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Rethink Game Design through Feminist Methodologies: a Case Study

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Rethink Game Design through Feminist Methodologies: a Case Study

  1. 1. Manuela Acereda & Laura Malinverni Rethinking Game Design through Feminist Methodologies: a Case Study
  2. 2. Manuela Acereda & Laura Malinverni Context: Game Design & Gender REPRESENTATION PRODUCTION USAGE Introducing a critical perspective - Analysis - Critical Games - Pedagogies
  3. 3. 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?
  4. 4. Manuela Acereda & Laura Malinverni Some Reflections about Methods Opening the code Methods as generative and procedural instruments
  5. 5. Manuela Acereda & Laura Malinverni The Case Study: Game Design Workshop
  6. 6. 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
  7. 7. 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
  8. 8. 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
  9. 9. 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
  10. 10. Manuela Acereda & Laura Malinverni The Game Design Workshop: the Structure Warm- up: Body-in-motion --> - Familiarity - Error - Laugh 1
  11. 11. Manuela Acereda & Laura Malinverni The Game Design Workshop: the Structure Feminist performance’s practices: Repetition, Exaggeration, Decontextualization.. --> - Playfulness - Subvert meanings 2
  12. 12. Manuela Acereda & Laura Malinverni The Game Design Workshop: the Structure Embodied political meanings --> - Example/ Experience - Games’ elements as mediatiors of meanings 3
  13. 13. Manuela Acereda & Laura Malinverni The Game Design Workshop: the Structure Transduction & Synesthetic thinking --> - Introducing topics - Analysis and creation: shift perspective 4
  14. 14. Manuela Acereda & Laura Malinverni The Game Design Workshop: the Structure Examples and mirrors 5
  15. 15. 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
  16. 16. Manuela Acereda & Laura Malinverni The Game Design Workshop: the Structure Prototyping: trial and error 7
  17. 17. Manuela Acereda & Laura Malinverni Discussion & Conclusion EMBODIED EXPERIENCE SYNESTHETIC THINKING INTERSUBJECTIVITY - Use the body as a mediator of meaning making - Learning and reflecting through 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-motion 2. Feminist performance practices 3. Embodied political meanings 4. Transduction & synesthetic thinking 6. Inter-subjective experience 2. Feminist performance practices 4. Transduction & synesthetic thinking 6. Inter-subjective experience 7. Prototyping: trial and error 2. Feminist performance practices 3. Embodied political meanings 6. Inter-subjective experience
  18. 18. 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?
  19. 19. Manuela Acereda & Laura Malinverni Thanks! Questions?

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