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  • When Rivers Were Trails is a 2D adventure game wherein The Oregon Trail meets Where the Water Tastes Like Wine through an Indigenous lens. The game depicts a myriad of cultures during the player’s journey from Minnesota to California amidst the impact of land allotment in the 1890s. Initiated by the Indian Land Tenure Foundation, the game was developed in collaboration with the Games for Entertainment and Learning Lab at Michigan State University thanks to support from the San Manuel Band of Mission Indians and the many Indigenous creatives who contributed design, art, music, and writing. Uniquely, When Rivers Were Trails is a sovereign game, meaning that it was directed and informed by Indigenous creatives who maintained the role of final decisions during development. Merging design research and close reading methods, this study sets out to describe the game’s design, development process in regards to the game writing, and the resulting themes which emerged as a result of engaging Indigenous writers in self-determined representations.

  • First Person Encounters is a series of podcasts presented by Games Studies India, about our first experiences with Games while growing up in India. This our third podcast where we talk with Poornima Seetharaman. She is the first Indian to be inducted in the Women in Games (WIGJ) Hall of Fame and is also the lead game designer at Zynga. Hear as we talk about her foray in the world of gaming.

  • The educational video game, When Rivers Were Trails, was launched in 2019. The purpose of the game is to teach players about Indigenous perspectives of history, US federal allotment policies affecting tribal nations, and some of the effects of these policies on Indigenous peoples. This article explores tribal college student experiences playing When Rivers Were Trails in hopes that it provides the basis for further research into how tribal college faculty may be able to teach the game within their own classrooms. Tribal colleges and universities were created by tribal nations to provide for the higher education needs of their citizens. Using phenomenological research methods, seven college students volunteered to participate in a brief study about their experiences playing the video game. Upon transcription and analysis of the interview data, three themes were developed that capture how these students define their experience with When Rivers Were Trails: feelings of representation, histories of land dispossession, and resilience of communities.

  • Video games can be dynamic sovereign spaces for Indigenous representation and expression when the self-determination of Indigenous people is supported. Where ga...

  • El objetivo del artículo es discutir la potencialidad de prácticas artísticas contemporáneas que plantean ejercicios decoloniales al desestabilizar las matrices perceptivas eurocéntricas sobre grupos étnicos latinoamericanos. Desde la perspectiva de los estudios visuales, aborda la tentativa de demolición crítica de la cultura visual y los regímenes de visibilidad regidos por la lógica de la hipercomunicación y las tecnologías digitales. El punto de partida es el análisis del videoensayo Ashipegaxanacxanec iniciado en 2020 a partir de las acciones de control implementadas en la pandemia de covid-19. La producción se inscribe en las líneas de investigación del Núcleo de Estudios y Documentación de la Imagen (Nedim), Conicet-UNNE, con la finalidad de resignificar el acervo fotográfico del antropólogo alemán Lehmann Nitsche obtenido en el contexto de la masacre indígena en la Reducción de Napalpí, Chaco, en 1924. Metodológicamente, la propuesta explora la configuración experiencial de visualidades expandidas en la escena contemporánea, a partir de un anclaje en la dimensión especulativa en sintonía con un acercamiento contextual situado en las relaciones de convergencia entre pro- cedimientos, materiales, formatos, dispositivos e instancias disruptivas de prácticas y trayectorias estéticas. Ello supone la activación de procesos heurísticos y poéticos mediados por el ensayo y la escritura como montaje. Propuestas como el videoensayo analizado instauran la pregunta por el archivo y la memoria a través del montaje de temporalidades contradictorias. Su lugar de enunciación se posiciona como posibilidad de insurgencia estética que clausura tentativas de exotización hegemónica por parte de los dispositivos de control contemporáneos. The goal of this paper is to discuss the potentiality of contemporary artistic prac-tices that propose decolonial exercises by destabilizing the Eurocentric perceptual matrices on Latin American ethnic groups. From the perspective of visual studies, it addresses the attempt to critically demolish visual culture and the regimes of visibility governed by the logic of hypercommunication and digital technologies. The starting point is the analysis of the Ashipegaxanacxanec video essay started in 2020 based on the control actions implemented in the COVID-19 pandemic. The production is part of the research of the Image Studies and Documentation Center (Nedim), Conicet-UNNE, with the purpose of redefining the photographic collection of German anthropologist Lehmann Nitsche, obtained in the context of the indigenous massacre in the Napalpí reduction in Chaco, in 1924. Methodologi-cally, the proposal explores the experiential configuration of expanded visualities in the contemporary scene, based on an anchoring in the speculative dimension in tune with a contextual approach in the convergence relationships between proce-dures, materials, formats, devices and disruptive instances of practices and aes-thetic trajectories. This supposes the activation of heuristic and poetic processes mediated by essays and writing as montage. Proposals such as the analyzed video essay establish the question about the archive and memory through the montage of contradictory temporalities. Its place of enunciation is positioned as a possibili-ty of aesthetic insurgency that closes any attempts at hegemonic exoticization by contemporary control devices

  • Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry – often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.

  • Video games, which uniquely interweave design, code, art, and sound, can be an especially robust way to express Indigenous cultures. Such games should involve Indigenous people in meaningful roles throughout design and development from conceptualization to distribution with a focus on building capacity to encourage self-determination for Indigenous game developers. This call to action informs SPEAR (Sovereignty, Positionality, Equity, Advocacy, and Reciprocity), a framework for design and development informed by the Indigenous cultural game Thunderbird Strike.

  • La question de la mémoire en condition hyperconnectée s’articule également dans le potentiel des réseaux sociaux pour la mise en visibilité de différents mouvements activistes autochtones au Canada. À travers deux études de cas, le projet The Indigenous Archival Photo Project par l’écrivain Paul Seesequasis (Cri des plaines) et la page Instagram What Brings Us Here mettant en vedette les groupes d’activistes à Winnipeg The Bear Clan et Drag the Red, ce chapitre réfléchit à la manière dont les créateur.rice.s autochtones utilisent les réseaux sociaux comme des vecteurs d’agentivité narrative témoignant de différents enjeux touchant les communautés. Ces projets doivent être considérés comme des opérateurs de changements, car ils participent à la valorisation des voix autochtones et à l’instauration de divers réseaux de solidarité. Par différentes stratégies conversationnelles en ligne, ces projets renouent ainsi avec le communautarisme propre aux médiums de communication traditionnels autochtones où le dialogue est primordial.

  • Computer Science education research establishes collaboration among students as a key component in learning, particularly its role in pair programming. Furthermore, research shows that girls, an underrepresented population in computing, benefit from collaborative learning environments, contributing to their persistence in CS. However, too few studies examine the role and benefits of collaborative learning, especially collaborative talk, among African-American girls in the context of complex tasks like designing video games for social change. In this exploratory study, we engage 4 dyads of African-American middle school girls in the task of designing a video game for social change, recording the dyads' conversations with their respective partners over an eight-week summer game design experience during the second year of what has now become a six-year study. Qualitative analysis of dyadic collaborative discussion reveals how collaborative talk evolves over time in African-American middle-school girls.

  • Redefines games and game culture from south to north, analyzing the social impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.

  • Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.

  • "Afterlives of Indigenous Archives offers a compelling critique of Western archives and their use in the development of “digital humanities.” The essays collected here present the work of an international and interdisciplinary group of indigenous scholars; researchers in the field of indigenous studies and early American studies; and librarians, curators, activists, and storytellers. The contributors examine various digital projects and outline their relevance to the lives and interests of tribal people and communities, along with the transformative power that access to online materials affords. The authors aim to empower native people to re-envision the Western archive as a site of community-based practices for cultural preservation, one that can offer indigenous perspectives and new technological applications for the imaginative reconstruction of the tribal past, the repatriation of the tribal memories, and a powerful vision for an indigenous future."

  • Digital games can uniquely express Indigenous teachings by merging design, code, art, and sound. Inspired by Anishinaabe grandmothers leading ceremonial walks known as Nibi Walks, Honour Water (http://www.honourwater.com/) is a singing game that aims to bring awareness to threats to the waters and offer pathways to healing through song. The game was developed with game company Pinnguaq and welcomes people from all over to sing with good intentions for the waters. The hope is to pass on songs through gameplay that encourages comfort with singing and learning Anishinaabemowin. Songs were gifted by Sharon M. Day and the Oshkii Giizhik Singers. Sharon M. Day, who is Bois Forte Band of Ojibwe and one of the founders of the Indigenous Peoples Task Force, has been a leading voice using singing to revitalize the waters. The Oshkii Giizhik Singers, a community of Anishinaabekwe who gather at Fond du Lac reservation, contribute to the healing for singers, communities, and the waters. Water teachings are infused in art and writing by Anishinaabe and Métis game designer, artist, and writer Elizabeth LaPensée. From development to distribution, Honour Water draws on Indigenous ways of knowing to reinforce Anishinaabeg teachings with hope for healing the water.

  • "Les bandes dessinées, chansons, films, jeux vidéos, musées, reconstitutions, romans, séries télévisées et voyages occupent de plus en plus de place dans la vie des élèves. Comment exploiter en classe ces biens, loisirs et services culturels d'histoire pour que les élèves posent de mieux en mieux certains actes mentaux que les historiennes et historiens doivent effectuer lorsqu'elles et ils adoptent leur pratique? Pour répondre à cette question, les auteures et auteurs de cet ouvrage explorent les usages scolaires possibles et souhaitables des produits qui ne sont pas associés à l'histoire savante et sur l'exploitation didactique de ce que la Loi québécoise sur les biens culturels désigne comme "?une oeuvre d'art, un bien historique, un monument ou un site historique ... une oeuvre cinématographique, audiovisuelle, photographique, radiophonique ou télévisuelle?". Les auteures et auteurs s'intéressent à des oeuvres qui ne sont pas créées pour l'école, mais qui peuvent néanmoins servir aux enseignantes et enseignants pour faire apprendre l'histoire aux élèves."--Résumé de l'éditeur.

  • Le collectif d'artistes Nation to Nation crée en 1996 CyberPowWow, une galerie d'art numérique autochtone en ligne. Entre 1997 et 2004, le projet voit quatre éditions se succéder et plus d'une vingtaine d'artistes y participer. CPW développe un modèle alternatif pour une production, une diffusion et une critique autodéterminée des arts numériques autochtones au Canada, ce qui lui confère une place importante dans la structuration de cette scène. Le présent mémoire vise à étudier la position de CPW - sa plateforme muséographique et ses œuvres - au sein d'un ensemble de discours chronopolitiques qui opèrent à l'intersection des arts, des technologies numériques et des identités autochtones

  • To date, game studies has largely undertheorized the co-production of postcolonial stories, exploration, and mapping in games. Furthermore, as has been noted before (Carr, 2006), the work that has been done on postcolonialism and play so far often leaves the player out of the equation, even sometimes as a theoretical construct. Yet player experience is crucial to understanding such games, as narratives are not only built on the ‘master’ level of game mechanics, but also through the personal stories players processually (Ash, 2009; Thrift, 2008) develop through their journey of touring and mapping, thereby developing spatial stories (De Certeau, 1984; Jenkins, 2004; Lammes, 2009) that may present us with conflicting spatio-temporal accounts. Through a comparative and collaborative auto-ethnographic analysis of Civilization VI (Sid Meier, 2016) – a turn-based strategy game – we want to push this discussion further and improve our theoretical understanding and analytical purchase of the triad relation between narrative and postcolonialism in games, thereby contributing to the field of postcolonial theory and game studies. Drawing on postcolonial geography, science and technology studies (STS), non-representational theory and game studies, we argue that games, through their playful, explorative and emergent qualities, are a powerful means of rethinking and reimagining colonial (hi)stories in this postcolonial era (Lammes, 2009, 2010) including issues of spatio-temporality, cartography and the hybrid relation between women and machines.

  • Thunderbird Strike, a 2D side-scroller developed by Elizabeth LaPensée, allows a player fly from the Tar Sands to the Great Lakes as a thunderbird protecting Turtle Island with searing lightning against the snake that threatens to swallow the lands and waters whole. The game encouraged players to learn about the indigenous culture, reflect on water protection and alternative energy sources, and gain awareness of risks posed by oil pipeline construction for the conveyance of tar sands.Thunderbird Strike was developed through residencies including O k’inādās Residency, The Banff Musicians in Residence Program, and Territ-Aur(i)al Imprints Exchange thanks to the 2016 Artist Fellowship grant from the Arrowhead Regional Arts Council.

  • Burn the Boards (Causa Creations, 2015) portrays the life of an Indian worker who recycles electronic waste in a precarious environment. Phone Story (Molleindustria, 2011) simulates the journey and process of production and consumption of mobile phones, from Congo and China to Pakistan. Whereas Phone Story is described as ‘an educational game’ that addresses the player directly as a consumer, Burn the Boards is a resource management puzzle that creates compassion through role playing. These games bring to the fore a hidden reality of the everyday that is ingrained in historical relationships and power dynamics, drawing attention to what Michael Rothberg has recognized as ‘exploitation in an age of globalized neo-liberal capitalism’ (2014: iv).  This article explores how these games denounce the smartphone industry by using that same technology. For this purpose, we refer to Game Studies theory on procedural rhetoric; values and ethics; and the role of the player, combined with questions of (neo)colonization, globalization, and neoliberalism drawn from Postcolonial Studies. Our analysis shows the complicity of users and their confrontation with the extreme vulnerability of others, emphasizing how the coloniality of power works in our global consumer society. Thus we study the power relationships described and established by these games, the affective reactions which they seek to trigger, and their potential to transform players from passive observers into ethical players and consumers.

  • Interview with With Kurt Prieto, Games Designer Of Boo! Dead Ka! Game

  • "Although the fields of media studies and digital humanities are both well established, their overlaps have not been examined in depth. This comprehensive collection fills that gap, giving students, scholars, and media studies practitioners a cutting-edge guide to understanding the array of methodologies and projects operating at the intersection of digital humanities, computing, and culture. Topics covered include: networks; interfaces; media and culture at scale; procedures, programming, code; memory, digitization, and new media; and hacking, queering, and bending."--Provided by publisher

Dernière mise à jour depuis la base de données : 17/07/2025 13:00 (EDT)