User:Berna Bereit Master Thesis Outline: Difference between revisions

From XPUB & Lens-Based wiki
No edit summary
No edit summary
 
(12 intermediate revisions by the same user not shown)
Line 1: Line 1:
== What do you WANT to write? [What will the text be about? (thesis). What do you want to explore? ==
== <span style="font-family: Poppins; "> 1 Intro ==
The thesis is concerned with analyzing how trade unions and labor movements are portrayed in video games. This includes the examination of 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 trade unionism within the games industry itself, particularly in relation to the working conditions of developers.
''»Videogames are perhaps the most significant development in the modern popular arts, and they provide a fertile field of study for philosophers of the arts (and philosophers more generally).« (Robson, Grant (Eds.), 2018)''
Video games are a growing medium that is increasingly used as a platform for social and political discourse. The representation of labour and trade unions in games not only reflects historical and contemporary conflicts, but also provides a framework to address system criticism, solidarity and collective action.


The research builds on existing work in game studies, social theory and art studies that examine video games as a medium of social reflection.
Since Role-playing Games (RPG) are becoming more realistic, trying to imitate reality not only by its graphics but also by its in-game narratives and (historical) game spaces, the game is becoming an immersive experience, blurring the boundaries of reality and fiction.


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 realized in games. At the same time, the consideration of current working conditions (for example crunch culture) in the games industry itself will add an additional, practice-relevant dimension to the thesis.
No matter if you’re riding as Arthur Morgan and the infamous Van der Linde gang across America at the dawn of the modern age in Red Dead Redemption 2, rescuing the mysterious imprisoned girl Elizabeth as the U.S. Cavalry veteran Booker DeWitt in Bioshock Infinite or defeat revival gangs to bring freedom to the oppressed masses during The Industrial Revolution in London 1868 as Jacob Frye in Assassin’s Creed Syndicate, players are travelling from the physical reality into the virtual universe of the game through the screen.


== Be clear about HOW you want to tell your story. ==
The thesis deals with the analysis of the representation of trade unions and labour movements in video games. This includes the examination of narrative threads, game mechanics and aesthetic elements that focus on labour struggles and collective organisations in games such as Red Dead Redemption 2 and Bioshock Infinite. It also addresses the issue of trade unionism in the game industry itself, particularly in relation to the working conditions of developers.
In the format of an academic language the thesis will be focussing on theoretical research, game analysis and current game developments.


In the theoretical research academic literature on trade unions in the fields of social theory, cultural and game studies will be examined. Analyzing the history of trade unions and labor movements in art, film and literature as a context for representation in video games.
While non-player characters (NPC) are programmed with little autonomy working in endless loops to support the realism of the gamespace, artists, engineers, programmers and designers face periods of unpaid overtime to speed up lagging video game productions — called “Crunch”. The real and realistic crunch of NPC and video game developers can be observed as separate topics, yet similarities appear between those two — artists, engineers, programmers and designers crunching to finish games that tell stories of exploited workers.
''»There is a lot of history in the game industry as rooted in nerds in garages and doing it for the love of it. That has just filtered down into places expecting employees to just go above and beyond without question, all the time.» (Cote, Harris, 2021)''
[[File:Karl-marx-storyline-4.jpg|left|thumb|469x469px|Screenshot. Assassin's Creed: Syndicate (2015)]]
[[File:Zenimax-strike-13-11-24-austin-texas-twitter.png|none|thumb|405x405px|ZeniMax employees strike on 13/11/24 in Austin, TX. (Twitter @ZeniMaxWorkers)]]


On a selection of relevant games that address labor unions and workers’ struggles, explicit insights on the depiction can be gained. Examing the narrative and mechanical implementation of trade union themes in these games as well as analyzing the visual aesthetics and design of these games in relation to labor movements are part of the second part in the thesis.


In the third part parallels will be drawn to the game industry and current union movements for example at Microsoft.


Concluding in a discussion on how games as a medium reflect on social realities and which narrative and aesthetic decisions lead to a critical examination of labor struggles, the thesis will combine the theoretical and analytic exploration.
‌How does the visual and narrative design of games affect the perception of social realities and to what extent can these representations stimulate reflection on labour, trade unions and historical events? Who has the agency for the visual and narrative concepts? What happens when the lines between real and realistic blurr?


== Outline three key issues you want to explore. (Please think of only 3 key issues): ==
== <span style="font-family: Poppins; "> 2 Chapters ==
The thesis is divided into four main chapters, which focus on theoretical research, game analysis and current game developments.
 
The theoretical research analyses the academic literature on trade unions in the fields of social theory, cultural studies and game studies. Analysing the history of trade unions and labour movements in art, film and literature as a context for representation in video games.
 
Explicit insights into the representation can be gained from a selection of relevant games that deal with trade unions and labour disputes. The investigation of the narrative and mechanical implementation of trade union themes in these games as well as the analysis of the visual aesthetics and design of these games in relation to the labour movement are part of the second part of the thesis. The qualitative focus will be on a selection of games that provide exemplary insights into different narratives and game spaces, discussing how games as a medium reflect social realities and which narrative and aesthetic decisions lead to a critical examination of labour disputes.
[[File:Central-union-railroad-camp-03.png|left|thumb|450x450px|Screenshot, Red Dead Redemption 2, Central Union Railroad Camp, photo mode filter used]]
[[File:Hart curving iron 5818.jpg|center|thumb|450x450px|Workers lay track along the Ten Mile Canyon stretch of the Transcontinental Railroad. Image credit: Alfred A. Hart Photographs, 1862-1869, Department of Special Collections, Stanford University Libraries]]
 
 
 
In the third part, parallels will be drawn with the games industry and current trade union movements, for example at Microsoft. The question of agency will be proposed, asking who writes the stories and makes the primary choices? Who is joining the trade unions and what are the prospects of it?
 
== <span style="font-family: Poppins; "> 3 Method ==
A literary Research will give the theoretical background, giving an overview of current discussions about games and labour (unions). The analysis of the games will be the practical part where a selection of video game sequences are examined based on their visual, narrative and ludic elements. Displayed as side stories to the main plot or sometimes just by actively interacting with or through observing non-player characters (NPCs), the photography mode of the game helps to examine specific scenes and spaces.
 
== <span style="font-family: Poppins; "> 4 Mode of address ==
Directed towards players and game enthusiasts, the project adds a perspective besides consuming and playing games, proposing a reality to those apparently fictional game worlds. Likewise, I am aiming to practise my theoretical writing within the thesis — and the extended book(let) version — to keep the possibility open for a PhD afterwards. Therefore, a second audience will be artists and designers in research.
 
== <span style="font-family: Poppins; "> 5 References ==
Aarseth, E., Günzel, S. (Eds.), 2019. Ludotopia: Spaces, Places and Territories in Computer Games. 1st ed, Edition Medienwissenschaft. transcript
 
 
Verlag, Bielefeld, Germany. <nowiki>https://doi.org/10.14361/9783839447307</nowiki>
AshwinY (2023). What Happens If Arthur Tries To Help The Poor Miners In Annesburg? - RDR2. [online] YouTube. Available at: <nowiki>https://www.youtube.com/watch?v=82INAQY0rEU</nowiki> [Accessed 22 Oct. 2024].
 
 
‌AshwinY (2023). What Happens If Arthur Tries To Help The Poor Miners In Annesburg? - RDR2. [online] YouTube. Available at: <nowiki>https://www.youtube.com/watch?v=82INAQY0rEU</nowiki> [Accessed 22 Oct. 2024].
 
 
‌Bashady, Hamza. 2022. A Passive Mob: How Video Games Silence Dissent. Online. URL: <nowiki>https://futuress.org/stories/a-passive-mob</nowiki>]
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. <nowiki>https://doi.org/10.1177/1354856520913865</nowiki>
 
 
‌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. <nowiki>https://doi.org/10.1177/1354856520913865</nowiki>
 
 
‌Kerr, C. (2024a). Bethesda Game Studios workers form ‘wall-to-wall union’ at Microsoft. [online] Gamedeveloper.com. Available at: <nowiki>https://www.gamedeveloper.com/production/bethesda-game-studios-form-wall-to-wall-union-at-microsoft</nowiki> [Accessed 2 Nov. 2024].
Kerr, C. (2024b). UK union


=== Issue 01 ===
video games as growing medium that are increasingly used as a platform for social and political discourse


=== Issue 02 ===
‌IWGB Game Workers launches manifesto after topping 1,500 members. [online] Gamedeveloper.com. Available at: <nowiki>https://www.gamedeveloper.com/production/uk-union-iwgb-game-workers-launches-manifesto-after-topping-1-500-members</nowiki> [Accessed 2 Nov. 2024].
understanding how the visual and narrative design of games affects the perception of social realities and to what extent these representations can stimulate reflection on labor struggles


=== Issue 03 ===
Labor Unions in the game industry as a response to working conditions (crunch culture)


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


=== 1 Intro aka WHAT do you want to research: Is it clear what this text is about? What is its central research question? ===
[Kurze einführende Sätze, die zum Thema hinleiten]<blockquote>»Videogames are perhaps the most significant development in the modern popular arts, and they provide a fertile field of study for philosophers of the arts (and philosophers more generally).« (Robson, J., Grant, T. (Eds.), 2018)</blockquote><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, H., 2022)</blockquote>The thesis deals with the analysis of the representation of trade unions and labour movements in video games. This includes the examination of narrative threads, game mechanics and aesthetic elements that focus on labour struggles and collective organisations in games such as Red Dead Redemption 2 and Bioshock Infinite. It also addresses the issue of trade unionism in the games industry itself, particularly in relation to the working conditions of developers.


The research builds on existing work in games studies, social theory and art studies that examine video games as a medium of social reflection.
‌Nieuwdorp, E., 2005. The Pervasive Interface: Tracing the Magic Circle.


The project builds on previous work on collective movements and their representation in digital media and extends the discourse to consider how class struggles and labour movements are visually and narratively represented in games. At the same time, by looking at current working conditions (e.g. crunch culture) in the games industry itself, an additional, practice-relevant dimension is introduced into the work.
will argue that these themes are not actually, as one might expect, evoked most strongly through its “mandatory” ludic elements, the playing of BioShock Infinite, or its main plot but via its (often optional) visual aspects, the way it presents the city of Columbia to players.


=== 2 For each proposed chapter: Is it clear what this chapter will look into and is it clear how it relates and works towards answering the central research question? ===
The thesis is divided into four main chapters, which focus on theoretical research, game analysis and current game developments.


The theoretical research analyses the academic literature on trade unions in the fields of social theory, cultural studies and game studies. Analysing the history of trade unions and labour movements in art, film and literature as a context for representation in video games.
‌NiZZULiVΞ (2013). BioShock Infinite Job Auction Bidding Citizens Town Square Plaza of Zeal Finkton. [online] YouTube. Available at: <nowiki>https://www.youtube.com/watch?v=4AVihhOrVUI</nowiki> [Accessed 1 Nov. 2024].


Explicit insights into the representation can be gained from a selection of relevant games that deal with trade unions and labour disputes. The examination of the narrative and mechanical implementation of trade union themes in these games as well as the analysis of the visual aesthetics and design of these games in relation to the labour movement are part of the second part of the thesis. The qualitative focus will be on a selection of games that provide exemplary insights into various narratives and game spaces.


In the third part, parallels will be drawn with the games industry and current trade union movements, for example at Microsoft.
Robson, J., Grant, T. (Eds.), 2018. The Aesthetics of Videogames. 1. Edition. ed. Routledge, New York.


Finally, we will discuss how games as a medium reflect social realities and which narrative and aesthetic decisions lead to a critical examination of labour disputes.


=== 3 Method aka HOW will you go about answering your research question: Is there a choice of research method and if so, is it a good fit with the central research question? ===
‌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>


* Analyzing how exactly certain elements are represented in the game, how they work narratively and visually, will allow me to contextualize the game within questions of morality and justice


=== 4 Mode of address aka HOW you want to tell your story.: Is there a choice for a mode of address and if so, does it fit the topic and method of the thesis? ===
‌Total Refusal, 2022. Hardly Working. [online]. Available at: <nowiki>https://totalrefusal.com/home/hardly-working</nowiki>
TBA


=== 5 Some References and Sources ===
Aarseth, E., Günzel, S. (Eds.), 2019. Ludotopia: Spaces, Places and Territories in Computer Games, 1st ed, Edition Medienwissenschaft. transcript Verlag, Bielefeld, Germany. <nowiki>https://doi.org/10.14361/9783839447307</nowiki>


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


Robson, J., Grant, T. (Eds.), 2018. The Aesthetics of Videogames, 1. Edition. ed. Routledge, New York.
to, C. (2016). Red Dead Redemption 2 Cut Content. [online] Red Dead Wiki. Available at: <nowiki>https://reddead.fandom.com/wiki/Red_Dead_Redemption_2_Cut_Content</nowiki> [Accessed 21 Oct. 2024].


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>


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

Latest revision as of 13:34, 21 November 2024

1 Intro

»Videogames are perhaps the most significant development in the modern popular arts, and they provide a fertile field of study for philosophers of the arts (and philosophers more generally).« (Robson, Grant (Eds.), 2018)

Video games are a growing medium that is increasingly used as a platform for social and political discourse. The representation of labour and trade unions in games not only reflects historical and contemporary conflicts, but also provides a framework to address system criticism, solidarity and collective action.

Since Role-playing Games (RPG) are becoming more realistic, trying to imitate reality not only by its graphics but also by its in-game narratives and (historical) game spaces, the game is becoming an immersive experience, blurring the boundaries of reality and fiction.

No matter if you’re riding as Arthur Morgan and the infamous Van der Linde gang across America at the dawn of the modern age in Red Dead Redemption 2, rescuing the mysterious imprisoned girl Elizabeth as the U.S. Cavalry veteran Booker DeWitt in Bioshock Infinite or defeat revival gangs to bring freedom to the oppressed masses during The Industrial Revolution in London 1868 as Jacob Frye in Assassin’s Creed Syndicate, players are travelling from the physical reality into the virtual universe of the game through the screen.

The thesis deals with the analysis of the representation of trade unions and labour movements in video games. This includes the examination of narrative threads, game mechanics and aesthetic elements that focus on labour struggles and collective organisations in games such as Red Dead Redemption 2 and Bioshock Infinite. It also addresses the issue of trade unionism in the game industry itself, particularly in relation to the working conditions of developers.

While non-player characters (NPC) are programmed with little autonomy working in endless loops to support the realism of the gamespace, artists, engineers, programmers and designers face periods of unpaid overtime to speed up lagging video game productions — called “Crunch”. The real and realistic crunch of NPC and video game developers can be observed as separate topics, yet similarities appear between those two — artists, engineers, programmers and designers crunching to finish games that tell stories of exploited workers.

»There is a lot of history in the game industry as rooted in nerds in garages and doing it for the love of it. That has just filtered down into places expecting employees to just go above and beyond without question, all the time.» (Cote, Harris, 2021)
Screenshot. Assassin's Creed: Syndicate (2015)
ZeniMax employees strike on 13/11/24 in Austin, TX. (Twitter @ZeniMaxWorkers)


‌How does the visual and narrative design of games affect the perception of social realities and to what extent can these representations stimulate reflection on labour, trade unions and historical events? Who has the agency for the visual and narrative concepts? What happens when the lines between real and realistic blurr?

2 Chapters

The thesis is divided into four main chapters, which focus on theoretical research, game analysis and current game developments.

The theoretical research analyses the academic literature on trade unions in the fields of social theory, cultural studies and game studies. Analysing the history of trade unions and labour movements in art, film and literature as a context for representation in video games.

Explicit insights into the representation can be gained from a selection of relevant games that deal with trade unions and labour disputes. The investigation of the narrative and mechanical implementation of trade union themes in these games as well as the analysis of the visual aesthetics and design of these games in relation to the labour movement are part of the second part of the thesis. The qualitative focus will be on a selection of games that provide exemplary insights into different narratives and game spaces, discussing how games as a medium reflect social realities and which narrative and aesthetic decisions lead to a critical examination of labour disputes.

Screenshot, Red Dead Redemption 2, Central Union Railroad Camp, photo mode filter used
Workers lay track along the Ten Mile Canyon stretch of the Transcontinental Railroad. Image credit: Alfred A. Hart Photographs, 1862-1869, Department of Special Collections, Stanford University Libraries


In the third part, parallels will be drawn with the games industry and current trade union movements, for example at Microsoft. The question of agency will be proposed, asking who writes the stories and makes the primary choices? Who is joining the trade unions and what are the prospects of it?

3 Method

A literary Research will give the theoretical background, giving an overview of current discussions about games and labour (unions). The analysis of the games will be the practical part where a selection of video game sequences are examined based on their visual, narrative and ludic elements. Displayed as side stories to the main plot or sometimes just by actively interacting with or through observing non-player characters (NPCs), the photography mode of the game helps to examine specific scenes and spaces.

4 Mode of address

Directed towards players and game enthusiasts, the project adds a perspective besides consuming and playing games, proposing a reality to those apparently fictional game worlds. Likewise, I am aiming to practise my theoretical writing within the thesis — and the extended book(let) version — to keep the possibility open for a PhD afterwards. Therefore, a second audience will be artists and designers in research.

5 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].


‌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


‌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].


‌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]. Available at: 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.