Steven Conway
Datos Biográficos
| ID | 3750820 |
|---|---|
| NOMBRE | Steven Conway |
| NOMBRES | Steven |
| APELLIDO | Conway |
| FIRMA | CONWAY S |
| AFILIACIONES | Swinburne University of Technology |
| VERIFICADO | No |
| TOTAL DE OBRAS | 6 |
| TOTAL DE CITAS | 2 |
| TOTAL COMO AUTOR | 5 |
| TOTAL COMO EDITOR | 1 |
| PRIMER AÑO DE PUBLICACIÓN | 2015 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2024 |
| ÍNDICE H | 1 |
The digital superhero
Let's Argue! Designing Satire in Digital Games
This article presents an overview of the design of our digital game, Let's Argue. The project is an immanent critique of digital media, particularly the conventions of social and game applications as affording productive discourse between people, groups, and organizations. Focusing upon the concept of dialogue and its importance to society, we employ satire as a style, lampooning “social games” such as FarmVille and Candy Crush Saga. In aping, di…
Designing an augmented reality experience to increase awareness of Indigenous histories and knowledges
This article provides an overview of a design for a proposed project to increase awareness of Indigenous histories and knowledges through an Augmented Reality (AR) experience designed for Swinburne University of Technology's Hawthorn campus.Key issues are firstly introduced regarding an Aboriginal understanding of place and history, and the myriad problems faced in communicating such knowledges when confronted with the repercussions of colonisati…
Poisonous Pantheons
Kratos, protagonist of God of War (2005-current), is an archetypal representation of toxic masculinity. For much of the series, his rage drives much of the narrative and game dynamics, as Kratos destroys the entire Greek pantheon. The latest iteration of the series moves Kratos into Norse mythology and introduces a son. This father-son relationship allows the developers to ruminate upon the toxic masculinity that has defined much of the series' p…
Tusslers, Beatdowns, and Brothers
Alongside their material dimensions, video game arcades were simultaneously metaphysical spaces where participants negotiated social and cultural convention, thus contributing to identity formation and performance within game culture. While physical arcade spaces have receded in number, the metaphysical elements of the arcades persist. We examine the historical conditions around the establishment of so-called arcade culture, taking into account t…
Video Game Policy
Social networking games are embedded within the complex networks of online social networking spaces (Juul 2010, 20). They are not simple, mindless puzzle games but instead require sophisticated levels of information literacy and fluency from players. Based on the popular television series franchise CSI: Crime Scene Investigation (Zuiker 2000), CSI: Crime City is one of two social networking games offered by game developer Area/Code and distributo…
Poisonous Pantheons
Kratos, protagonist of God of War (2005-current), is an archetypal representation of toxic masculinity. For much of the series, his rage drives much of the narrative and game dynamics, as Kratos destroys the entire Greek pantheon. The latest iteration of the series moves Kratos into Norse mythology and introduces a son. This father-son relationship allows the developers to ruminate upon the toxic masculinity that has defined much of the series' p…
Tusslers, Beatdowns, and Brothers
Alongside their material dimensions, video game arcades were simultaneously metaphysical spaces where participants negotiated social and cultural convention, thus contributing to identity formation and performance within game culture. While physical arcade spaces have receded in number, the metaphysical elements of the arcades persist. We examine the historical conditions around the establishment of so-called arcade culture, taking into account t…
Video Game Policy
Social networking games are embedded within the complex networks of online social networking spaces (Juul 2010, 20). They are not simple, mindless puzzle games but instead require sophisticated levels of information literacy and fluency from players. Based on the popular television series franchise CSI: Crime Scene Investigation (Zuiker 2000), CSI: Crime City is one of two social networking games offered by game developer Area/Code and distributo…
Tusslers, Beatdowns, and Brothers
Alongside their material dimensions, video game arcades were simultaneously metaphysical spaces where participants negotiated social and cultural convention, thus contributing to identity formation and performance within game culture. While physical arcade spaces have receded in number, the metaphysical elements of the arcades persist. We examine the historical conditions around the establishment of so-called arcade culture, taking into account t…
Designing an augmented reality experience to increase awareness of Indigenous histories and knowledges
This article provides an overview of a design for a proposed project to increase awareness of Indigenous histories and knowledges through an Augmented Reality (AR) experience designed for Swinburne University of Technology's Hawthorn campus.Key issues are firstly introduced regarding an Aboriginal understanding of place and history, and the myriad problems faced in communicating such knowledges when confronted with the repercussions of colonisati…
Poisonous Pantheons
Kratos, protagonist of God of War (2005-current), is an archetypal representation of toxic masculinity. For much of the series, his rage drives much of the narrative and game dynamics, as Kratos destroys the entire Greek pantheon. The latest iteration of the series moves Kratos into Norse mythology and introduces a son. This father-son relationship allows the developers to ruminate upon the toxic masculinity that has defined much of the series' p…
Let's Argue! Designing Satire in Digital Games
This article presents an overview of the design of our digital game, Let's Argue. The project is an immanent critique of digital media, particularly the conventions of social and game applications as affording productive discourse between people, groups, and organizations. Focusing upon the concept of dialogue and its importance to society, we employ satire as a style, lampooning “social games” such as FarmVille and Candy Crush Saga. In aping, di…
The digital superhero
Computer Science (5 obras) · Aesthetics (4 obras) · Art (4 obras) · Digital Games and Media (4 obras) · Sociology (4 obras) · Epistemology (3 obras) · Gothic Literature and Media Analysis (2 obras) · Media studies (2 obras) · Multimedia (2 obras) · Philosophy (2 obras)