 🗑️]]


=== Context ===
=== Context ===
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* thesis (7000 - 8000 words)
* thesis (7000 - 8000 words)


== 01 Project that may or may not be made ==
== Project that may (or may not) be made ==
 
=== What? ===
"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]
 
=== Why? ===
Exploring (video) games as tools.
 
=== Workflow ===
 
=== Timetable (Sept*) ===
 
=== Relation to previous practice ===
 
=== Choices made ===
 
== 02 Project that may or may not be made ==
 
=== What? ===
''"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]
 
An observation on female labour in video games - concentrating on NPCs and storylines of games.
 
=== Why? ===
hyper-realistic aesthetics – play reality – society projected in fictional games
 
=== Workflow ===
 
=== Timetable (Sept*) ===
 
=== Relation to previous practice ===
 
=== Choices made ===
 
== 03 Project that may or may not be made ==
 
=== What? ===
''Take Action'' - a guide on how to borrow stuff from Action, use it for your project and then return it. 100% effort but 0€ costs.
=== Why? ===
Being a group of 14 people that all have great (great in this context also means big) ideas, the given budget is not always enough to handle all of our ideas. This small action enables us to act on a small budget and still make our concepts reality.
 
=== Workflow ===
Testing different stuff to see what is easy or not possible to return.
 
=== Timetable (Sept*) ===
Maximum duration is 14 days - that's the time by which you have to return the item.
 
=== Relation to previous practice ===
For my last project I used a security camera - since I didn't have any need for it afterwards nor the money to keep it, I returned it and got the full amount refundet directly to my credit card.
 
=== Choices made ===
 
== 04 Project that may (or may not) be made ==


=== What? ===
=== What? ===
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=== Choices made ===
=== Choices made ===
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.
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.
=== 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]]

Latest revision as of 16:59, 2 October 2024

Notes

🗑️Trashbin 🗑️

Context

  • find a context for your thesis
  • try to get out of the XPUB bubble
  • who are people/collectives/institutions that are working on a similar topic

Format of Thesis

  • project proposal (1500 words)
  • thesis (7000 - 8000 words)

Project that may (or may not) be made

What?

Topic: The representation of labor unions in video games

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

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.

Choices made

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.

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