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Presentation for the abstract "Rethink Game Design through Feminist Methodologies: a Case Study" at ECER conference 2014
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Manuela Acereda & Laura Malinverni
Rethinking Game Design through Feminist Methodologies: a Case Study
Manuela Acereda & Laura Malinverni
Context: Game Design & Gender
REPRESENTATION PRODUCTION USAGE
Introducing a critical perspective
- Analysis- Critical Games
- Pedagogies
Manuela Acereda & Laura Malinverni
Some Reflections about Methods
Knowledge of reality is a light that always casts a shadow (Bachelard, 1974)
--> DEFINING A CRITICAL POSITION
Feminist Methods? - Recting positivism and reductionism- Subjectivity, challenging objetivity, empowerment, social change (Harding, 1989)
R.Q.: What a feminist perspective can bring to game design?
Manuela Acereda & Laura Malinverni
Some Reflections about Methods
Opening the code
Methods as generative and procedural instruments
Manuela Acereda & Laura Malinverni
The Case Study:Game Design Workshop
Manuela Acereda & Laura Malinverni
The Game Design Workshop
• Action research (2 researchers / facilitators)
•GOALS: collective creation of prototypes of minigames about identity in the Internet
•CONTEXT: Seminar “Digital Industry and Gender” (Sevilla, 2014)
•17 participants, 4 hours
Manuela Acereda & Laura Malinverni
The Game Design Workshop: Hypothesis
R.Q.: What a feminist perspective can bring to game design?
The use of feminist tactics would facilitate the participants’s interest in game design, enabling the creation of new imageries and generating a sense of competence and empowerment
Manuela Acereda & Laura Malinverni
The Game Design Workshop: Overview
Feminist practices (Performance, research
methods)
+Theatrical exercises (Forum theatre)
+ Mistake, Irony, Parody, Play
KEY CONCEPTS:
•Embodied experience
•Synesthetic thinking
•Intersubjectivity
Manuela Acereda & Laura Malinverni
The Game Design Workshop: the Structure
1. Warm-up: Body-in-motion
2. Feminist performance practices
3. Embodied political meanings
4. Transduction & synesthetic thinking
5. Examples and mirrors
6. Inter-subjective experience
7. Prototyping: trial and error
Progressive Structure:• reducing difficulties with
game design
• creating a path
• facilitating creative process
Manuela Acereda & Laura Malinverni
The Game Design Workshop: the Structure
Warm- up:Body-in-motion
-->- Familiarity- Error- Laugh
1
Manuela Acereda & Laura Malinverni
The Game Design Workshop: the Structure
Feminist performance’s practices: Repetition, Exaggeration, Decontextualization..
--> - Playfulness- Subvert meanings
2
Manuela Acereda & Laura Malinverni
The Game Design Workshop: the Structure
Embodied political meanings
--> - Example/ Experience- Games’ elements as mediatiors of meanings
3
Manuela Acereda & Laura Malinverni
The Game Design Workshop: the Structure
Transduction & Synesthetic thinking
--> - Introducing topics- Analysis and creation: shift perspective
4
Manuela Acereda & Laura Malinverni
The Game Design Workshop: the Structure
Examples and mirrors
5
Manuela Acereda & Laura Malinverni
The Game Design Workshop: the Structure
Inter-subjective experience as raw material for game design
--> - Ground concepts in concrete experience- Transforming it
6
Manuela Acereda & Laura Malinverni
The Game Design Workshop: the Structure
Prototyping: trial and error
7
Manuela Acereda & Laura Malinverni
Discussion & Conclusion
EMBODIED EXPERIENCE
SYNESTHETIC THINKING
INTERSUBJECTIVITY
- Use the body as a mediator of meaning making
-Learningandreflectingthrough concrete, “hands-on” experiences
- Transduction: remaking meaning across modes (Kress, 1997)
- Explore the value of materials (form as meaning)
- The personal is political
- The others as mirrors
1. Warm-up: Body-in-motion2. Feminist performance practices3. Embodied political meanings4. Transduction & synesthetic thinking6. Inter-subjective experience
2. Feminist performance practices4. Transduction & synesthetic thinking6. Inter-subjective experience7. Prototyping: trial and error
2. Feminist performance practices3. Embodied political meanings6. Inter-subjective experience
Manuela Acereda & Laura Malinverni
Discussion & Conclusion
•EMPOWERMENT: Participants reported that now they feel that it was possible and easy to start designing games.
•PRODUCTION: Different games were prototyped proposing new imaginaries.
OPPORTUNITIES: The use of this methodology allowed new subjectivities to be brought into game design and thus it opened paths for generating new ways of designing games.
CHALLENGES: What if we apply this approach in other contexts?
Manuela Acereda & Laura Malinverni
Thanks!
Questions?
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