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Remember localization! Game localization from an indie development perspective Abstract: The game industry is today a global industry, where digital storefronts are used to distribute the digital product you are developing. This presents a number of challenges for a small scale game developer and localization is one. The talk will focus on game localization from an indie game development perspective. The research is based on data from field studies in Sweden, China and India and is a part of a PhD project conducted at the Division of Game Development at the University of Skövde, Sweden. Bio: Marcus Toftedahl is a game researcher, developer and lecturer at the University of Skövde, Sweden. His main competences lies within game production, game localization and game design, from a practical and research perspective. Marcus has worked at the University of Skövde since 2009 and has since then co-developed the world's first full concentration game writing education at university level and is teaching game design and game production.
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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 interview Xenia Zeiler, an associate professor of South Asian studies at the University of Helsinki, Finland. Her research is situated at the intersection of digital media, religion, and culture, with a focus on India and the worldwide Indian community.
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Video gaming is one of the most popular hobbies in the world, with the gaming industry grossing more revenue than the movie and the music industry combined. The estimated number of gamers across the whole world as of August 2020 is 2.7 billion, which is more than one-third of the world population. The benefits of gaming, as cited by numerous researchers, include a boost in confidence, improved cognitive abilities, stress relief, improved problem-solving skills, enhanced social skills among dyslexic kids, and among many others. Even though video gaming as a hobby and career is slowly getting recognition in India, majority of the population still scoff at the activity, shunning gamers and game researchers alike, citing out-of-context and sometimes even false media propaganda. The challenges faced by a typical gamer in India include lack of information, budget limitation, lack of support from parents and teachers when it comes to teenage gamers, and the overall lack of gaming as a mainstream culture among countrymen. As for someone who wants to pursue Game Studies, there is currently little to no provision for that due to the tightly knit education system in the country and the utter lack of educational institutes offering courses on game studies. We go on to further discuss all of the above challenges and experiences faced by a gamer or someone who wants to pursue game studies in India, in our detailed talk that is scheduled on November 21, 2020.
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Playing back to the Empire, in videogames, is rife with tensions. The imperialist sentiment inherent in reverse-colonist discourse featured in most strategy-based videogames like Europa Universalis IV, where the player could conquer Europe playing for the Marathas, has been noted by Souvik Mukherjee (2017) as playing into the colonial logic while futilely trying to challenge it. Studio Oleomingus, an Indian two-man game studio, is one of the few involved in a different experiment. Their mythical game Somewhere, chronicling a postmodernist search for identity and narrative in the forgotten city of Kayamgadh, has generated significant spin-offs into its universe. With attention to one such spin-off, I will focus critical attention on the issue of the postcolonial gaming of the Museum in A Museum of Dubious Splendors. I will examine the New Museological implications of A Museum of Dubious Splendors, keeping in mind Museologist Eilean Hooper-Greenhill’s assertion of museums embodying “the power to name, to represent common sense, to create official versions, to represent the social world, to represent the past” (Hooper-Greenhill 2001: 2). Oleomingus’ own description of A Museum, as an adaptation of edited, mangled, contested short stories by a fictional Urdu writer, Mir Umar Hassan, eschews the linear narrative production of the colonial museum for a game of meanings, where the player enters rooms according to his choice and constructs his/her own “quiet game about prosaic objects and spurious histories.” ("A Museum" 2018) The paper would take this into account and examine the reconceptualization of the museum space with respect to James Clifford’s sense of museums being “contact zones”: A Museum’s lack of any curator, with its curious blend of colonial and native tales and banal objects defamiliarised by “spurious histories” lends itself to questions of playing the Empire back according to a different episteme, through subaltern histories that the colonial museum space silenced. Paying close attention to the question of postcolonial spatiality in this game, I will analyze the historiographical implications of these identity-scatterings and recuperations at constant play in the structure of the game. Keywords: Museum Studies, Thing Theory, Game studies, Marginal identity, Postcolonial Studies
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Thatgamecompany’s 'Journey' (2012) is a videogame like no other. This serene atmospheric game came out at a time when fast-paced, aggressive, AAA games were (and still are) the norm. Soon after the game’s release in 2012, thatgamecompany’s courage and hard work started getting the appreciation it deserved. 'Journey' has won several ‘Game of the Year’ awards and received several other awards and nominations, including a ‘Best Score Soundtrack for Visual Media’ nomination for the 2013 Grammy Awards. For this Game Studies India Adda Talk, I will be discussing (read: gushing over) this game’s brilliant visual and auditory art, wordless storytelling techniques, and one-of-a-kind multiplayer experience. Please join me on this talk and let's take a ‘journey’ like no other. Pun intended. Thank you and I hope you all have a wonderful new year. 🙂 Here’s the game trailer: https://www.youtube.com/watch?v=Ie4iz...
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Playing Dystopia: Searching for the Neganthropocene in Papers, Please and Orwell The way we play games and the way games play us is constantly changing. The physical shrinking of space can no longer be compensated by expansive gamescapes which otherwise provided a reprieve from diminishing access to space in 20th and 21st century childhood (Mayra, An Introduction to Game Studies). Gamescapes, increasingly, are becoming neo-explorations of “other people simulators” characterized by a suffocating hypernearing of the experience of the dystopia (Lucas Pope). Often ‘mundane’ mirrors of real-life situations, these dystopian games place the player in movement-limiting, choice-limiting challenging scenarios from where a fulfilling ending is more often than not impossible. I look at two of these dystopian games that offer covertly disruptive gameplay through alienating, often disembodied, simulation as a strategy for playing dystopia: Lucas Pope’s Papers, Please and Osmotic Studios’ Orwell. Closely engaging with issues of surveillance, digital governance, neurotechnology, illegal profiling, and ultimately, survival in a dystopia of technics, these games with their multiple endings caused by the smallest, seemingly most insignificant of differences in gameplay become crucial in their playing out of the possibilities of the neganthropocene.
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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 second podcast where we interview Satyajit Chakraborty, a game developer, game designer and researcher. He also founded Flying Robots Studios in 2012 and has made various unique games. Here he talks about his first experiences with gaming in India.
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Venba is a narrative cooking game, where you play as an Indian mom, who immigrates to Canada with her family in the 1980s. Players will cook various dishes and restore lost recipes, hold branching conversations and explore in this story about family, love, loss and more. More on Steam: https://store.steampowered.com/app/14.... Developer, Abhi, gives Game Studies India an exclusive preview talking about identity, nostalgia, memory and of course, food. In conversation with Poonam Chowdhury and Souvik Mukherjee.
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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.
Explorer
1. Approches
- Étude des industries culturelles
- Approches sociologiques (5)
- Étude de la réception (1)
- Étude des représentations (2)
- Genre et sexualité (2)
- Histoire/historiographie critique (6)
- Humanités numériques (3)
- Muséologie critique (1)
- Théorie(s) et épistémologies des médias (1)
- Théories postcoloniales et décoloniales (1)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice PANDC (8)
- Autrice (4)
- Créateur.rice PANDC (3)
- Créatrice (1)
- Identités diasporiques (1)
4. Corpus analysé
- Amérique du Nord (3)
- Asie (6)
- Europe (1)
4. Lieu de production du savoir
- Amérique du Nord (1)
- Asie (8)
- Europe (2)