User:Berna Bereit Master Thesis Chapter Outline: Difference between revisions
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== Introduction == | |||
Overview | === Overview === | ||
Introducing the research question and providing an overview of the thesis, its objectives, and its relevance. Discuss the blurred boundaries between reality and realism in video games and their role in reflecting and influencing social and political discourse. | Introducing the research question and providing an overview of the thesis, its objectives, and its relevance. Discuss the blurred boundaries between reality and realism in video games and their role in reflecting and influencing social and political discourse. | ||
Guiding Questions | |||
How do video games serve as a platform for exploring and critiquing social and political issues, specifically labour and trade unions? | === Guiding Questions === | ||
What is the significance of realism in video games, and how does it impact players' perception of historical and contemporary issues? | |||
How can the study of NPC (non-player character) roles in games reveal parallels with real-world labour dynamics? | # How do video games serve as a platform for exploring and critiquing social and political issues, specifically labour and trade unions? | ||
Why is the topic of labour and trade union representation in video games timely and socially relevant? | # What is the significance of realism in video games, and how does it impact players' perception of historical and contemporary issues? | ||
What methods will be used to investigate the visual and narrative representations of trade unions in video games and their industries? | # How can the study of NPC (non-player character) roles in games reveal parallels with real-world labour dynamics? | ||
How do video games represent trade unions and labor struggles? | # Why is the topic of labour and trade union representation in video games timely and socially relevant? | ||
How does the visual and narrative design of games affect the perception of these social realities? | # What methods will be used to investigate the visual and narrative representations of trade unions in video games and their industries? | ||
What are the parallels between in-game and real-world labor conditions? | # How do video games represent trade unions and labor struggles? | ||
Text Structure | # How does the visual and narrative design of games affect the perception of these social realities? What are the parallels between in-game and real-world labor conditions? | ||
Significance | |||
=== Text Structure === | |||
==== ''Significance'' ==== | |||
Highlighting the cultural and political relevance of studying labor and trade unions in video games and their industry. | Highlighting the cultural and political relevance of studying labor and trade unions in video games and their industry. | ||
Scope | |||
==== ''Scope'' ==== | |||
Defining the primary focus (e.g., narrative threads, game mechanics, visual design) and the games under analysis (e.g., Red Dead Redemption 2, Assassin’s Creed: Syndicate, Bioshock Infinite). | Defining the primary focus (e.g., narrative threads, game mechanics, visual design) and the games under analysis (e.g., Red Dead Redemption 2, Assassin’s Creed: Syndicate, Bioshock Infinite). | ||
Framework | |||
==== ''Framework'' ==== | |||
Providing an overview of interdisciplinary methodologies combining game studies, social theory, and visual analysis. | Providing an overview of interdisciplinary methodologies combining game studies, social theory, and visual analysis. | ||
== Chapter 01: Theoretical Framework == | |||
=== Overview === | |||
Overview | |||
Exploring academic literature in game studies, social theory, and art studies, focusing on the historical and cultural representation of labour and trade unions in media. Connecting this to the broader context of games as reflective cultural artifacts. | Exploring academic literature in game studies, social theory, and art studies, focusing on the historical and cultural representation of labour and trade unions in media. Connecting this to the broader context of games as reflective cultural artifacts. | ||
Guiding Questions | |||
How have labour and trade unions historically been represented in art, film, and literature, and how do these representations inform video games? | === Guiding Questions === | ||
What key concepts from social and cultural theory (e.g., Marxism, Pierre Bourdieu's habitus) are most relevant to analysing labour struggles in games? | |||
How does the concept of the "magic circle" by Johan Huizinga blur boundaries between play and reality in the context of video games? | # How have labour and trade unions historically been represented in art, film, and literature, and how do these representations inform video games? | ||
What are the critical perspectives on the socio-political potential of video games in fostering awareness of labour movements? | # What key concepts from social and cultural theory (e.g., Marxism, Pierre Bourdieu's habitus) are most relevant to analysing labour struggles in games? | ||
How does the increasing realism in games impact their ability to critique or neutralise dissent? | # How does the concept of the "magic circle" by Johan Huizinga blur boundaries between play and reality in the context of video games? | ||
Text Structure | # What are the critical perspectives on the socio-political potential of video games in fostering awareness of labour movements? | ||
History of Labor and Trade Unions in Media | # How does the increasing realism in games impact their ability to critique or neutralise dissent? | ||
=== Text Structure === | |||
==== ''History of Labor and Trade Unions in Media'' ==== | |||
Tracing the representation of labor movements in traditional media (art, film, literature) to establish a foundation for their presence in games. | Tracing the representation of labor movements in traditional media (art, film, literature) to establish a foundation for their presence in games. | ||
Game Studies and Social Theory | |||
==== ''Game Studies and Social Theory'' ==== | |||
Discussing (foundational) texts to position video games as socio-political artifacts. | Discussing (foundational) texts to position video games as socio-political artifacts. | ||
==== ''Blurred Boundaries'' ==== | |||
Introducing concepts like Huizinga’s "magic circle" and Nieuwdorp’s "pervasive interface" to explore the immersive effects of play. | |||
== Chapter 02: Analysing Video Games == | |||
=== Overview === | |||
Overview | |||
Performing a detailed analysis of selected games (e.g., Red Dead Redemption 2, Bioshock Infinite, Assassin’s Creed Syndicate). Examining their narrative threads, game mechanics, aesthetic choices, and representations of labour and trade unions. | Performing a detailed analysis of selected games (e.g., Red Dead Redemption 2, Bioshock Infinite, Assassin’s Creed Syndicate). Examining their narrative threads, game mechanics, aesthetic choices, and representations of labour and trade unions. | ||
Guiding Questions | |||
How do the narratives in Red Dead Redemption 2, Bioshock Infinite, and Assassin’s Creed Syndicate engage with historical and fictional labour struggles? | === Guiding Questions === | ||
In what ways do game mechanics and player interactions reinforce or challenge representations of collective movements? | |||
How do aesthetic choices (e.g., character design, environmental storytelling) reflect or distort historical realities of labour movements? | # How do the narratives in Red Dead Redemption 2, Bioshock Infinite, and Assassin’s Creed Syndicate engage with historical and fictional labour struggles? | ||
How do NPCs embody the tension between realism and systemic exploitation in games? | # In what ways do game mechanics and player interactions reinforce or challenge representations of collective movements? | ||
What limitations do these games exhibit in addressing the complexities of historical labour struggles? | # How do aesthetic choices (e.g., character design, environmental storytelling) reflect or distort historical realities of labour movements? | ||
Text Structure | # How do NPCs embody the tension between realism and systemic exploitation in games? | ||
Methodology | # What limitations do these games exhibit in addressing the complexities of historical labour struggles? | ||
# What are notable examples of games that use educational elements to inform or immerse players in complex topics? | |||
=== Text Structure === | |||
==== ''Methodology'' ==== | |||
Describing the qualitative approach, including narrative and visual analysis of selected game sequences using game photography, walkthroughs, and secondary sources. | Describing the qualitative approach, including narrative and visual analysis of selected game sequences using game photography, walkthroughs, and secondary sources. | ||
==== Selection of Video Games ==== | |||
Red Dead Redemption 2: Representation of Chinese railroad workers; historical accuracy vs. gameplay adaptation. | Red Dead Redemption 2: Representation of Chinese railroad workers; historical accuracy vs. gameplay adaptation. | ||
Assassin’s Creed: Syndicate: Interactions with Karl Marx and the industrial labor struggles of 19th-century London. | Assassin’s Creed: Syndicate: Interactions with Karl Marx and the industrial labor struggles of 19th-century London. | ||
Bioshock Infinite: Dystopian critique of capitalism through class conflict and industrialization. | Bioshock Infinite: Dystopian critique of capitalism through class conflict and industrialization. | ||
Patterns and Themes | |||
==== ''Patterns and Themes'' ==== | |||
Identifying recurring themes such as agency, solidarity, and the exploitative displaying of NPCs as metaphors for real-world labor. | Identifying recurring themes such as agency, solidarity, and the exploitative displaying of NPCs as metaphors for real-world labor. | ||
Chapter 03: The Games Industry and Labor Conditions | == Chapter 03: The Games Industry and Labor Conditions == | ||
Overview | |||
=== Overview === | |||
Investigating the real-world working conditions within the game industry, focusing on crunch culture and recent trade union movements. Draw connections between the thematic content of games and the realities of their production. | Investigating the real-world working conditions within the game industry, focusing on crunch culture and recent trade union movements. Draw connections between the thematic content of games and the realities of their production. | ||
Guiding Questions | |||
What are the defining characteristics of crunch culture in the video game industry, and how does it affect workers? | === Guiding Questions === | ||
How do the working conditions of game developers parallel the labour struggles represented in the games they produce? | |||
What role do trade unions play in addressing exploitation and advocating for workers in the gaming industry? | # What are the defining characteristics of crunch culture in the video game industry, and how does it affect workers? | ||
How does the lack of diversity in decision-making roles (e.g., writers, directors) impact the narratives about labour in games? | # How do the working conditions of game developers parallel the labour struggles represented in the games they produce? | ||
To what extent can the growing unionisation efforts in the gaming industry inspire systemic change? | # What role do trade unions play in addressing exploitation and advocating for workers in the gaming industry? | ||
Text Structure | # How does the lack of diversity in decision-making roles (e.g., writers, directors) impact the narratives about labour in games? | ||
Crunch Culture | # To what extent can the growing unionisation efforts in the gaming industry inspire systemic change? | ||
# Are there examples of (indie) game studios preventing crunch and promoting sustainable work practices? If so, how? | |||
=== Text Structure === | |||
==== ''Crunch Culture'' ==== | |||
Examining parallels between the exploitative displaying of NPCs in games and the real-world "crunch" experienced by developers. | Examining parallels between the exploitative displaying of NPCs in games and the real-world "crunch" experienced by developers. | ||
Unionization in Game Development | |||
==== ''Unionization in Game Development'' ==== | |||
Documenting recent efforts to unionise the games industry (e.g., IWGB Game Workers, ZeniMax workers at Bethesda). | Documenting recent efforts to unionise the games industry (e.g., IWGB Game Workers, ZeniMax workers at Bethesda). | ||
Tensions Between Narrative and Practice | |||
==== ''Tensions Between Narrative and Practice'' ==== | |||
Analysing how games portraying labor struggles are created under exploitative conditions, revealing a contradiction in the industry. | Analysing how games portraying labor struggles are created under exploitative conditions, revealing a contradiction in the industry. | ||
Conclusion | == Conclusion == | ||
Overview | |||
=== Overview === | |||
Summarising the findings, reflecting on the broader implications for the study of video games as cultural artifacts, and proposing future directions for research on labour representation in digital media. | Summarising the findings, reflecting on the broader implications for the study of video games as cultural artifacts, and proposing future directions for research on labour representation in digital media. | ||
Guiding Questions | |||
What key insights have emerged about the representation of labour and trade unions in video games? | === Guiding Questions === | ||
How do these representations shape players' understanding of historical and contemporary labour struggles? | |||
What are the broader implications of this study for video games as tools of social critique? | # What key insights have emerged about the representation of labour and trade unions in video games? How do these representations shape players' understanding of historical and contemporary labour struggles? | ||
How does this research contribute to ongoing discussions about labour rights in the gaming industry? | # What are the broader implications of this study for video games as tools of social critique? | ||
What future research questions emerge from the intersections of game design, labour representation, and social activism? | # How does this research contribute to ongoing discussions about labour rights in the gaming industry? | ||
Text Structure | # [What future research questions emerge from the intersections of game design, labour representation, and social activism?] | ||
Findings | |||
=== Text Structure === | |||
==== ''Findings'' ==== | |||
Summarizing insights about how video games represent labor movements and trade unions and the implications for understanding social realities. | Summarizing insights about how video games represent labor movements and trade unions and the implications for understanding social realities. | ||
Future Implications | |||
==== ''Future Implications'' ==== | |||
Discussing the role of video games as tools for socio-political critique and advocacy. | Discussing the role of video games as tools for socio-political critique and advocacy. |
Latest revision as of 14:01, 30 November 2024
Introduction
Overview
Introducing the research question and providing an overview of the thesis, its objectives, and its relevance. Discuss the blurred boundaries between reality and realism in video games and their role in reflecting and influencing social and political discourse.
Guiding Questions
- How do video games serve as a platform for exploring and critiquing social and political issues, specifically labour and trade unions?
- What is the significance of realism in video games, and how does it impact players' perception of historical and contemporary issues?
- How can the study of NPC (non-player character) roles in games reveal parallels with real-world labour dynamics?
- Why is the topic of labour and trade union representation in video games timely and socially relevant?
- What methods will be used to investigate the visual and narrative representations of trade unions in video games and their industries?
- How do video games represent trade unions and labor struggles?
- How does the visual and narrative design of games affect the perception of these social realities? What are the parallels between in-game and real-world labor conditions?
Text Structure
Significance
Highlighting the cultural and political relevance of studying labor and trade unions in video games and their industry.
Scope
Defining the primary focus (e.g., narrative threads, game mechanics, visual design) and the games under analysis (e.g., Red Dead Redemption 2, Assassin’s Creed: Syndicate, Bioshock Infinite).
Framework
Providing an overview of interdisciplinary methodologies combining game studies, social theory, and visual analysis.
Chapter 01: Theoretical Framework
Overview
Exploring academic literature in game studies, social theory, and art studies, focusing on the historical and cultural representation of labour and trade unions in media. Connecting this to the broader context of games as reflective cultural artifacts.
Guiding Questions
- How have labour and trade unions historically been represented in art, film, and literature, and how do these representations inform video games?
- What key concepts from social and cultural theory (e.g., Marxism, Pierre Bourdieu's habitus) are most relevant to analysing labour struggles in games?
- How does the concept of the "magic circle" by Johan Huizinga blur boundaries between play and reality in the context of video games?
- What are the critical perspectives on the socio-political potential of video games in fostering awareness of labour movements?
- How does the increasing realism in games impact their ability to critique or neutralise dissent?
Text Structure
History of Labor and Trade Unions in Media
Tracing the representation of labor movements in traditional media (art, film, literature) to establish a foundation for their presence in games.
Game Studies and Social Theory
Discussing (foundational) texts to position video games as socio-political artifacts.
Blurred Boundaries
Introducing concepts like Huizinga’s "magic circle" and Nieuwdorp’s "pervasive interface" to explore the immersive effects of play.
Chapter 02: Analysing Video Games
Overview
Performing a detailed analysis of selected games (e.g., Red Dead Redemption 2, Bioshock Infinite, Assassin’s Creed Syndicate). Examining their narrative threads, game mechanics, aesthetic choices, and representations of labour and trade unions.
Guiding Questions
- How do the narratives in Red Dead Redemption 2, Bioshock Infinite, and Assassin’s Creed Syndicate engage with historical and fictional labour struggles?
- In what ways do game mechanics and player interactions reinforce or challenge representations of collective movements?
- How do aesthetic choices (e.g., character design, environmental storytelling) reflect or distort historical realities of labour movements?
- How do NPCs embody the tension between realism and systemic exploitation in games?
- What limitations do these games exhibit in addressing the complexities of historical labour struggles?
- What are notable examples of games that use educational elements to inform or immerse players in complex topics?
Text Structure
Methodology
Describing the qualitative approach, including narrative and visual analysis of selected game sequences using game photography, walkthroughs, and secondary sources.
Selection of Video Games
Red Dead Redemption 2: Representation of Chinese railroad workers; historical accuracy vs. gameplay adaptation.
Assassin’s Creed: Syndicate: Interactions with Karl Marx and the industrial labor struggles of 19th-century London.
Bioshock Infinite: Dystopian critique of capitalism through class conflict and industrialization.
Patterns and Themes
Identifying recurring themes such as agency, solidarity, and the exploitative displaying of NPCs as metaphors for real-world labor.
Chapter 03: The Games Industry and Labor Conditions
Overview
Investigating the real-world working conditions within the game industry, focusing on crunch culture and recent trade union movements. Draw connections between the thematic content of games and the realities of their production.
Guiding Questions
- What are the defining characteristics of crunch culture in the video game industry, and how does it affect workers?
- How do the working conditions of game developers parallel the labour struggles represented in the games they produce?
- What role do trade unions play in addressing exploitation and advocating for workers in the gaming industry?
- How does the lack of diversity in decision-making roles (e.g., writers, directors) impact the narratives about labour in games?
- To what extent can the growing unionisation efforts in the gaming industry inspire systemic change?
- Are there examples of (indie) game studios preventing crunch and promoting sustainable work practices? If so, how?
Text Structure
Crunch Culture
Examining parallels between the exploitative displaying of NPCs in games and the real-world "crunch" experienced by developers.
Unionization in Game Development
Documenting recent efforts to unionise the games industry (e.g., IWGB Game Workers, ZeniMax workers at Bethesda).
Tensions Between Narrative and Practice
Analysing how games portraying labor struggles are created under exploitative conditions, revealing a contradiction in the industry.
Conclusion
Overview
Summarising the findings, reflecting on the broader implications for the study of video games as cultural artifacts, and proposing future directions for research on labour representation in digital media.
Guiding Questions
- What key insights have emerged about the representation of labour and trade unions in video games? How do these representations shape players' understanding of historical and contemporary labour struggles?
- What are the broader implications of this study for video games as tools of social critique?
- How does this research contribute to ongoing discussions about labour rights in the gaming industry?
- [What future research questions emerge from the intersections of game design, labour representation, and social activism?]
Text Structure
Findings
Summarizing insights about how video games represent labor movements and trade unions and the implications for understanding social realities.
Future Implications
Discussing the role of video games as tools for socio-political critique and advocacy.