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Disruption by Design: Feminist Inter...
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Evans, Sarah Beth.
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Disruption by Design: Feminist Interventions in Digital Game Production on a University Campus.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Disruption by Design: Feminist Interventions in Digital Game Production on a University Campus./
Author:
Evans, Sarah Beth.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2018,
Description:
171 p.
Notes:
Source: Dissertations Abstracts International, Volume: 80-05, Section: A.
Contained By:
Dissertations Abstracts International80-05A.
Subject:
Design. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=11007090
ISBN:
9780438597846
Disruption by Design: Feminist Interventions in Digital Game Production on a University Campus.
Evans, Sarah Beth.
Disruption by Design: Feminist Interventions in Digital Game Production on a University Campus.
- Ann Arbor : ProQuest Dissertations & Theses, 2018 - 171 p.
Source: Dissertations Abstracts International, Volume: 80-05, Section: A.
Thesis (Ph.D.)--North Carolina State University, 2018.
This item must not be sold to any third party vendors.
The purpose of this dissertation is to enact and think through an inclusive game making curriculum that works outside of the game industry's logics and conditions (and instead operates in a way more attentive to care and personal growth). In carrying out this study I cultivated and used feminist research methods to investigate three sites of game design for women and gender minorities on a university campus: the classroom, an informal learning space, and a university-club-sponsored hackathon. In particular, this study focused on game design's benefits to beginner and amateur game makers who identified as a woman, or as other genders that have historically been marginalized from games and gaming cultures. Through this project, I garnered perspectives on the ways alternative modes of video game production that operate on the fringes of capitalist patriarchy can be employed, and what benefits gender minorities might gain from such structures. Specifically, this research asks: what might we learn about the challenges and opportunities of enacting game design-focused feminist interventionist research by conducting such work in a) the particular local and regional context of a Southeastern US university, and b) within a campus setting (and the various supports for equity and inclusivity, as well as structures for sustainability, such a context offers)? In other words, I observed and in two cases, enacted a series of events, on a university campus, that facilitated various transformations in individuals' or community's relationship to games and/or themselves.
ISBN: 9780438597846Subjects--Topical Terms:
518875
Design.
Subjects--Index Terms:
Feminism
Disruption by Design: Feminist Interventions in Digital Game Production on a University Campus.
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The purpose of this dissertation is to enact and think through an inclusive game making curriculum that works outside of the game industry's logics and conditions (and instead operates in a way more attentive to care and personal growth). In carrying out this study I cultivated and used feminist research methods to investigate three sites of game design for women and gender minorities on a university campus: the classroom, an informal learning space, and a university-club-sponsored hackathon. In particular, this study focused on game design's benefits to beginner and amateur game makers who identified as a woman, or as other genders that have historically been marginalized from games and gaming cultures. Through this project, I garnered perspectives on the ways alternative modes of video game production that operate on the fringes of capitalist patriarchy can be employed, and what benefits gender minorities might gain from such structures. Specifically, this research asks: what might we learn about the challenges and opportunities of enacting game design-focused feminist interventionist research by conducting such work in a) the particular local and regional context of a Southeastern US university, and b) within a campus setting (and the various supports for equity and inclusivity, as well as structures for sustainability, such a context offers)? In other words, I observed and in two cases, enacted a series of events, on a university campus, that facilitated various transformations in individuals' or community's relationship to games and/or themselves.
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