مجال
التميز
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تميز دراسي وبحثي
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البحوث المنشورة
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البحث (1):
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عنوان البحث:
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Exploring
Approaches to the Generation and Representation of Heritage Artefacts in
Video Game Contexts
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رابط إلى البحث:
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Click here
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تاريخ النشر:
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01/06/2016
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موجز عن البحث:
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Video games can allow players to explore
environments, which are representative of, or contain elements of physical
world cultures, for example, allowing a player to explore ancient Egypt in
Pharaoh (Impressions Games, 1999, Pharaoh [PC Game]. Sierra Entertainment) or
present day Chicago in Watchdogs (Ubisoft Montreal, 2014, [PlayStation 4
game]. Guildford), etc. Game designers need to make design decisions
regarding how these environments are going to be represented, including which
items are going to be utilized, how they are going to be used in the game, and
the level of detail to which they are going to be presented. These decisions
can lead to concerns regarding how particular cultures are represented. This
article describes research undertaken to investigate the design process with
respect to the inclusion of physical world cultures in virtual game
environments. Within the study approaches used (including processes and
methods) by game designers in the stages of conceptualization, design and
delivery are explored. In addition, these are contextualized through an
understanding of designer attitudes towards the inclusion of items with
cultural meaning and their perspectives on the importance of cultural
representation within video games. This involved interviewing eight video
game designers from global contexts within the industry, all with the
experience of generating cultural items for inclusion in video game contexts.
These interviews were structured with a focus on exploring views,
experiences, beliefs and motivations of the individuals and of their working
teams. Analysis was carried out through the use of a methodological process
of analytical induction with the coding of particular variables within each
interview transcript, and the transformation of the complete set of codings
into a set of conceptual statements. This article relates these conceptual
statements to earlier work regarding close readings of particular video games
and discusses the relationship between design processes (facilitated through
the interviews) and realized game worlds (facilitated through the close
readings).
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المؤتمرات العلمية:
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المؤتمر (1):
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عنوان المؤتمر:
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7th
Saudi students’ conference
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تاريخ الإنعقاد:
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01-02/02/2014
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مكان
الإنعقاد:
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Edinburgh, UK
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طبيعة المشاركة:
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Paper presentation
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عنوان المشاركة:
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Cultural
Misrepresentation of the Middle East in Western Video Game Contexts
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ملخص المشاركة:
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The research detailed in this Thesis
examines how cultural artifacts are represented within modern video game
contexts. It takes as a starting point
the perspective that whilst there is evidence of substantial investigative
work that takes place in the construction of video game environments, there
is still more that can be done to improve instances of misrepresentation
within such contexts. Recently
(growing over the past thirty years), video game playing has become a
predominant part of popular culture.
Video games are instances of cultural artifacts of our present time,
which offer exciting experiences of many different places, and times, in ways
that game players of all ages and genders can interact with and be involved
in. There are a huge number of video
games around the world, some of which have been produced representing
cultures in particular locations or representing particular groups of
individuals. However, as is detailed from the literature sometimes the
culture can be misrepresented through the story, place, or characters.
Through the research detailed, the aim is to discover what are the current
issues regarding misrepresentation, how do these issues occur, and can we
construct measures to help today’s game designer in the consideration of
inclusion of cultural artifacts. As a particular area of interest, the focus
of the main body of the research outlined within this research is on the
representation of Islamic cultures within modern video games. In this study,
the qualitative approach will be used. In relation to the research detailed
in this study there are two core concerns. The first concern is gaining an
understanding of the inclusion of cultural heritage artifacts in video game
contexts that goes beyond a simple understanding of numbers. The second concern relates to process,
principally the process of designing and delivering such cultural artifacts
in video game projects.
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المؤتمر (2):
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عنوان المؤتمر:
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8th
Saudi students’ conference
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تاريخ الإنعقاد:
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01/02/2015
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مكان
الإنعقاد:
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London, UK
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طبيعة المشاركة:
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Poster presentation
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عنوان المشاركة:
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Representation
of Cultural Heritage Within Modern Video Games
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ملخص المشاركة:
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The research detailed in this poster
examines how cultural artifacts are represented within modern video games
contexts. It takes as a starting point the perspective that, whilst there is
evidence of substantial investigative work that takes place in the construction
of video game environments, there is still more that can be done to improve
instances of misrepresentation within such contexts.
Recently (growing over the past thirty
years), video games have become a predominant part of popular culture. Video
games are instances of cultural artifacts of our present time, which offer
exciting experiences of many different places, and times, in ways that game
players of all ages and genders can interact with and be involved in. There
are huge numbers of video games around the world; many of them have been
developed in relation to representation of different times and places. This
results in concerns over the representation of different cultures, in
particular locations or the representation of particular groups of
individuals from the real world. However, as is detailed from the literature
that sometimes the culture can be misrepresented through and thus
misinterpreted through story, place, or characters. This poster is
representing the flow of a research project that aims to discover the current
issues regarding misrepresentation, the sources of these issues, and an often
to enable the construction of measures to help game developers and designers
in dealing with cultural dimensions. As a particular area of interest, the
focus of the poster outlines the understanding of heritage as a core concept
in the research and then focuses on the wild range of instances where the
representation of cultural heritage in modern video games can be found.
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المؤتمر (3):
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عنوان المؤتمر:
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HIS MASTER’S VOICE 4TH ANNUAL SYMPOSIUM –
UTOPIAS, DYSTOPIAS, AND ECOTOPIAS
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تاريخ الإنعقاد:
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Krakow, Poland
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مكان
الإنعقاد:
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25/03/2015
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طبيعة المشاركة:
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Paper presentation
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عنوان المشاركة:
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Understanding the
Realisation of Cultural Heritage in Video Game Contexts
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ملخص المشاركة:
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The research detailed in this Thesis
examines how cultural artefacts are represented within modern video game
contexts. It takes as a starting point the perspective that whilst there is
evidence of substantial investigative work that takes place in the construction
of video game environments, there is still more that can be done to improve
instances of miss-representation within such contexts. Recently (growing over
the past thirty years), video game playing has become a predominant part of
popular culture. Video games are instances of cultural artefacts of our
present time, which offer exciting experiences of many different places, and
times, in ways that game players of all ages and genders can interact with
and be involved in. There are a huge number of video games around the world,
some of which have been produced representing cultures in particular
locations or representing particular groups of individuals. However, as is
detailed from the literature sometimes the culture can be misrepresented
through the story, place, or characters. Through the research detailed in
this Thesis, the aim is to discover what are the current issues regarding
misrepresentation, how do these issues occur, and can we construct measures
to help today’s game designers in the consideration of inclusion of cultural
artefacts. As a particular area of interest, the focus of the main body of
the research outlined within this Thesis is on the representation of Middle
East cultures within modern video games.
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المؤتمر (4):
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عنوان المؤتمر:
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DIGRA
2015
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تاريخ الإنعقاد:
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14-17/05/2016
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مكان
الإنعقاد:
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Luneburg, Germany
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طبيعة المشاركة:
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Paper presentation
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عنوان المشاركة:
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Analysing Cultural Heritage
and its Representation in Video Games
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ملخص المشاركة:
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This paper outlines research towards
strengthening our understanding of the representation of cultural artefacts
in video games. The approach described outlines steps towards utilising a
framework using dimensions of cultural heritage as reference points for games
analysis. This framework is then used as a mechanism to analyse two games:
Assassin’s Creed I and Unearthed: Trail of Ibn Battuta.
The case study analysis presents concerns
regarding cultural representation in the selected games. This is followed by
a discussion of the main concerns coming out of the analysis. These concerns
are effectively grouped under five sections: ‘cultural appropriation’;
‘hollywoodisation and beautification’; ‘selectivity’; ‘game dynamics rule
design decision’; and ‘ideological constraints’. The research raises issues
about how video game designers approach the inclusion of items with cultural
meaning in their products. Next stages in the work involve interviewing of
games designers to better understand how the design decisions presented in
this paper occur.
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