Venba

https://venbagame.com/ Entry by Leila Kazeminejad A. BASIC INFORMATION Creator(s): Visai Studios Creation technology: Unity Publisher: Visai Games Date of original release: 31 July 2023 ESRB Rating: T (Teen) – Blood, violence, use of tobacco Platforms: PC, Nintendo Switch, Playstation 5 (PS5), XBox Series, XBox One Peripherals required: Keyboard and mouse (PC), speakers/headphones Awards/Distinctions: Version used for entry: PC B. GAME INFORMATION Game/eLit Genre(s): Visual Novel, Cooking Simulator/Puzzle. Time to complete: Approximately 2 hours (including all dialogue options in Chapter 3 and Chapter 7). Replay required/useful?: Not required. There are no other alternative plot lines or endings. Gameplay: Using the left … Continue reading Venba

Gone Home

https://gonehome.com/ Entry by Kevin Ghouchandra A. BASIC INFORMATION Creators: The Fullbright Company (https://fullbrig.ht/) Creation technology: Unity Publisher: The Fullbright Company and Majesco Entertainment (PlayStation 4/Xbox One), Annapurna Interactive (Nintendo Switch/iOS) Date of original release: 15 August 2013 (Linux, Windows, OS X) Platforms: Linux, Windows, OS X, PlayStation 4, Xbox One, Nintendo Switch, iOS, Google Play Version used for entry: Nintendo Switch Ver 1.0.4 Peripherals required: Speakers/ Headphones Rating: ESRB Mature 17+ Awards/Distinctions: B. GAME INFORMATION Game/eLit Genres: Adventure, Mystery, Walking Simulator Time to complete: Main Story, 2 Hours; Completionist, 3 Hours (from How Long to Beat) Replay required/useful? A single attentive … Continue reading Gone Home

Playing “Indians”: Indigenous Adventures in the Digital World

  Playing “Indians”: Indigenous Adventures in the Digital World “The truth about stories is that that’s all we are” – Thomas King “Stories are the key to the endless oratory, the teachings, and the knowledge of our people. It’s not all we are, but when we remember the story, the flood of knowledge locked behind it is let loose.” – Lee Maracle Whether one agrees with Thomas King’s proposition that stories habit us constantly, or Lee Maracle’s gentle rebuttal, which reminds us that stories need to be recalled and acknowledged to wield their power, there is little argument against their importance. No matter our culture or affiliations, stories … Continue reading Playing “Indians”: Indigenous Adventures in the Digital World

Storytelling for Scholars, Activists and the Public

RE:Imagining Change is about using stories to “win campaigns, build movements, and change the world.” Written by Patrick Reinsborough and Doyle Canning, who are both co-founders of the Center for Story-Based Strategy in the U.S., they offer research, strategies, tactics, tools and real-world examples of successful social change campaigns. The mix of scholarly research, practical tips and fascinating case studies make this text useful and engaging for scholars, activists, and the general public.  On this page are three infographics, each one focused on those three target audiences. Each infographic offers the information and resources that will interest each audience the most. If you want to learn more, … Continue reading Storytelling for Scholars, Activists and the Public

Women and Cultural Reproduction: Self-Representation as Digital Storytelling

Digital storytelling encompasses a broad and crucial area of both cultural production and consumption. In Amy Shield Dobson’s Postfeminist Digital Cultures: Femininity, Social Media, and Self-Representation, young women are the active agents responsible for establishing and creating narratives in the media landscape—they are cultural producers. Using social networking sites as their blank page, these young women digitally reflect and experiment with their identities, participate in the creation and expression of others’, and contribute to the understanding of self-representation within gendered narratives of authorship and self-discovery. Dobson approaches these questions much like a scholar does humanities studies; using social, cultural, political, and historical contexts Dobson theorizes girlhood … Continue reading Women and Cultural Reproduction: Self-Representation as Digital Storytelling

The Production of a Feminist InterSpace

This is a position paper in response to Johanna Drucker’s chapter “Interface and Interpretation”, in her 2014 book Graphesis: Visual Forms of Knowledge Productions. To read the author’s related annotated bibliography, click here. The Production of InterSpace: Imagining a Feminist GUI Design Process by Nathalie Down “The structure of an interface is information, not nearly a means to accept it.” I want to draw attention to Drucker’s position that the graphical user interface (GUI) is best understood as a “space of provocation in which a performative event takes place,” rather than a “representation of computational processes” (138). This paradigmatic shift from perceiving interface as a thing … Continue reading The Production of a Feminist InterSpace