Feminist Art Game Praxis
Keywords:
feminist game studies, art game, praxis, cyber-feminism, arts-led researchAbstract
This paper explores multiple approaches to building an art game project created from a feminist perspective. Funded by a research grant, this can be seen as an experimental praxis that plays with connecting metaphors invoked in feminist theory to playable media. This connection is figurative not literal and manifests throughout the development process: in conception (artistic intent), production (technical approach) and engagement with existent and emergent theory. Intentionally playing in the space between art games and game art and inspired by Haraway’s Cyborg Manifesto, PsXXYborg1 is an art game in development that presents a rich cyber-feminist mythos across multiple screens as an allegorical play with the eternal fascination of 'becoming-machine'. PsXXYborg blends feminist art practice, makerism and academic research in order to birth itself as a glitch for the hermetically sealed structures of game culture. When politically motivated the game glitch aims at disturbing the hegemonic structures of normative game culture questioning the evident exclusions growing over time. Questions include: How can digital play represent and reflect the human condition? What is a feminist game? Why does society position play as inconsequential? How might we play our way to an equitable future?Downloads
Published
2014-01-01
Bibtex
@Conference{digra663, title ="Feminist Art Game Praxis", year = "2014", author = "Westecott, Emma and Epstein, Hannah and Leitch, Alexandra", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/663}", booktitle = "Proceedings of DiGRA 2013 Conference"}
Proceedings
Section
Papers
License
© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
allowed, commercial use requires specific permission from the author.