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Sabine Harrer

Biographic Data

ID385404
NAMESabine Harrer
GIVEN NAMESSabine
FAMILY NAMEHarrer
SIGNATUREHARRER S
AFFILIATIONSTampere University
ORCID0000-0002-4035-0748
VERIFIEDYes
TOTAL WORKS4
TOTAL CITATIONS5
AUTHOR COUNT4
EDITOR COUNT0
FIRST PUBLICATION YEAR2013
LATEST PUBLICATION YEAR2021
H-INDEX1
  • We Are the Champions? Performing whiteness in Ascension

    Open Access•Sabine Harrer•ARTICLE•Simulation & Gaming•2021

    Background. Building on previous studies on racism and whiteness in video games, this article investigates how deck building games provide platforms for identity tourism, the symbolic appropriation of marginalised experiences, through their coupling of mechanics and racial stereotypes. Aims. The aim is to contribute to our understanding how dominant ideologies are expressed through simulation and gaming in a deck building context and how games si…

  • Sustaining intangible heritage through video game storytelling - the case of the Sami Game Jam

    Outi Laiti, Sabine Harrer et al.•ARTICLE•International Journal of Heritage…•2021•Cited by: 1•References: 18

    This article explores how game jams, a rapid collaborative game production format, can work to support the revitalisation of Indigenous self-narratives in the context of Sámi culture. The study focuses on the Sami Game Jam, an event designed and carried out in the Northern Finish Sámi community in Utsjoki, in February 2018. Using an ethnographic method including participatory observation, video interviews with Sámi participants, and textual video…

  • Casual Empire

    Open Access•Sabine Harrer•ARTICLE•Open Library of Humanities•2018•Cited by: 3•References: 8

    As a media form entwined in the U.S. military-industrial complex, video games continue to celebrate imperialist imagery and Western-centric narratives of the great white explorer (Breger, 2008; Dyer-Witheford & de Peuter, 2009; Geyser & Tshabalala, 2011; Mukherjee, 2016). While much ink has been spilt on the detrimental effects of colonial imagery on those it objectifies and dehumanises, the question is why these games still get made, and what me…

  • From Losing to Loss

    Open Access•Sabine Harrer•ARTICLE•Culture Unbound Journal of…•2013•Cited by: 1

    In games, loss is as ubiquitous as it is trivial. One reason for this has been found in the established convention of on-screen character death as a signifier for failure (Klastrup 2006; Grant 2011; Johnson 2011). If that's all that games have to offer in terms of addressing an existential trope of human experience, the worried protectionist concludes, shouldn't we dismiss this intrinsically flat medium as inferior to more established media forms…

  • Casual Empire

    Open Access•Sabine Harrer•ARTICLE•Open Library of Humanities•2018•Cited by: 3•References: 8

    As a media form entwined in the U.S. military-industrial complex, video games continue to celebrate imperialist imagery and Western-centric narratives of the great white explorer (Breger, 2008; Dyer-Witheford & de Peuter, 2009; Geyser & Tshabalala, 2011; Mukherjee, 2016). While much ink has been spilt on the detrimental effects of colonial imagery on those it objectifies and dehumanises, the question is why these games still get made, and what me…

  • Sustaining intangible heritage through video game storytelling - the case of the Sami Game Jam

    Outi Laiti, Sabine Harrer et al.•ARTICLE•International Journal of Heritage…•2021•Cited by: 1•References: 18

    This article explores how game jams, a rapid collaborative game production format, can work to support the revitalisation of Indigenous self-narratives in the context of Sámi culture. The study focuses on the Sami Game Jam, an event designed and carried out in the Northern Finish Sámi community in Utsjoki, in February 2018. Using an ethnographic method including participatory observation, video interviews with Sámi participants, and textual video…

  • From Losing to Loss

    Open Access•Sabine Harrer•ARTICLE•Culture Unbound Journal of…•2013•Cited by: 1

    In games, loss is as ubiquitous as it is trivial. One reason for this has been found in the established convention of on-screen character death as a signifier for failure (Klastrup 2006; Grant 2011; Johnson 2011). If that's all that games have to offer in terms of addressing an existential trope of human experience, the worried protectionist concludes, shouldn't we dismiss this intrinsically flat medium as inferior to more established media forms…

  • From Losing to Loss

    Open Access•Sabine Harrer•ARTICLE•Culture Unbound Journal of…•2013•Cited by: 1

    In games, loss is as ubiquitous as it is trivial. One reason for this has been found in the established convention of on-screen character death as a signifier for failure (Klastrup 2006; Grant 2011; Johnson 2011). If that's all that games have to offer in terms of addressing an existential trope of human experience, the worried protectionist concludes, shouldn't we dismiss this intrinsically flat medium as inferior to more established media forms…

  • Casual Empire

    Open Access•Sabine Harrer•ARTICLE•Open Library of Humanities•2018•Cited by: 3•References: 8

    As a media form entwined in the U.S. military-industrial complex, video games continue to celebrate imperialist imagery and Western-centric narratives of the great white explorer (Breger, 2008; Dyer-Witheford & de Peuter, 2009; Geyser & Tshabalala, 2011; Mukherjee, 2016). While much ink has been spilt on the detrimental effects of colonial imagery on those it objectifies and dehumanises, the question is why these games still get made, and what me…

  • We Are the Champions? Performing whiteness in Ascension

    Open Access•Sabine Harrer•ARTICLE•Simulation & Gaming•2021

    Background. Building on previous studies on racism and whiteness in video games, this article investigates how deck building games provide platforms for identity tourism, the symbolic appropriation of marginalised experiences, through their coupling of mechanics and racial stereotypes. Aims. The aim is to contribute to our understanding how dominant ideologies are expressed through simulation and gaming in a deck building context and how games si…

  • Sustaining intangible heritage through video game storytelling - the case of the Sami Game Jam

    Outi Laiti, Sabine Harrer et al.•ARTICLE•International Journal of Heritage…•2021•Cited by: 1•References: 18

    This article explores how game jams, a rapid collaborative game production format, can work to support the revitalisation of Indigenous self-narratives in the context of Sámi culture. The study focuses on the Sami Game Jam, an event designed and carried out in the Northern Finish Sámi community in Utsjoki, in February 2018. Using an ethnographic method including participatory observation, video interviews with Sámi participants, and textual video…

Art (4 works) · Aesthetics (3 works) · Computer Science (3 works) · Political science (3 works) · Sociology (3 works) · Digital Games and Media (2 works) · Fantasy (2 works) · Gender Studies (2 works) · Multimedia (2 works) · Racism (2 works)

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