Kylie Veale
Biographic Data
| ID | 287592 |
|---|---|
| NAME | Kylie Veale |
| GIVEN NAMES | Kylie |
| FAMILY NAME | Veale |
| SIGNATURE | VEALE K |
| AFFILIATIONS | Massey University |
| ORCID | 0000-0003-1709-8932 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 6 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2003 |
| LATEST PUBLICATION YEAR | 2022 |
| H-INDEX | 0 |
“If anyone’s going to ruin your night, it should be you”
Affective materiality is a tool for exploring how engaging with textual structures shapes the affective experience of a story. The experience of video games is distinctive because their modes of engagement can lead to players feeling responsible for the decisions they make within the diegetic space of the game and its contextual storyworld. Night in the Woods and Undertale both use the perception of responsibility found in video game modes of eng…
Salvaging Flawed Discourses Surrounding Nz’s ‘Counter-Terrorism Legislation Bill’
Public-facing announcements from Labour minister Kris Faafoi and Prime Minister Jacinda Ardern around the ‘Counter-Terrorism Legislation Bill’ that that was introduced to Parliament on the 13th of April 2021 has included a number of flawed discourses that risk making the legislation less effective. The current focus on ‘lone actors’ speaks to a misunderstanding of online community dynamics within the hate-groups that motivate terror attacks. Addi…
The Christchurch Call
Gone Home, and the power of affective nostalgia
Gone Home is a videogame that uses storytelling specific to the ‘affective materiality’ of its medium to produce a sense of responsibility for the player, reinforcing their affective investment in the storyworld. The game employs this affective materiality for political ends – to create empathy for the queer sister of its protagonist – by placing it within a recent but unsympathetic historical moment. Gone Home understands nostalgia as a way to r…
(Originally published in December 2003)
The Internet today is a mix of the ‘free and the fee’, though it still remains in part a gift economy. Personal and organisational sharing of free information, products and software continues to flourish as a circle of gifts for returned intangible reward. Though a perceived lack of these rewards, due in part to an inability to quantify them, has resulted in givers seeking more for their efforts. What are their revised motivations? What now are t…
Internet gift economies
The Internet today is a mix of the nfree and the feeo, though it still remains in part a gift economy. Personal and organisational sharing of free information, products and software continues to flourish as a circle of gifts for returned intangible reward. Though a perceived lack of these rewards, due in part to an inability to quantify them, has resulted in givers seeking more for their efforts. What are their revised motivations? What now are t…
No prominent works on this page.
Internet gift economies
The Internet today is a mix of the nfree and the feeo, though it still remains in part a gift economy. Personal and organisational sharing of free information, products and software continues to flourish as a circle of gifts for returned intangible reward. Though a perceived lack of these rewards, due in part to an inability to quantify them, has resulted in givers seeking more for their efforts. What are their revised motivations? What now are t…
(Originally published in December 2003)
The Internet today is a mix of the ‘free and the fee’, though it still remains in part a gift economy. Personal and organisational sharing of free information, products and software continues to flourish as a circle of gifts for returned intangible reward. Though a perceived lack of these rewards, due in part to an inability to quantify them, has resulted in givers seeking more for their efforts. What are their revised motivations? What now are t…
Gone Home, and the power of affective nostalgia
Gone Home is a videogame that uses storytelling specific to the ‘affective materiality’ of its medium to produce a sense of responsibility for the player, reinforcing their affective investment in the storyworld. The game employs this affective materiality for political ends – to create empathy for the queer sister of its protagonist – by placing it within a recent but unsympathetic historical moment. Gone Home understands nostalgia as a way to r…
The Christchurch Call
“If anyone’s going to ruin your night, it should be you”
Affective materiality is a tool for exploring how engaging with textual structures shapes the affective experience of a story. The experience of video games is distinctive because their modes of engagement can lead to players feeling responsible for the decisions they make within the diegetic space of the game and its contextual storyworld. Night in the Woods and Undertale both use the perception of responsibility found in video game modes of eng…
Salvaging Flawed Discourses Surrounding Nz’s ‘Counter-Terrorism Legislation Bill’
Public-facing announcements from Labour minister Kris Faafoi and Prime Minister Jacinda Ardern around the ‘Counter-Terrorism Legislation Bill’ that that was introduced to Parliament on the 13th of April 2021 has included a number of flawed discourses that risk making the legislation less effective. The current focus on ‘lone actors’ speaks to a misunderstanding of online community dynamics within the hate-groups that motivate terror attacks. Addi…
Sociology (6 works) · Law (5 works) · Political science (5 works) · Computer Science (4 works) · Public relations (4 works) · Politics (3 works) · Psychology (3 works) · Social Psychology (3 works) · Aesthetics (2 works) · Art (2 works)