555 research outputs found
Mobile heritage practices. Implications for scholarly research, user experience design, and evaluation methods using mobile apps.
Mobile heritage apps have become one of the most popular means for audience
engagement and curation of museum collections and heritage contexts. This
raises practical and ethical questions for both researchers and practitioners, such
as: what kind of audience engagement can be built using mobile apps? what are
the current approaches? how can audience engagement with these experience
be evaluated? how can those experiences be made more resilient, and in turn
sustainable? In this thesis I explore experience design scholarships together with
personal professional insights to analyse digital heritage practices with a view to
accelerating thinking about and critique of mobile apps in particular. As a result,
the chapters that follow here look at the evolution of digital heritage practices,
examining the cultural, societal, and technological contexts in which mobile
heritage apps are developed by the creative media industry, the academic
institutions, and how these forces are shaping the user experience design
methods. Drawing from studies in digital (critical) heritage, Human-Computer
Interaction (HCI), and design thinking, this thesis provides a critical analysis of
the development and use of mobile practices for the heritage. Furthermore,
through an empirical and embedded approach to research, the thesis also
presents auto-ethnographic case studies in order to show evidence that mobile
experiences conceptualised by more organic design approaches, can result in
more resilient and sustainable heritage practices. By doing so, this thesis
encourages a renewed understanding of the pivotal role of these practices in the
broader sociocultural, political and environmental changes.AHRC REAC
2023-2024 Catalog
The 2023-2024 Governors State University Undergraduate and Graduate Catalog is a comprehensive listing of current information regarding:Degree RequirementsCourse OfferingsUndergraduate and Graduate Rules and Regulation
Planeswalking: Magic: The Gathering Across Analog and Digital Platforms
This dissertation analyzes the relationship between Wizards of the Coast\u27s trading card game Magic: The Gathering and its digital adaptations. I used critical technocultural, ludic discourse analysis, and ludic textual analysis to examine the analog trading card game and digital adaptations. I examined an archive of paratextual media including trade magazines, developer blogs, game reviews, and player guides. I chose Magic for its long history, impact on the analog game industry, and the sheer number of adaptations that have been produced. This analysis begins by introducing a method for describing analog to digital adaptations called Adaptation Mapping. Adaptation mapping describes adaptations as a relationship between how the interface of the game is remediated and the degree to which a game represents the thematic and ludic experiences of the original. Then I examine the narrative framework that allows Magic to tell stories through both its theme and mechanics. Identifying the figure of the Planeswalker as a key component in how narrative functions in Magic, I trace the development of the planeswalker as a player analog to independent original characters under the purview of Wizards of the Coast. The adaptations provide a backdrop for this change and highlights the way that the same mechanical and algorithmic systems can characterize both player and official characters within Magics ecosystem. This shift highlights the way that marketing is approached and influences the design of the game. Finally, I examine how digital adaptations are intwined with ludic platform economy that has emerged through the 2010s. The apparatus that allows for capital to flow through the community is coopted via adaptation and remediated in ways that redirect capital back towards Wizards of the Coast as the platform owner. Analog to digital adaptation is a critical juncture in examining the impact of platformization on play and games
Northeastern Illinois University, Academic Catalog 2023-2024
https://neiudc.neiu.edu/catalogs/1064/thumbnail.jp
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Sonic heritage: listening to the past
History is so often told through objects, images and photographs, but the potential of sounds to reveal place and space is often neglected. Our research project ‘Sonic Palimpsest’1 explores the potential of sound to evoke impressions and new understandings of the past, to embrace the sonic as a tool to understand what was, in a way that can complement and add to our predominant visual understandings. Our work includes the expansion of the Oral History archives held at Chatham Dockyard to include women’s voices and experiences, and the creation of sonic works to engage the public with their heritage. Our research highlights the social and cultural value of oral history and field recordings in the transmission of knowledge to both researchers and the public. Together these recordings document how buildings and spaces within the dockyard were used and experienced by those who worked there. We can begin to understand the social and cultural roles of these buildings within the community, both past and present
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Artistry, Aesthetic Experience, and Global Futures in Civilization Game Design: How the ESCAPe Framework as an Ontology Captures an Art Form of the Information Age
Civilization games can depict imaginative and sophisticated perspectives on the future. Yet some scholars have critiqued civilization games for their replication of dominant, limited ideologies. Game designers often learn about design directly or indirectly from frameworks, such as the Mechanics-Dynamics-Aesthetics (MDA) framework which contains a very idiosyncratic definition of aesthetics.
Given that aesthetic thinking can unlock the sociological imagination, the aim of this dissertation was to discover opportunities to expand civilization game design by understanding the aesthetic experience of designers. A qualitative interview study was conducted of 13 game designers who created at least one civilization game based in the future. The interview and analysis had an ontological focus, to better understand how aesthetics fit into the existing puzzle of game design knowledge. The findings showed that designers employ their perspective in game design; this sense of self and perspective is not captured by current ontologies of game design.
Furthermore, designers are limited in their ability to explore the boundaries of civilization games by task complexity, emotionality, and reliance on player experience. Resultantly, they may focus intensely on known aspects of game design in order to deliver a product. The dissertation proposes two primary solutions. Firstly, a game design framework that integrates the self into game design and more clearly delineates the game as an artifact.
Secondly, cultivate truer senses of vision in game design for those who want to push civilization games and games as a whole, while understanding the practical realities of game design. These implications can be used by educators to reconsider game design program curricula, as well as affirm game designers’ pursuit of their own perspective
Disinformation and Fact-Checking in Contemporary Society
Funded by the European Media and Information Fund and research project PID2022-142755OB-I00
Postcolonial Publics: Art and Citizen Media in Europe
Postcolonial Publics: Art and Citizen Media in Europe presents a collection of sixteen chapters that explore the themes of how migrants, refugees and citizens express and share their political and social causes and experiences through art and media. These expressions, which we term ‘citizen media’, arguably become a platform for postcolonial intellectuals as the studies pursued in this volume investigate the different ways in which previously excluded social groups regain public voice. The volume strives to understand the different articulations of migrants’, refugees’, and citizens’ struggle against increasingly harsh European politics that allow them to achieve and empower political subjectivity in a mediated and creative space. In this way, the contributions in this volume present case studies of citizen media in the form of ‘activistic art’ or ‘artivism’ (Trandafoiu, Ruffini, Cazzato & Taronna, Koobak & Tali, Negrón-Muntaner), activism through different kinds of technological media (Chouliaraki and Al-Ghazzi, Jedlowski), such as documentaries and film (Denić), podcasts, music and soundscapes (Romeo and Fabbri, Western, Lazzari, Huggan), and activisms through writings from journalism to fiction (Longhi, Concilio, Festa, De Capitani). The volume argues that citizen media go hand in hand with postcolonial critique because of their shared focus on the deconstruction and decolonisation of Western logics and narratives. Moreover, both question the concept of citizen and of citizenship as they relate to the nation-state and explores the power of media as a tool for participation as well as an instrument of political strength. The book forwards postcolonial artivism and citizen media as a critical framework to understand the refugee and migrant situations in contemporary Europe
Animate Being: Extending a Practice of the Image to New Mediums via Speculative Game Design
This post-disciplinary practice as research thesis examines the potential of Carl Jung's therapeutic method of active imagination as a strategy for engaging with an increasingly complex and interconnected technological reality. Embracing a non-clinical, practice-driven approach, I harness James Hillman’s notion of the image and the imaginal to investigate the interdisciplinary capacity and ethical dimensions of an expansive mode of image-work. My approach to practice theoretically and practically intertwines analytical psychology, feminist worlding and design speculation. Building upon Susan Rowland’s work, I study image-work as an ecological alchemical craft that seeks to matter the immaterial. Through the cyclic iterative design of a video game, I mobilise and respond to image-work as a mode of myth-making that may facilitate dialogue between human and non-human intelligences. Departing from the essentialism of the hero's journey, I adopt Le Guin's Carrier Bag (1986/2019) as a feminist video game form and by utilising the framework of a video game (Bogost, 2007; Flannigan, 2013), the alchemical processes of image-work are transformed into novel interactive game mechanics. The game I design is both a vessel and a portal to an imaginal ecological realm, an open-world, procedurally generated ‘living world’ sandbox exploration game. This game integrates real-time, real-world data streams to invite the non-human to enter into play as player two, facilitating experimentation with possible new forms of cross-species dialogue, collaboration, and healing
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