GameArt Practice: A New Approach to Techno-feminism in China
Han, Yajuan. 2024. GameArt Practice: A New Approach to Techno-feminism in China. Doctoral thesis, Goldsmiths, University of London [Thesis]
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Text (GameArt Practice: A New Approach to Techno-feminism in China)
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Abstract or Description
The intertwining of art and video games can be traced back to artists’ pioneering use of computer graphics in their creative works. Within the hybrid space where art and video games meet lies a practice known as GameArt. This practice integrates video game technologies and fine art expression to engage in virtual “world-building.” This research examines how an artist-led GameArt practice can provoke women who engage in an interactive prototype and workshops to reflect on gender stereotypes in China. This study aims to facilitate future professionals at the intersection of technology and art to reconsider their perceptions of socially constructed gender roles.
Using a mixed methods approach, this practice-based research spans game design, immersive technology, and expanded art practices. The theoretical frameworks of new materialism and techno-feminism guide this research and analysis. By conducting workshops of immersive GameArt experiences the study creates the space for women to discuss and examine traditional female roles and societal gender expectations in China. Key findings of this case study indicate that the use of GameArt as a practice holds the potential to influence participants’ perceptions of traditional gender roles in China.
This study contributes to the fields of digital art and time-based media by creating, relocating, and applying the practice of GameArt. It also introduces new insights into the relative absence of rigorous academic scaffolding and terminology around the GameArt practice itself. The research is positioned to promote women’s engagement with the creative technology sector and explore the adoption of techno-feminist principles in artistic practices in China.
The research findings’ limitations include the study’s embedding within artistic practice and reliance on a specific group of participants with narrow demographics. Applying this study’s findings to a broader context has limitations due to the specific scope of the design of the GameArt practice.
Item Type: |
Thesis (Doctoral) |
Identification Number (DOI): |
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Keywords: |
GameArt, virtual reality (VR), world-building, techno-feminism, new materialism, mirror stage. |
Departments, Centres and Research Units: |
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Date: |
31 October 2024 |
Item ID: |
37880 |
Date Deposited: |
22 Nov 2024 10:40 |
Last Modified: |
22 Nov 2024 10:46 |
URI: |
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