User:Thijshijsijsjss/Gossamery/The World of Warcraft Psychogeographical Association: Difference between revisions

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WoW, a new page!
* Read about it [https://angelawashko.com/section/324674-The%20World%20of%20Warcraft%20Psychogeographical%20Association.html here]
* Explored on 2024-06-12
* Recommendation by Lídia
 
[https://angelawashko.com/home.html Angela Washko] ([https://en.wikipedia.org/wiki/Angela_Washko wikipedia]) is a feminist media artist. This project, based on the [https://en.wikipedia.org/wiki/D%C3%A9rive Situationist Derivé], 'looks at the virtual physical environment inside WoW and its impact on the emotions and decisions making of the players inside it'.
 
This is a very powerful notion. I remember ''drifting'' like this by myself or with friends, for example in Minecraft (shoot an arrow, walk to your arrow), Stardew Valley (interning with Harvey), or Zelda (I'm a bokoblin now). Not only can it be a comforting and social experience, it can also change your POV in a game and provide agency over how you interact with and navigate through a set environment. I can imagine how this is amplified in an MMO game such as World of Warcraft.
 
It was recommended to me by Lídia after expressing my disillusion with the game (development) industry.
 
It sees obvious connections with [[SI24]] as a whole, and certainly with my [[User:Thijshijsijsjss/Notes_on_SI24#Spatial_Navigation_in_Video_Games|individual research]] into the tools video games provide to aid navigation in new environments, and how we might apply them to the physical world.
 
Also reminiscent of [[Byte_Noise:_Sound_you_see_me%3F_Sound_you_don%27t|Senka's and Lorenzo's SI22 Project ''Byte Noise: Sound you see me, Sound you don't'']]
 
Lots of follow-up references to look into:

Revision as of 11:31, 12 June 2024

  • Read about it here
  • Explored on 2024-06-12
  • Recommendation by Lídia

Angela Washko (wikipedia) is a feminist media artist. This project, based on the Situationist Derivé, 'looks at the virtual physical environment inside WoW and its impact on the emotions and decisions making of the players inside it'.

This is a very powerful notion. I remember drifting like this by myself or with friends, for example in Minecraft (shoot an arrow, walk to your arrow), Stardew Valley (interning with Harvey), or Zelda (I'm a bokoblin now). Not only can it be a comforting and social experience, it can also change your POV in a game and provide agency over how you interact with and navigate through a set environment. I can imagine how this is amplified in an MMO game such as World of Warcraft.

It was recommended to me by Lídia after expressing my disillusion with the game (development) industry.

It sees obvious connections with SI24 as a whole, and certainly with my individual research into the tools video games provide to aid navigation in new environments, and how we might apply them to the physical world.

Also reminiscent of Senka's and Lorenzo's SI22 Project Byte Noise: Sound you see me, Sound you don't

Lots of follow-up references to look into: