User:Berna Bereit Master Thesis Outline: Difference between revisions

From XPUB & Lens-Based wiki
No edit summary
Line 1: Line 1:
== What do you WANT to write? [What will the text be about? (thesis). What do you want to explore? ==
== 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.
<blockquote>WHAT do you want to research: Is it clear what this text is about? What is its central research question?</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)
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 games 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.
The research builds on existing work in games studies, social theory and art studies that examine video games as a medium of social reflection as well as on previous work on collective movements and their representation in digital media and extends the discourse to consider how labour and trade unions 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.


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.
== 2 Chapters ==
<blockquote>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?</blockquote>The thesis is divided into four main chapters, which focus on theoretical research, game analysis and current game developments.


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


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.
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.


== Outline three key issues you want to explore. (Please think of only 3 key issues): ==
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.


=== Issue 01 ===
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.
video games as growing medium that are increasingly used as a platform for social and political discourse
 
=== Issue 02 ===
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 ==
 
=== 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.
== 3 Method ==
<blockquote>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?</blockquote>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.


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.
== 4 Mode of address ==
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.
<blockquote>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?</blockquote>tba


=== 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. ===
== 5 References ==
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.
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>


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.
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].


In the third part, parallels will be drawn with the games industry and current trade union movements, for example at Microsoft.
Bashady, Hamza. 2022. A Passive Mob: How Video Games Silence Dissent. Online. URL: <nowiki>https://futuress.org/stories/a-passive-mob</nowiki>]


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.
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>


=== 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? ===
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].


* 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
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].


=== 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? ===
Nieuwdorp, E., 2005. The Pervasive Interface: Tracing the Magic Circle.
TBA


=== 5 Some References and Sources ===
‌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].
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>]
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>


Robson, J., Grant, T. (Eds.), 2018. The Aesthetics of Videogames, 1. Edition. ed. Routledge, New York.
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. <nowiki>https://doi.org/10.4000/ejas.14089</nowiki>
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].


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.

Revision as of 09:59, 6 November 2024

1 Intro

WHAT do you want to research: Is it clear what this text is about? What is its central research question?

»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)

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 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 as well as on previous work on collective movements and their representation in digital media and extends the discourse to consider how labour and trade unions 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.

2 Chapters

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.

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.

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.

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

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?

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.

4 Mode of address

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?

tba

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].

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

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].

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].

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

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: 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.