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In this paper, I intend to explore the role played by reflexivity in grounding a more critical perspective when designing, implementing and analysing participatory digital media research. To carry out this methodological reflection, I will present and discuss a recently concluded research project on young people’s game-making in an after-school programme targeting Latin American migrants in London/UK. I will pay special attention to how my subjectivities influenced planning, data generation and analysis of this programme, and to how context, lived experiences, curricular decisions and interpersonal relationships shaped the kinds of knowledge produced through this research. Findings emerging from this experience included relevant dissonances between curricular design/decisions and the use of participatory approaches in game-making, and the limitations of traditional analytical categories within the Social Sciences field (e.g., gender and intersectionality) to understanding subjectivities expressed through game-making. This study offers relevant insights into the place of reflexivity in research on digital media production by young people by highlighting its complexity and by calling for more critical and less homogenising approaches to this type of research.
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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.
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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.
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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.
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There are clear challenges posed by rural and remote education in Australia. These challenges are caused both by physical and material factors, but more importantly epistemological divisions that have created a separation between Indigenous and non-Indigenous worlds. Video games have the potential to bridge this epistemological gap by explicating the differences between different knowledge systems and engaging students in exploring these differences. Crucially, these projects need to be co-constructed to ensure that not only the representations of Indigenous people surpass some dubious traditions, but that different epistemologies are adequately framed. There is an urgent need for research-informed game-based learning projects to begin to address the ‘epistemology gap’ and the challenges faced by all Australians.
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Digital games, with their capacity for expression and facilitating experience through code, design, art, and audio, offer spaces for Indigenous creatives to contribute to Gerald Vizenor’s characterization of survivance as an active sense of Native presence. Indigenous digital games can be acts of survivance both in the ways they are created as well as the resulting designs. We Sing for Healing is an experiment in developing an Indigenous digital game during limited Internet access that resulted in a musical choose-your-own adventure text game with design, art, and code by Anishinaabe, Métis, and Irish game developer Elizabeth LaPensée alongside music by Peguis First Nation mix artist Exquisite Ghost. The non-linear gameplay expresses traditional storytelling patterns while enabling players to poetically travel in, through, and around traditional teachings. The design uses listening, choosing, and revisiting to reinforce what is best described as a non-linear loopular journey.
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En esta conversación entre la cineasta documental Marta Rodríguez y Pedro Pablo Gómez, antes que hacer un recorrido cronológico por el trabajo la artista, se abordan problemas tranversales que están presentes a lo largo de su obra: el cine documental como modo de representación; la construcción de una metodología del cine documental latinoamericano; el carácter decolonial de la obra de Rodríguez y su compromiso indeclinable durante más de cuatro décadas de acompañar las luchas de campesinos, indígenas y afrodescendientes, entre otros. Y es en este abordaje donde Marta Rodríguez, haciendo uso de una memoria extraordinaria, puede tejer un relato en el que se destaca la ética de la artista y su compromiso indeclinable de denuncia de las injusticias sociales, utilizando las tecnologías del cine, no para hablar por las víctimas, sino para hacer escuchar sus voces y mantener vivas sus imágenes; unas imágenes que interpelan el discurso colonial mediante el cual se ha tejido nuestro relato de nación. Dans cette conversation entre la cinéaste documentaire Marta Rodríguez et Pedro Pablo Gómez, avant d'entreprendre une tournée chronologique de l'œuvre de l'artiste, nous traitons les problèmes transversaux présents tout au long de son travail : le cinéma documentaire comme mode de représentation ; la construction d'une méthodologie du documentaire latino-américain; la nature décoloniale de l'œuvre de Rodríguez et son engagement pendant plus de quatre décennies pour accompagner les luttes des paysans, des indigènes et des Afro-descendants, entre autres. Et c'est dans cette approche que Marta Rodríguez, avec une mémoire extraordinaire, peut tisser une histoire qui souligne l'éthique de l'artiste et son engagement indécelable à dénoncer les injustices sociales, en utilisant les technologies du cinéma –pour ne pas parler en lieu des victimes, mais pour faire entendre leur voix et garder leurs images vivantes. Des images qui contestent le discours colonial par lequel notre récit de nation a été tissé.
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Article sur les machinimas de l'artiste Skawennati (Kanien'kehá:ka) et du travail du laboratoire d'ABTEC (Aboriginal Territories on cyberspace) à l'Université Concordia.
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