Another world is possible: building games for just futures

IF 1.1 2区 文学 Q3 COMMUNICATION
Alexandrina Agloro
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引用次数: 1

Abstract

ABSTRACT Game design in systematically excluded communities offers a powerful framework for empowering communities. These findings are based upon The Resisters—an alternate reality game built with young people about social movement history in Providence, RI—and Vukuzenzele—a collaboration between an interactive media firm and an informal settlement non-governmental organization (NGO) in Cape Town, South Africa. In this article, I assert the value of game development as a process, the importance of considering collaborations with stakeholders, and the challenges and possibilities of intentional game design.
另一个世界是可能的:为未来创造游戏
系统地排斥社区的游戏设计为社区赋权提供了一个强大的框架。这些发现是基于《抵抗者》(The resister)和《vukuzenzele》(一家互动媒体公司和南非开普敦的一个非正式定居非政府组织(NGO)之间的合作)。《抵抗者》是一款由佛罗里达州普罗维登斯市的年轻人制作的关于社会运动历史的虚拟现实游戏。在本文中,我将强调游戏开发作为一个过程的价值,考虑与利益相关者合作的重要性,以及有意游戏设计的挑战和可能性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
2.10
自引率
0.00%
发文量
34
期刊介绍: Critical Studies in Media Communication (CSMC) is a peer-reviewed publication of the National Communication Association. CSMC publishes original scholarship in mediated and mass communication from a cultural studies and/or critical perspective. It particularly welcomes submissions that enrich debates among various critical traditions, methodological and analytical approaches, and theoretical standpoints. CSMC takes an inclusive view of media and welcomes scholarship on topics such as • media audiences • representations • institutions • digital technologies • social media • gaming • professional practices and ethics • production studies • media history • political economy. CSMC publishes scholarship about media audiences, representations, institutions, technologies, and professional practices. It includes work in history, political economy, critical philosophy, race and feminist theorizing, rhetorical and media criticism, and literary theory. It takes an inclusive view of media, including newspapers, magazines and other forms of print, cable, radio, television, film, and new media technologies such as the Internet.
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