kennedy and crogan 'identity and interdisciplinarity in games and play research' utrecht...

21
Identity and Interdisciplinarity in Games and Play Research Utrecht University 2014 The Creative Territories Project Exploring Cultural Values of Indie Games Collaboration

Upload: creativeslides

Post on 14-Dec-2014

60 views

Category:

Technology


0 download

DESCRIPTION

 

TRANSCRIPT

Page 1: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

Identity and Interdisciplinarity in Games

and Play ResearchUtrecht University 2014

The Creative Territories Project Exploring Cultural Values of Indie Games Collaboration

Page 2: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

Introductions

CroganDigital Cultures Research Centre

Helen KennedyUniversity of Brighton

Page 3: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

Project partners: The Bristol Games Hub

Debbie Rawlings, Co-director; Principal of Auroch Digital

Page 4: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

Media and Culture Studies, Utrecht University

Josh JarrettPh D ResearcherDigital Cultures Research Centre

Page 5: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

Network members Seth Giddings, Digital Cultures Research Centre

Daniel Ashton, Bath Spa University

Brian MacDonald, Scottish Game Jams, and Glasgow Caledonian University

Alex Darby, Arch Creatives, Leamington Spa, Co-founder

Page 6: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

‘Creative Economy’

• Major focus of research today including for AHRC

• First funding stream dedicated to video games research had this emphasis from the Nesta ‘Next Gen’ report (2011) recommendation to:

support better research-oriented university/industry collaborations with a view to accelerating innovation and maintaining competitive advantage in the video games industry

Page 7: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

Creativity ?• Often assumed, or missing in creative economy models

• Emphasis on economic, legal and infrastructural conditions

• Economy as quantitatively imagined: export revenue, job growth, UK’s ‘immaterial’ economy ‘brand’

• Cf Brighton Fuse Report: success = ‘fused’ companies with ICT /programming + Arts / Design trained members

• Cf NESTA Creative Clusters and Innovation (2010) report: … ‘value chain linkages and shared infrastructures’ , ‘digitisation’ and ‘digital revolution’ in internal R&D as major innovation driver

Page 8: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

Creative Territories: To explore creativity in context

• Creativity as collectively enabled

• As cultural (as well as) economic value

• Multiple motivations: questions of value, ‘investment’, community identity, sustainable (not boom/bust)

Page 9: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

Another way in….

‘Games and Technicity’ (2009)

• Games in context of wider technocultural dynamics

• As industrial technical forms

• New aesthetics, new possibilities + older questions, challenges of culture, society, politics

Page 10: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

Bernard StieglerPhilosopher, cultural activist

Technicity: Human is ‘technical being’ co-evolved in dynamic with technical evolution

Eg. ‘Reading brain’ thesis (Maryanne Wolf); neural plasticity

Vital scientific, but also philosophical, political, economic, ethical etc insight

Page 11: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

‘Programme Industries’

• central role of industrial media in globalisation, contemporary technocultural, economic developments

• Revised Adorno-Horkheimer cultural critique: homogenisation of experience, programming of desires, management of attention;

• ‘Proletarianisation’ of consumer (after the worker): our dependence on the messages, and the devices, on their default modes

Page 12: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

Jonathan Crary:Late Capitalism and the Ends of Sleep

Today: Always on, 24/7 media

‘not only incites in the individual subject and exclusive focus on getting, having, winning, gawking, squandering, and deriding, but is fully interwoven with mechanisms of control that maintain the superfluousness and powerlessness of the subject of its demands (32).’

Page 13: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

Stiegler• But industrial technologies, media, are only

means of improving situation, locally and globally

• Means of empowerment, de-proletarianization, • Eg. pc vs tablet; • or more substantially, the • Raspberry PI, Fablabs, etc

Page 14: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

Indie games potentials

• small scale, independent model has potential to transform industrial production of mediated experience

• Diversify expression, ‘symbol-making’• New experiences, engagements• Critical, cultural shifters

Papers Please (Lucas Pope, 2013 )

Narcoguerra (Auroch, 2013)

Page 15: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

Hubert Robert, Plan for the Grand Gallery of the Louvre, 1796

Page 16: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

Copy-paste

Flappy Bird (Dong Nguyen, 2013)

‘Mindie’ trajectory:

Replication / Absorption

Cf Alistair Doulin, ‘Bridging the Gap Between Mainstream and Indie’ , http://www.doolwind.com/blog/mindie-bridging-the-gap-between-mainstream-and-indie/

Rovio Entertainment 2009 -

Page 17: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

Game cultures issues• Eg. the Anita Saarkesian phenomenon

• Production context continuities with industrial/technology sectors, neoliberal workplaces, social media abuses, with mainstream patriarchal audiovisual media

Page 18: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

Our interests

• co-location, creativity, collectivity and/vs global, immaterial notion of ‘the industry’

• Cultures of making and their transformative potential

• Technical, material, economic-political connections of indie game making

Page 19: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

Contacts/comms

• Website creativeterritories.dcrc.org.uk

• Tweet to @CreativTurf ; #creativeterritories

[email protected]

Page 20: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

Network (not only School)• Local research still wanted; you are part of the

network now

Page 21: Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Research' Utrecht University 2014

• You will be contributing today!

• Final Workshop in November at DCRC:• Includes Jen Jenson, Celia Pearse, Joost, and lots

more…

• Somefunding available…