Mona Bozdog
Biographic Data
| ID | 184447 |
|---|---|
| NAME | Mona Bozdog |
| GIVEN NAMES | Mona |
| FAMILY NAME | Bozdog |
| SIGNATURE | BOZDOG M |
| AFFILIATIONS | Abertay University |
| ORCID | 0000-0001-7683-0658 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 3 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2022 |
| H-INDEX | 1 |
Scotland's Transnational Heritage: Legacies of Empire and Slavery
Outlines the legacies of Empire in Scotland and offers practical methods for diversifying the stories we tell about them Emphasises Scotland’s role as a transnational agent in networks of empire and colonialism Outlines new historical examples of how Scotland’s trades and institutions benefitted from Empire Offers innovative examples of new methods for telling transnational heritage stories Provides examples of new creative practices that illumin…
Storywalking as Transnational Method: From Juteopolis to Sugaropolis
This chapter sets out to formalise a design framework which emerged during the development of Generation ZX(X), which I argue could provide an exciting methodology for re-presenting transnational histories for new audiences. Generation ZX(X) was a hybrid multi-media event which explored how video games can engage with different types of historical data: oral herstories, lived experience, collective memory and audio-video archives. It explored the…
Worlds at Our Fingertips: Reading (in) What Remains of Edith Finch
Video games are works of written code that portray worlds and characters in action and facilitate an aesthetic and interpretive experience. Beyond this similarity to literary works, some video games deploy various design strategies that blend gameplay and literary elements to explicitly foreground a hybrid literary/ludic experience. We identify three such strategies: engaging with literary structures, forms, and techniques; deploying text in an a…
Worlds at Our Fingertips: Reading (in) What Remains of Edith Finch
Video games are works of written code that portray worlds and characters in action and facilitate an aesthetic and interpretive experience. Beyond this similarity to literary works, some video games deploy various design strategies that blend gameplay and literary elements to explicitly foreground a hybrid literary/ludic experience. We identify three such strategies: engaging with literary structures, forms, and techniques; deploying text in an a…
Worlds at Our Fingertips: Reading (in) What Remains of Edith Finch
Video games are works of written code that portray worlds and characters in action and facilitate an aesthetic and interpretive experience. Beyond this similarity to literary works, some video games deploy various design strategies that blend gameplay and literary elements to explicitly foreground a hybrid literary/ludic experience. We identify three such strategies: engaging with literary structures, forms, and techniques; deploying text in an a…
Scotland's Transnational Heritage: Legacies of Empire and Slavery
Outlines the legacies of Empire in Scotland and offers practical methods for diversifying the stories we tell about them Emphasises Scotland’s role as a transnational agent in networks of empire and colonialism Outlines new historical examples of how Scotland’s trades and institutions benefitted from Empire Offers innovative examples of new methods for telling transnational heritage stories Provides examples of new creative practices that illumin…
Storywalking as Transnational Method: From Juteopolis to Sugaropolis
This chapter sets out to formalise a design framework which emerged during the development of Generation ZX(X), which I argue could provide an exciting methodology for re-presenting transnational histories for new audiences. Generation ZX(X) was a hybrid multi-media event which explored how video games can engage with different types of historical data: oral herstories, lived experience, collective memory and audio-video archives. It explored the…
Sociology (3 works) · Art (2 works) · Literature (2 works) · Narrative (2 works) · Storytelling (2 works) · Aesthetics (1 works) · Affordance (1 works) · African history and culture studies (1 works) · Ambiguity (1 works) · Archaeology (1 works)