User:Tash/grad testplay: Difference between revisions
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'''Gameplay Rules''' <br> | '''Gameplay Rules''' <br> | ||
Live Action Instagram RPG | |||
Knowing that social media functions by amplifying some voices while suppressing others, this interactive game will ask you to rethink your own relation to the medium. | |||
Like the practices of 'counterspeech' or 'contra-internet', it suggests new ways to talk back to social media spaces which have become especially hostile towards women. | |||
Through the performance and labour of roleplay, you are invited to critically explore this setting, and vicariously engage with its mechanisms and 'players'. | |||
Unlike Gamification, which is the application of game-design elements to non-game contexts, this project relies on the already-existing gaming mechanisms in social media culture. | |||
As such, it is not the creation of a new game – but simply an invitation to play differently. | |||
'''Order of play''' <br> | |||
# Collectively decide on a mission or a target | |||
# Divide into teams of 2 | |||
# Create Protonmail accounts and Instagram profiles | |||
# Set up first character traits (follows, bio, etc) | |||
# In the meantime, each team is given a set of 3 gardening cards (Call allies, maintain conversation, skip) | |||
# Picking up cards from two decks, each team then completes 10 actions: | |||
* Pick up action card + channel card | |||
* Make screenshot and document points | |||
# At the end of 10 rounds, do one round of evaluation | |||
# Picking up cards, each team then completes another 10 actions | |||
# Final round of evaluation, count points and decide on fate of accounts |
Revision as of 14:55, 4 March 2019
Test Play 1: March 2019
Introduction
Reading: on current censorship trends online
- Delbert, R. (2008) Black Code Redux: Censorship, Surveillance, and the Militarization of Cyberspace. In: Boler, M. (ed.) Digital Media and Democracy: Tactics in Hard Times. Cambridge: MIT Press.
- Scott, M. (2018) ‘Welcome to new era of global digital censorship’. [online] Politico. Available at: https://www.politico.eu/article/google-facebook-twitter-censorship-europe-commission-hate-speech-propaganda-terrorist/ [Accessed: 02 Feb. 2019]
- Siddharta, A. (2017) ‘Indonesian TV censorship: cartoons cut, athletes blurred as conservative Islam asserts itself and broadcasters fear sanctions’ [online] South China Morning Post. Available at: https://www.scmp.com/culture/film-tv/article/2126007/indonesian-tv-censorship-cartoons-cut-athletes-blurred-conservative [Accessed: 20 Jan. 2019]
Reading: on the impact of trolls & paid propaganda on social media
Lim, M. (2017) ‘Freedom to hate: social media, algorithmic enclaves, and the rise of tribal nationalism in Indonesia.’ Critical Asian Studies, 49(3): 411-427.
https://decoders.amnesty.org/projects/troll-patrol/findings
Juniarto, D. (2018) ’The Muslim Cyber Army: what is it and what does it want?’ [online] University of Melbourne. Available at: http://indonesiaatmelbourne.unimelb.edu.au/the-muslim-cyber-army-what-is-it-and-what-does-it-want/ [Accessed: 02 Feb. 2019]
Sanfilippo, M. & Fichman, P. (2015) The Bad Boys and Girls of Cyberspace: How Gender and Context Impact Perception of and Reaction to Trolling. Social Science Computer Review 2015, Vol. 33(2) 163-180.
Examples of hostile social media spaces
walk through some examples of hostile social media accounts and hashtags
Examples of experiences
- read self-censorship texts by people
https://pad.xpub.nl/p/deletecomment
Terms & definitions
- list of terms and definitions
Gameplay Rules
Live Action Instagram RPG
Knowing that social media functions by amplifying some voices while suppressing others, this interactive game will ask you to rethink your own relation to the medium. Like the practices of 'counterspeech' or 'contra-internet', it suggests new ways to talk back to social media spaces which have become especially hostile towards women. Through the performance and labour of roleplay, you are invited to critically explore this setting, and vicariously engage with its mechanisms and 'players'.
Unlike Gamification, which is the application of game-design elements to non-game contexts, this project relies on the already-existing gaming mechanisms in social media culture. As such, it is not the creation of a new game – but simply an invitation to play differently.
Order of play
- Collectively decide on a mission or a target
- Divide into teams of 2
- Create Protonmail accounts and Instagram profiles
- Set up first character traits (follows, bio, etc)
- In the meantime, each team is given a set of 3 gardening cards (Call allies, maintain conversation, skip)
- Picking up cards from two decks, each team then completes 10 actions:
- Pick up action card + channel card
- Make screenshot and document points
- At the end of 10 rounds, do one round of evaluation
- Picking up cards, each team then completes another 10 actions
- Final round of evaluation, count points and decide on fate of accounts