Registration Number: 024
Institution: The Glasgow School of Art, Scotland
Bio: Sevcan Aytaç Sönmez was born in Turkey in 1983. She lives and works in İzmir. She is an academic at Yaşar University at Art and Design Faculty, Film Design Department. Her articles were published in national and international journals. Her first book Remembering Through the Movies was published from a well-known national publisher in Turkey. She has written book chapters, which were published nationally and internationally. A chapter entitled “Modernism, Memory and Cinema” was published in Film and Literary Modernism, edited by Robert McParland (Cambridge Scholars Publishing, 2013). The national book chapters are “Hard Times, 1990’s Turkish Cinema” in Reflections of Modernism, edited by Eric van Zührer and Funda Barbaros, in 2017. “We Are All in Blockade, Time and Style in the movie ‘Abluka’” in New Frames: Cinema in Turkey, edited by Serhat Serter, in 2017. She is one of the editors of a recent book entitled Women’s Camera, Women Directors After 2000s, 2019. Her academic study areas are cultural studies, gender issues, and urban studies. Apart from theoretical works, she is engaged with experimental filmmaking and video art. Her films were shown and awarded in various festivals.
Presenters: Riccardo Retez and Luca Miranda
Registration Number: 028
Institution: IULM University, Milan, Italy
Abstract: This research investigates the figure of the player as a pathogen agent able to impose a propagating form of homologation within the video game Watch Dogs: Legion (Ubisoft 2020). The study involves the analysis of the role of the player in Watch Dogs: Legion, according to a multiple configuration: as patient zero, parasite, and epidemic agent. Therefore, the role of the player is potentially expressed through his being a starting point of contagion, a parasite that raids and bends the bodies of NPCs (non-player characters) and an epidemic agent—a potentially uncontrolled transmission medium. Rafizadeh, Manavirad and Liberati (2020) state that in video games, players are able to move and progress in the interactive world of the game while watching the avatar from an external point of view. The relation between virtual worlds and players can be highlighted as a form of social and political agency. As Daniel Muriel and Garry Crawford (2018) asserted, video games can provide perspectives on political actions, as well as on the hallmarks of the contemporary. By choosing a specific role, the player expresses political, social, and anthropological attitudes, useful to frame cultural configurations and visual representations through relational models—amidst instances in contemporary texts. Watch Dogs: Legion is set in a totalitarian London of a hypothetical future. Johnson Craig and Tulloch Rowan (2017) stated that the video game landscape is permeated by dystopian settings, where social collapse and totalitarian frames are amongst the favourite scenarios depicted. As stated by Jacob Aron (2020), in the game there is not one or more narratively relevant avatars: the player can impersonate any NPC in the game world. Since this contagion is the fundamental mechanic of the experience, this paper shows how it is not the NPC to represent and be subject to an idea of homologation—a standardized concept in the video game industry—but how it is the player himself who imposes a propagating form of homologation— with his tastes, choices, and political, social and anthropological behaviours. Regarding the game narrative framework, it is possible to state that the totalitarian form implemented in the game design—through narrative and gameplay dynamics—is addressed by the player across an epidemic process and expression. Compared to the video game’s trend to homologate the player to ideologies, constructs, and mechanics of the product, the analysed text proposes an inverse process. The paper argues that as an epidemic agent, the player both generates and fights (as a network) a process of homologation, creating kindred avatars and tackling totalitarianism.
Bio: Riccardo Retez
Riccardo Retez is a PhD student in Visual and Media studies at IULM University, Milan. His research project investigates the behaviour and attitude of the game live streaming spectator through phenomena of social, economic and sexual consumption. He received a Master's Degree in Television, Cinema and New Media at IULM University in 2019 and a Bachelor’s Arts Degree in Graphic Design and Multimedia at the LABA of Florence in 2017. He recently published his first academic book, Machinima vernacolare (Concrete Press 2020) and has also contributed to academic publications in journals (Ludica 2020; Eracle Journal 2021) and volumes (Machinima, The State of Art 2021).
Bio: Luca Miranda
Luca Miranda is an independent researcher and artist that lives and works in Italy. His research is focused on game and visual studies, the relationship between reality and simulation, and the aesthetic potential of the avatar. He experiments with game photography, machinima and visual investigations. In 2020, he received a Master’s Degree in TV, Cinema and New Media at IULM University in Milan and in 2016 a Bachelor’s Degree in Media and Art at the University of Bologna. In 2018, he co-founded Eremo, a Milanese artistic collective, and since 2020 he collaborates as a curator with the Milan Machinima Festival. His first book, Giocare a camminare, will be published in 2021.
Author: Hanney Roy
Registration Number: 056
Institution: Solent University, Southampton, UK
Abstract: If we consider the publication of Bandersnatch (Slade, 2018) by Netflix as a watershed moment for interactive digital narrative (IDN), are we to believe that we have now moved into a golden age, or are we still in an age of discovery? In 2008, Tom Abba, writing in the Journal of Media Practice, situates that moment as a turning point for IDN, offering several pertinent insights into the nature of interactive storytelling. Though Abba concludes that the degree to which experiments in IDN have been enabled has been, up to that point in time, extremely limited. Whereas now, some twelve years later and three years’ post-Bandersnatch, the opportunity to experiment has been granted as a plethora of emergent platforms offer just such a possibility. Having taken advantage of the opportunity to collaborate with Stornway.io (an online IDN story map editor) and experiment in the creation of IDN with a group of second-year media production students at a UK university, this paper revisits Abba’s 2008 article and asks questions about the nature of IDN in the current technological and cultural context. It offers a reflection on issues that emerge from the experience of introducing IDN to undergraduate students on a programme of study. The paper explores a model for teaching and creating IDN that draws on conversations with the founders of Stornaway.io, library research into IDN, as well as personal reflections by the researcher and the students involved in the collaboration. Initial findings point to the importance of agency as a key topic for anyone teaching IDN ideation and story development. Those with experience of teaching screenwriting will recognize the difference between story and plot as an important threshold concept, one further exacerbated by the need to include decision points that initiate branching narratives. The interaction between the decision points and "the story," rather than "the plot," being an important factor in providing the audience with satisfaction through meaningful action. An etymological exploration of the contrast between the terms "affect" and "effect" provides a playful means of thinking through these issues and arriving at a basis for an aesthetic of dramatic agency. Throughout this discussion, the paper also re-evaluates the difference between IDN and other forms of interactive experience, such as computer games, ARG's or transmedia experiences in order to establish a framework for thinking about interactive fiction video as a distinct and unique practice. In conclusion, the paper poses a final question asking if we can now reconsider IDN in terms of what we have watched rather than, as Abba terms it, what we might watch.
Bio: Hanney Roy has extensive experience of leading academic teams and has published on the use of live projects to bridge the divide between higher education and the world of work. More recently, Roy has turned towards creative talent development and community engagement as an important strand of his work. Alongside this, he continues to grow as a creative practice researcher and the developer of community driven, immersive, audio-visual arts projects. Recently funded projects include Darkside Portside AR/poetry-film trail, Cursed City Dark Tide transmedia experience, and the Snow Witch Art Exhibition in the city of Portsmouth, UK. He is the festival director for Making Waves International Film festival and for DVMISSION 48 Hours Film Challenge.