Feminist simulations: deep in the dream of a game
- Authors: Mackintosh, Tayla
- Date: 2023-10-13
- Subjects: Video games in art , Crocheting , Minecraft (Game) , Feminism in art , Simulation games , Handicraft in art , Autoethnography , Intersectionality (Sociology)
- Language: English
- Type: Academic theses , Master's theses , text
- Identifier: http://hdl.handle.net/10962/425333 , vital:72230
- Description: This study delves into how the worlds of computer gaming and fine art intersect, employing DIY feminism to reflect on the gendered world of gaming and the links between simulation, reality, and fantasy within the game of Minecraft. I argue for a feminine craft (crochet) to challenge masculine gaming oppressions and the lack of representation, acceptance, and visibility for women in gaming culture. My research question is taken from the End Poem seen when the player has beaten the game's main boss. There is a line within the poem that asks, “But what true structure did this player create, in the reality behind the screen?” (End Poem, 2022). This is the question I have sought to answer within this study, by exploring a methodological approach that combines autoethnography and phenomenology to create a reflexive personal narrative. , Thesis (MFA) -- Faculty of Humanities, Fine Art, 2023
- Full Text:
- Date Issued: 2023-10-13
- Authors: Mackintosh, Tayla
- Date: 2023-10-13
- Subjects: Video games in art , Crocheting , Minecraft (Game) , Feminism in art , Simulation games , Handicraft in art , Autoethnography , Intersectionality (Sociology)
- Language: English
- Type: Academic theses , Master's theses , text
- Identifier: http://hdl.handle.net/10962/425333 , vital:72230
- Description: This study delves into how the worlds of computer gaming and fine art intersect, employing DIY feminism to reflect on the gendered world of gaming and the links between simulation, reality, and fantasy within the game of Minecraft. I argue for a feminine craft (crochet) to challenge masculine gaming oppressions and the lack of representation, acceptance, and visibility for women in gaming culture. My research question is taken from the End Poem seen when the player has beaten the game's main boss. There is a line within the poem that asks, “But what true structure did this player create, in the reality behind the screen?” (End Poem, 2022). This is the question I have sought to answer within this study, by exploring a methodological approach that combines autoethnography and phenomenology to create a reflexive personal narrative. , Thesis (MFA) -- Faculty of Humanities, Fine Art, 2023
- Full Text:
- Date Issued: 2023-10-13
Storytelling through video game artworks – Twee kante van ’n storie
- Authors: Randall, Tasmin Tania
- Date: 2023-10-13
- Subjects: Colored people (South Africa) Ethnic identity , Colored people (South Africa) in art , Storytelling in art , Digital art , Browser game , Art Video games , Autoethnography , Stereotypes (Social psychology) in art , Discrimination based on hair texture , Swag
- Language: English
- Type: Academic theses , Master's theses , text
- Identifier: http://hdl.handle.net/10962/425355 , vital:72232
- Description: This mini-thesis serves as a supporting document for my Master of Fine Art (MFA) exhibition, ‘Twee Kante van ‘n Storie’. The exhibition explores my culture and experiences as a ‘Coloured’ woman in Makhanda through storytelling. I use the term ‘Coloured’ with quotation marks to remain respectful to those who do not wish to reclaim the term. My minithesis analyses how video games as artworks can be a mode of storytelling and can encourage sociocultural awareness. In my research, I use storytelling as a tool and autoethnography as a methodology to both discuss and influence my practice. For my MFA installation, I have created a digital interactive website that uses the same language as a video game. Throughout my process, I have used two video games, That Dragon Cancer and Boet Fighter, as case studies, in order to help the building and creation of my autoethnographic art video game. My art video game explores my experiences of my culture and living in a small town. Through the creation of four fictionalised characters, which are loosely based on true life experiences and first-hand observations, I can reveal and unpack cultural experiences and biases that I have observed over the years. Each character in the game grapples with one of three prominent themes; stereotypes, ‘swagger’ and texturism. Furthermore, through using autoethnography as a methodology and the researcher as the phenomenon (Ellis, 2004: 45). This study contributes to the gap in ‘Coloured’ cultural diversities that exist outside the lens of the Western Cape experience. This is a perspective not commonly found within academia. , Thesis (MFA) -- Faculty of Humanities, Fine Art, 2023
- Full Text:
- Date Issued: 2023-10-13
- Authors: Randall, Tasmin Tania
- Date: 2023-10-13
- Subjects: Colored people (South Africa) Ethnic identity , Colored people (South Africa) in art , Storytelling in art , Digital art , Browser game , Art Video games , Autoethnography , Stereotypes (Social psychology) in art , Discrimination based on hair texture , Swag
- Language: English
- Type: Academic theses , Master's theses , text
- Identifier: http://hdl.handle.net/10962/425355 , vital:72232
- Description: This mini-thesis serves as a supporting document for my Master of Fine Art (MFA) exhibition, ‘Twee Kante van ‘n Storie’. The exhibition explores my culture and experiences as a ‘Coloured’ woman in Makhanda through storytelling. I use the term ‘Coloured’ with quotation marks to remain respectful to those who do not wish to reclaim the term. My minithesis analyses how video games as artworks can be a mode of storytelling and can encourage sociocultural awareness. In my research, I use storytelling as a tool and autoethnography as a methodology to both discuss and influence my practice. For my MFA installation, I have created a digital interactive website that uses the same language as a video game. Throughout my process, I have used two video games, That Dragon Cancer and Boet Fighter, as case studies, in order to help the building and creation of my autoethnographic art video game. My art video game explores my experiences of my culture and living in a small town. Through the creation of four fictionalised characters, which are loosely based on true life experiences and first-hand observations, I can reveal and unpack cultural experiences and biases that I have observed over the years. Each character in the game grapples with one of three prominent themes; stereotypes, ‘swagger’ and texturism. Furthermore, through using autoethnography as a methodology and the researcher as the phenomenon (Ellis, 2004: 45). This study contributes to the gap in ‘Coloured’ cultural diversities that exist outside the lens of the Western Cape experience. This is a perspective not commonly found within academia. , Thesis (MFA) -- Faculty of Humanities, Fine Art, 2023
- Full Text:
- Date Issued: 2023-10-13
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