Documentary games for social change: Recasting violence in the latest generation of i-docs | Intellect Skip to content
1981
Volume 12, Issue 2
  • ISSN: 1757-1898
  • E-ISSN: 1757-1901

Abstract

The evolutionary trajectory of digital journalism has been fuelled by the convergence of visual storytelling unique to documentary filmmaking with the graphics and procedural rhetoric of digital games. The reciprocal influences between gaming and documentary forms coalesce in this new highly engaging interactive journalism. This research demonstrates how game mechanics, design and logics combine with cinematic storytelling conventions in documentary games published since 2014. As forms of civic engagement more intimate and immersive than traditional print and broadcast journalism, documentary games leverage alternative depictions of violence for social critique. Case studies examine products of independent developers including the documentary games by Culture Shock Games and iNK Stories’ along with its related vérité virtual reality experience, . These cases represent major advances in the activist depiction of oppressed populations in narrative documentary journalism. All these projects feature atypical video game protagonists anathema to those of mainstream games.

Loading

Article metrics loading...

/content/journals/10.1386/cjcs_00033_1
2020-10-01
2024-04-19
Loading full text...

Full text loading...

References

  1. Aarseth, Espen. ( 2016;), ‘ Ontology. ’, in M. J. P. Wolf, and B. Perron. (eds), The Routledge Companion to Video Game Studies, New York:: Routledge;, pp. 48492.
    [Google Scholar]
  2. Anderson, Chris W.,, Bell, Emily J., and Shirky, Clay. ( 2013), Post-Industrial Journalism: Adapting to the Present, New York:: Tow Center for Digital Journalism;, https://academiccommons.columbia.edu/doi/10.7916/D8N01JS7. Accessed 25 May 2019.
    [Google Scholar]
  3. Aston, Judith,, Gaudenzi, Sandra, and Mandy, Rose. ( 2017;), ‘ Introduction. ’, in J. Aston,, S. Gaudenzi, and M. Rose. (eds), i-Docs: The Evolving Practices of Interactive Documentaries, London:: Wallflower Press;, pp. 13.
    [Google Scholar]
  4. Banks, Mark. ( 2007), The Politics of Cultural Work, Basingstoke:: Palgrave Macmillan;.
    [Google Scholar]
  5. Block, Michael. ( 2017), We are Chicago, Chicago:: Culture Shock Games;, https://wearechicagogame.com. Accessed 3 June 2019.
    [Google Scholar]
  6. Bogost, Ian,, Ferrari, Simon, and Schweizer, Bobby. ( 2010), Newsgames: Journalism at Play, Cambridge:: MIT Press;.
    [Google Scholar]
  7. Bolton, Claire. ( 2016;), ‘ Representation and design trends in games. ’, Gamasutra: The Art and Business of Making Games, 30 November, https://www.gamasutra.com/blogs/ClaireBolton/20161130/286551/Representation_and_Design_Trends_in_Games.php. Accessed 10 June 2019.
    [Google Scholar]
  8. Brecht, Bertolt. ( [1957] 1992), Brecht on Theatre: The Development of an Aesthetic (ed. J. Willett.), New York:: Hill and Wang;.
    [Google Scholar]
  9. Cizek, Katarina. ( 2005;), ‘ Storytelling for advocacy: Conceptualization and pre-production. ’, in S. Gregory, and G. Caldwell. (eds), Video for Change: A Guide for Advocacy and Activism, London:: Pluto Press;, pp. 74121.
    [Google Scholar]
  10. Culture Shock ( 2016;), ‘ Culture Shock: More than games. ’, https://wearechicagogame.com/devblog/. Accessed 21 June 2019.
  11. Davarsi, Paul. ( 2016), Empathy, Perspective and Complicity: How Digital Games Can Support Peace Education and Conflict Resolution, New Delhi:: UNESCO and Mahatma Gandhi Institute of Education for Peace and Sustainable Development;.
    [Google Scholar]
  12. Egenfeldt-Nielsen, Simon,, Smith, Jonas Heide, and Tosca, Susanna Pajares. ( 2016), Understanding Video Games: The Essential Introduction, New York:: Routledge;.
    [Google Scholar]
  13. Fernández-Vara, Clara. ( 2019), Introduction to Game Analysis, New York:: Routledge;.
    [Google Scholar]
  14. Ferrer Connil, Raul, and Karlsson, Michael. ( 2016;), ‘ The gamification of journalism. ’, in H. Gangadharbatla, and D. Davis. (eds), Emerging Research and Trends in Gamification, Hershey, PA:: IGI Global;, pp. 35683.
    [Google Scholar]
  15. Fisher, Jolene. ( 2019;), ‘ Serious games for international development: A field theory perspective. ’, The International Communication Gazette, 81:16, pp. 120.
    [Google Scholar]
  16. Fullerton, Tracy. ( 2008;), ‘ Documentary games: Putting the player in the path of history. ’, in Z. Whalen, and L. Taylor. (eds), Playing the Past: History and Nostalgia in Videogames, Nashville, TN:: Vanderbilt University Press;, pp. 21538.
    [Google Scholar]
  17. Green, Amy M.. ( 2018), Storytelling in Video Games: The Art of Digital Narrative, Jefferson, NC:: McFarland and Company;.
    [Google Scholar]
  18. Gwaltney, Javy. ( 2016;), ‘ 1979 Revolution: Black Friday: A compelling and unique historical thriller. ’, Game Informer, 1 June, https://www.gameinformer.com/games/1979_revolution_black_friday/b/pc/archive/2016/06/01/a-compelling-and-unique-historical-thriller.aspx. Accessed 30 May 2019.
    [Google Scholar]
  19. Hanson, Ben. ( 2016;), ‘ GI show: Witcher 3’s expansion, summer’s big games, 1979 Revolution interview. ’, Game Informer, 2 June, https://www.gameinformer.com/b/podcasts/archive/2016/06/02/gi-show-witcher-3-s-expansion-summer-s-biggest-games-1979-revolution-interview.aspx Accessed 17 June 2019.
    [Google Scholar]
  20. Hjorth, Larissa. ( 2011), Games and Gaming, Oxford:: Berg Publishers;.
    [Google Scholar]
  21. Hutchinson, Rachael. ( 2017;), ‘ Representing race and disability: Grand Theft Auto: San Andreas as a whole text. ’, in J. Malkowski, and T. M. Russworm. (eds), Gaming Representation: Race, Gender, and Sexuality in Video Games, Bloomington, IN:: University of Indiana Press;, pp. 16478.
    [Google Scholar]
  22. Jacobson, Susan,, Marino, Jacqueline, and Gutsche, Robert E. Jr. ( 2016;), ‘ The digital animation of literary journalism. ’, Journalism, 17:4, pp. 52746.
    [Google Scholar]
  23. Jenkins, Henry. ( 2004;), ‘ Game design as narrative architecture. ’, in N. Wardrip-Fruin, and P. Harrigan. (eds), First Person: New Media as Story Performance and Game, Cambridge:: MIT Press;, pp. 11830.
    [Google Scholar]
  24. Jenkins, Henry. ( 2006), Fans, Bloggers and Gamers: Exploring Participatory Culture, New York:: New York University Press;.
    [Google Scholar]
  25. Khonsari, Navid. ( 2017;), ‘ Blindfold: A verité VR experience. ’, iNK Stories, https://www.playstation.com/en-us/games/blindfold-ps4/. Accessed 2 June 2019.
    [Google Scholar]
  26. Klepek, Patrick. ( 2015;), ‘ The video game that Chicago deserves. ’, Kotaku, 15 September, https://kotaku.com/the-video-game-that-chicago-deserves-1730793212. Accessed 22 June 2019.
    [Google Scholar]
  27. Malkowski, Jennifer, and Russworm, TreaAndrea M.. (eds), ( 2017), Gaming Representation: Race, Gender, and Sexuality in Video Games, Bloomington, IN:: University of Indiana Press;.
    [Google Scholar]
  28. Mello-Klein, Cody. ( 2017;), ‘ The rise of documentary video games that use journalism to tell stories. ’, StoryBench, 28 April, https://camd.northeastern.edu/showcase/5510/. Accessed 21 July 2019.
    [Google Scholar]
  29. MMS ( 2016;), ‘ Iran plans to block websites offering “1979 Revolution”. ’, Tehran Times, 17 April, https://www.tehrantimes.com/news/300689/Iran-plans-to-block-websites-offering-1979-Revolution. Accessed 3 July 2019.
    [Google Scholar]
  30. Murray, Soroya. ( 2018), On Video Games: The Visual Politics of Race, Gender, and Space, New York:: I.B. Tauris;.
    [Google Scholar]
  31. Priestman, Chris. ( 2015;), ‘ We Are Chicago aims to dispel media myths about poor, Black families. ’, Kill Screen, 30 November, https://killscreen.com/previously/articles/we-are-chicago-aims-to-dispel-media-myths-about-poor-black-families/. Accessed 2 August 2019.
    [Google Scholar]
  32. Reynolds, Daniel. ( 2013;), ‘ What is “old” in video games?. ’, in M. W. Kapell, and A. B. R. Elliott. (eds), Playing with the Past: Digital Games and the Simulation of History, New York:: Bloomsbury;, pp. 4960.
    [Google Scholar]
  33. Roberts, Nina. ( 2014;), ‘ Haunted by the past: The man behind 1979 Revolution. ’, The Guardian, 10 November, https://www.theguardian.com/business/2014/nov/09/1979-revolution-video-game-documentary-launch. Accessed 13 August 2019.
    [Google Scholar]
  34. Smith, Ryan. ( 2017;), ‘ Can a video game be the ultimate empathy machine?. ’, Chicago Reader, 1 February, https://www.chicagoreader.com/chicago/we-are-chicago-video-game-empathy-michael-block-culture-shock/Content?oid=25430812. Accessed 5 August 2019.
    [Google Scholar]
  35. Sou, Gemma. ( 2017;), ‘ Trivial pursuits? Serious (video) games and the media representation of refugees. ’, Third World Quarterly, 39:3, pp. 51026.
    [Google Scholar]
  36. Stuart, Keith. ( 2013;), ‘ News as games: Immoral or the future of interactive journalism?. ’, The Guardian, 11 January, https://www.theguardian.com/technology/gamesblog/2013/jan/11/news-games-future-interactive-journalism. Accessed 19 July 2019.
    [Google Scholar]
  37. Stuart, Keith. ( 2018;), ‘ Fortnite: A parent’s guide to the most popular video game in schools. ’, The Guardian, 7 March, https://flipboard.com/@TheGuardian/fortnite-a-parents-guide-to-the-most-popular-video-game-in-schools-%7C-games-%7C-t/a-ds1UoqEMQ8ewzXbRF6sGtA%3Aa%3A8967604-fefbb01d0e/theguardian.com. Accessed 2 August 2019.
    [Google Scholar]
  38. Uricchio, William,, Wolozin, Sarah, and Bui, Lily. ( 2016), Mapping the Intersection of Two Cultures: Interactive Documentary and Digital Journalism, Cambridge:: MIT Open Documentary Lab;.
    [Google Scholar]
  39. Wundergeek ( 2014;), ‘ Male protagonist bingo: A study in clichés. ’, Go Make Me a Sandwich, 12 March, https://gomakemeasandwich.wordpress.com/2014/03/12/male-protagonist-bingo-a-study-in-cliches-many-images/. Accessed 9 July 2019.
    [Google Scholar]
  40. Dowling, David O.. ( 2020;), ‘ Documentary games for social change: Recasting violence in the latest generation of i-docs. ’, Catalan Journal of Communication & Cultural Studies, 12:2, pp. 287299, doi: https://doi.org/10.1386/cjcs_00033_1
    [Google Scholar]
http://instance.metastore.ingenta.com/content/journals/10.1386/cjcs_00033_1
Loading
This is a required field
Please enter a valid email address
Approval was a success
Invalid data
An error occurred
Approval was partially successful, following selected items could not be processed due to error