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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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This article examines Indigenous video games that critique mainstream environmental politics at the level of mechanics. An analysis of video games’ influences on ecological values requires looking beyond the representational to the mechanical relationships between player and software. As a cultural–computational medium, video games are embedded with ethics of interaction that inflect this representational dimension by requiring that players generate the text as participant. With the recent visibility of Indigenous rights movements, developers have embedded Indigenous cultural protocols in the mechanical interactions (or technical protocols) of gameplay. In the context of critique, their integration produces “critical protocols,” configurations of gamic action that encourage players to evaluate their treatment of real-world environments. Critical protocols emerge between the technical and cultural, where scripts for interaction in algorithmic spaces intervene in affirmative game design and work as an analog beyond the game. Indigenous developers call for new ways of computing and critiquing settler digitality through play. These games aim toward representational as well as computational sovereignty.
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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.
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En 2014, une collaboration entre le studio Upper One Games et des conteurs et aînés iñupiats d’Alaska a mené au lancement du jeu vidéo Kisima Inŋitchuŋa (Never Alone). Ce jeu de plateforme invite à une immersion poétique dans un univers nordique guidée par une trame narrative inspirée d’une légende traditionnelle. Dans une perspective culturelle, les fonctions ludique et documentaire du jeu permettent d’acquérir des connaissances en lien avec les pratiques traditionnelles et la vision du monde des Iñupiats. Ainsi, l’étude exploratoire présentée dans cet article contribue à comprendre les caractéristiques du jeu (design, narration, mécaniques) et les stratégies relevant de sa conception. Les résultats invitent à reconsidérer des représentations dominantes du Grand Nord et soulignent en quoi le jeu vidéo se fait vecteur d’expression du patrimoine culturel, artistique et oral d’un peuple autochtone de l’Arctique.
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The article provides a comparative account of two paradigms of independent videogame production: the Japanese dojin (doujin) games and the increasingly global indie games. Through a multilayered analysis, it expounds the conceptual metaphors associated with indie and d jin games, traces the two movements respective histories, situates them in wider media environments, and compares their characteristic traits.
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In the Togelese game Origin - the Rise of Dzitri that was developed in Lome, the character Edoh takes you on a journey to historic places in the city to revive the spirit of Dzitri. Deyfou-lah Sani Bah-Traore, programmer and game developer, spoke with Lisa Kienzl about his and his Teammate s work on Origin - the Rise of Dzitri
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An interview by Kathrin Trattner with Mira Wardhaningsih, Cultural Content Director from StoryTale Studios about the game Pamali
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Questions of nation and identity not only concern multiple aspects of video games, their production, and their consumption, but also require further and manifold discussion from different perspectives. In an effort to bring together voices from different fields that engage with video games and gaming practices from various perspectives, this virtual round table discussion attempts to open up the conversation beyond the realms of academia. Kathrin Trattner and Lisa Kienzl talked to Megan Condis, Marijam Didzgalvyt , Georg Hobmeier and Souvik Mukherjee about how concepts such as nation(alism) and identity impact video game representations, the gaming industry, and online gaming cultures in numerous ways.
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This project examines the critical play of a variety of games about immigrant and refugee experience. These border games take place within fictional or actual borderlands and follow characters either in transit or trapped in detainment centers between nations. Spanning a range of genres, each deals differently with the major problem posed by their content - how to create a sensitive procedural rhetoric around migration. Drawing from Flanagan's conceptualization of critical play and Mukherjee's work on the ambivalence of postcolonial playing back, I explore the possibilities of critically playing border games and the extent to which each game's design (dis)allows for certain forms of play and protest. I focus on three paired case studies, Escape from Woomera (2003) and Smuggle Truck (2012); Papers, Please (2013) and Liberty Belle's Immigration Nation (2014); and Bury Me, My Love (2017) and The Waiting Game (2018). By considering both the design of these border games and the metagaming practices that have developed around them, I show how postcolonial misplay of fictional games draw more effective critical attention to injustice than the most well-intentioned and serious educational game
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Interview with Ryan Sumo, Lead Artist/Business Developer at Squeaky Wheel Studio
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Interview With Ben Joseph P. Banta, Founder Of Ranida Games
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Interview with With Kurt Prieto, Games Designer Of Boo! Dead Ka! Game
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What counts as the field site when researching Nepali video game developers? Concentrating on the company Arcube Games and Animation, in the summer of 2017 I used the ethnoludographic method to research game development in the Kathmandu Valley. I recorded my findings in field notes, photographs, written documents and other material culture. My usual ethnographic method developed in two ways. First, I engaged in ludography, a humanistic qualitative method for interpreting gaming. Second, Nepal proved not to be an isolated location, but rather a vortex of global flows. I found that in the Kathmandu valley these flows are often focused on a fantasy of Shangri-La that poses Nepal as an underdeveloped traditional nation, full of picturesque poverty, and over-determined with religious culture, but blessed with beautiful Himalayan landscapes.
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This paper is a brief summary of a preliminary exploration of certain aspects of independent video game development in Japan. Initial interviews were conducted with researchers and indie game developers over a two-week period in Tokyo. Independent game developers from Kamakura were also interviewed as part of the research. Initial fieldwork was geared primarily toward doujin level game development and distribution. My key research question focused upon the religious and spiritual dimensions of doujin games. However, after conducting interviews it became clear that developers did not consider the Western frame or classification of religion and spirituality in their development but rather incorporated aspects of tradition, culture and values within their work.
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Interview with Zainuddeen Fahadh, Founder of Ogre Head Studio, Hyderabad, India
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Interview with Avinash Kumar, Creative Director & Co-Founder, Quicksand Design Studio, India.
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Interview with Avichal Singh, Founder and Game Designer of Nodding Heads Games, Pune, India.
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Introduction to the gamevironments Special Issue Video Game Development in Asia: Voices from the Field .
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Dragon Age: Inquisition s (2014) release opened a new world of character creation for the single-player RPG genre. Upon release, it allowed the player an extensive amount of customization. In addition to the typical variety of choices associated with hairstyle and color, face structure, tattoos, eye color, scarring, etc. the game also provides in-game unique sexuality quest lines that highlight the spectrum of sexual choices, race-defined features, different class options, and body-positive representations, which the player could project onto their avatar. However, in a game heralded as groundbreaking for representation, the creators fail to acknowledge the non-binary gender expressions of their players, instead, forcing the player to choose between the traditional male and female characters. This paper seeks to explore the different ways in which Dragon Age: Inquisition (DAI) purports to incorporate modern notions of representation in the sphere of gender and sexuality but fail to do so, instead, reinforcing traditional binary representations of gender and sexuality informed by racial and religious assumptions
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