Social surveillance and Let’s Play: A regional case study of gaming in Manila slum communities

2019 ◽  
Vol 21 (10) ◽  
pp. 2119-2139 ◽  
Author(s):  
Cheryll Ruth R Soriano ◽  
Hugh Davies ◽  
Larissa Hjorth

This article examines the use of Let’s Play (LP) in Manila, Philippines. LP is an emerging genre in which players record, narrate, and broadcast video game play online. While in Western contexts LP is predominantly viewed in domestic settings, our focus is on the distinct manner in which LP is viewed in the Philippines, resulting in unique social architectures of play that coalesce public and private practices. In particular, the arcade-style vending machine, pisonet (a conflation between the Filipino piso [currency] + inter[net]), plays a key role in shaping net cultures within everyday life. Through the pisonet, unique forms of performative play happen in and around the watching play of LP. These types of performativity around LP see intergenerational and public forms of play, spectatorship, and surveillance entangle. Drawing on ethnographic research conducted in Metropolitan Manila, this study aims to conceptualize how public spaces, screens, and play—through the LP on pisonets—bring about unique modes of sociality and surveillance of care. In doing so, this paper complicates established viewership models of LP, exploring how their manifestation in Manila gives rise to a particular type of Filipino sense of play.

2013 ◽  
Vol 15 ◽  
Author(s):  
Giacomo Poderi ◽  
David James Hakken

Video game modding is a form of fan productivity in contemporary participatory culture. We see modding as an important way in which modders experience and conceptualize their work. By focusing on modding in a free and open source software video game, we analyze the practice of modding and the way it changes modders' relationship with their object of interest. The modders' involvement is not always associated with fun and creativity. Indeed, activities such as play testing often undermine these dimensions of modding. We present a case study of modding that is based on ethnographic research done for The Battle for Wesnoth, a free and open source software strategy video game entirely developed by a community of volunteers.


2019 ◽  
Vol 16 (3) ◽  
pp. 036028 ◽  
Author(s):  
Akshay Sujatha Ravindran ◽  
Aryan Mobiny ◽  
Jesus G Cruz-Garza ◽  
Andrew Paek ◽  
Anastasiya Kopteva ◽  
...  

i-com ◽  
2016 ◽  
Vol 15 (1) ◽  
Author(s):  
Cordula Endter

AbstractEthnographic research methods are getting more and more popular in disciplines that have mainly been dominated by quantitative or experimental methodological approaches. Especially in technology-driven research, ethnography seems to enrich common approaches by investigating the use of technology in the everyday life of prospective users. By participating in and observing the users and their mundane activities, routines and rituals ethnography provides insights that can be integrated in the design process to improve the usability of the artifact. This article discusses the intersection of ethnography and usability by introducing ethnographic methods, discussing their application in the context of design for elderly and presenting results of an ethnographic case study in the field of Ambient Assisted Living (AAL).


Author(s):  
Christoffer Mitch C. Cerda

This paper uses the author’s experiences of teaching the Filipino module of a multidisciplinary video game development class as a case study in teaching Filipino culture and identity as an element of video game development. A preliminary definition of “Filipino video game” as having Filipino narratives and subject matter, made by Filipino video game developers, and catering to a Filipino audience, is proposed. The realities and limitations of video game development and the video game market in the Philippines is also discussed to show how the dominance of Western video game industry, in terms of the dominance of outsource work for Filipino video game developers and the dominance of non-Filipino video games played by Filipino players, has hindered the development of original Filipino video games. Using four Filipino video games as primary texts discussed in class, students were exposed to Filipinomade video games, and shown how these games use Filipino history, culture, and politics as source material for their narrative and design. Issues of how video games can be used to selfexoticization, and the use of propaganda is discussed, and also how video games can be used to confront and reimagine Filipinoness. The paper ends with a discussion of a student-made game titled Alibatas, a game that aims to teach baybayin, a neglected native writing system in the Philippines as a demonstration of how students can make a Filipino video game. The paper then shows the importance of student-made games, and the role that the academe plays in the critical understanding of Filipino video games, and in defining Filipino culture and identity.


Author(s):  
Rainforest Scully-Blaker

This paper uses the findings of an investigation into the /r/patientgamers subreddit to account for the ways that our leisure time and our play have been assimilated by the logics of neoliberal, late capitalism. I do this by tracing classed experiences of slowness as experienced by video game players. The figure of the patientgamer was selected not just because of their protracted approach to video game consumption, but because the grows out of a frustration with the financial and temporal costs to access leisure. Through Foucauldian discourse analysis, two major themes were detected across a number of posts which traced how many players tried, and often failed, to slow down their lives in restful ways through their play and the conversations that emerged from the impulse to treat their leisure time as work. Specifically, users’ nostalgia for their childhoods and their anxieties around possessing a video game backlog are both emblematic of the way that video game play has been made legible to capitalist logics such that any distinction between labour and leisure becomes moot and attempt to lift from the patientgamer ethos some potential ways that the work of play may be reframed to undercut logics of efficiency and productivity. The case study of /r/patientgamers holds relevance not just for the study of games and/as culture, but of how technocapitalism instrumentalizes all leisure and the consequences felt by those who try to slow their rhythms of consumption but do so without proper attention to issues of class and power.


Author(s):  
Ma. Cristina E. Zulueta ◽  
Rona Mae V. Buno ◽  
Aaron C. Dela Cruz ◽  
Angelita J. Sagun ◽  
Michaela DC San Buenaventura ◽  
...  

For the last two years, all Philippine educational institutions had to adapt flexible learning. All personnel and students underwent orientation and training to their institution’s Management Information System (MIS). These institutions are utilizing either MIS mandated by the Department of Education, subscribed to or created by the institution itself. Challenges and concerns have been noted on the use of these MIS worldwide. Hence, this study elucidated the experiences and challenges of admistrators, faculty and students with their existing MIS among public and private educational institutions in the Philippines. Using a qualitative comparative case study design, the researchers draw the experiences of the participants on their existing MIS. The findings of the study revealed three main themes on the experiences of the participants with their existing MIS: excellent way to systematize and organize, a work in progress and encompassing of all institutional services. On the resolution of concerns and challenges with their MIS, prevailing themes were: having an efficient and expert Information Technology (IT) team, continuous feedback and improvement, and unresolved due to poor internet connectivity. As to how these challenges affected their performance, themes clustered on: improved and more efficient, negatively affected output and efficiency, and unaffected. This study highlighted the importance of proper orientation and training of all personnel and students, for an effective MIS which must be managed by an expert IT team. Despite the challenges encountered, the use of the MIS led to the better performance of the participants’ duties and responsibilities.


2010 ◽  
Vol 15 (2) ◽  
pp. 99-108 ◽  
Author(s):  
Christopher J. Ferguson ◽  
Stephanie M. Rueda

This article explores commonly discussed theories of violent video game effects: the social learning, mood management, and catharsis hypotheses. An experimental study was carried out to examine violent video game effects. In this study, 103 young adults were given a frustration task and then randomized to play no game, a nonviolent game, a violent game with good versus evil theme (i.e., playing as a good character taking on evil), or a violent game in which they played as a “bad guy.” Results indicated that randomized video game play had no effect on aggressive behavior; real-life violent video game-playing history, however, was predictive of decreased hostile feelings and decreased depression following the frustration task. Results do not support a link between violent video games and aggressive behavior, but do suggest that violent games reduce depression and hostile feelings in players through mood management.


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