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CONTEXT

Anchor 1
Literature

Negotiating identity and your place in the world is a universal rite of passage that, some might argue, is a life-long journey. Diasporic communities of Indigenous cultures can often present with dissociative qualities: a compartmentalisation of Indigenous memory and custom lived away from or alongside mainstream culture of their context. Reconciliation of context and Indigenous origin often requires extensive interrogation and personal reflection.

 

"As a teacher, one of the core issues I run up against with my students in Indigenous literature and Indigenous studies classes is what Thomas King calls ‘the Dead Indian’ (55): the fallacious notion that Indigenous culture is not authentic if it intersects with the present or the future” (Gaertner, 2014).

 

In America, the ongoing negotiation of two or more intersecting worlds is further complicated by narratives in media and educational curriculums supporting notions of King’s “Dead Indian”: the suggestion that Indigenous culture is only ‘authentically’ observed if it is preserved and presented in a form distilled to an essence of pre-colonial occupation. In practice, such prescription divorces present and living communities from their heritage, a rejection that risks inhibiting or ostracising members from spaces outside colonially-subscribed ‘cultural norms’.

 

However, even the act of disassociation bears new expressions. Cultural identity evolves in contrast and comparison to others, it is always oppositional and incorporative, rejecting some features while indigenizing others (Mageo, 2002).

 

As a response to this struggle reconciling cultural heritage with the present community moving forward, my project considered Mageo’s (2002) further suggestion that myth can be a vehicle for interactive encounters of Indigenous history.

 

Building on the principles of traditional storytelling and discursive methods of Talanoa (Vaioleti, 2006), an interactive mode of play can both explore Samoan myth as an offering of cultural heritage, and interrogate cultural expression through tasks that engender critical thinking. It is posited that the most effective game forms are those combining story narratives and roleplay.

 

I was drawn to serious games as an alternative to novels or other media forms due to the opportunities afforded by the role-playing form: when we create a character, invest in their development, share in their journey of learning and growth through conscious decision, the persona of our avatars become digital augmentation of physis (Cleland, 2010). By inhabiting an augmented skin, we are enabled to encounter unfamiliar experience and playable personas.

 

Indigenous developer Manuel Marcano reinforced the power of interactivity through his experience on game projects such as the Darkness, Bioshock and Treachery in Beatdown City: “Millions of people play video games, and because of the interactivity it becomes an interesting way of allowing people to experience a culture that might seem alien to them. It's much easier to empathize with someone if you know something about them and interactivity can create that bond. With more Natives being in games, and making games we can educate others…. At the very least I hope people will stop asking if I know anything about peace pipes” (Starkey, 2014).

 

While strides are progressing in game development for Maori Indigenous heritage, other Polynesian nations are less vocal within this domain. Academic record of our traditional games is similarly thin (Keesing & Keesing, 1956; Orans & Pouesi, 1987), but none yet exist that celebrate Samoan myth and legend.

 

In a state-of-the-art review by Mortara et al. (2014), it was found that the majority of serious games developed with a pedagogical focus on sharing cultural heritage led their audiences through simulations of a ‘specific historical period, event or process’; adventures or roleplay set within digital reconstructions of real environments of heritage. When it came to genre, serious ‘cultural heritage’ games were significantly under-represented in action, although this remains one of the most popular categories in games developed for entertainment.

 

In contrast to predominant narratives in action adventures games that a focus on power dynamics, conquest and the hoarding of resources, recent cultural heritage have designed pedagogical narratives about survival, healing, sustaining, sharing and community (LaPensée, 2015).

 

How can game designers concerned with cultural heritage produce engaging interactive products for action? How can they do so in a way that honours the Indigenous culture in its design, mechanics and delivers aesthetics of an ‘active’ playful experience while engaging existing members of the gaming community?

 

Recent mainstream successes such as Never Alone and Ehdrigor have offered suggestions of what such an experience can look like on established technological platforms without the need for augmented or mixed realities:

 

"Rather than defining power exclusively in physical terms, Ehdrigohr treats emotional and spiritual strength as an equally important skillset. On top of the standard measurements of physical health, players have mental and social "health bars." So if you’re trying to help someone through their emotional pain and you’re not in a good place yourself, you risk taking on too much and sending your own character spiraling into depression. Community bonds are important as well; if you alienated part of the tribe during the previous session, you'll take social damage—which hinders your ability to maintain relationships—and you'll probably have to sacrifice any traits that relied on those connections” (Starkey, 2015).

Contextual Artefacts
Artefacts

Contextual research ranged from museum archives to social media, exploring the diversity of traditional and modern Taupou figures, femininity, patterns, materials and fashion; and digital Native American First Nation Indigenous artefacts. The course of the investigation asked “What may Samoan communities understand the ‘traditional taupou’ looked like, and how are they expressing it today?”

 

 

 

100 Years of Beauty by CutVideo

 

What A YouTube™ video series presenting research into the evolution of cultural expressions of beauty from around the world over a period of 100 years, one decade at a time.

 

Why 100 Years of Beauty introduced potential forms for the researcher’s project, new and engaging ways to present history, and the transmedia opportunities afforded by social media promoting content that can easily be shared on channels enjoying high engagement with youth.

 

 

 

Video
Video

100 Years of Beauty in the Philippines

Transforming Women Into Historical Figures

Transforming Women Into Historical Figures by BuzzFeed Video

 

What A YouTube™ video presenting history in a candid and playful exploration. Unlike the 100 Years project, Transforming Women Into Historical Figures featured personal connection to history – to a specific moment in the subject’s cultural heritage – rather than the evolution of a community’s expression.

 

Why Transforming Women Into Historical Figures focused on the individual, narrowing a perceived distance between past and present by inviting subjects to wear a persona that blended elements the producers distilled as ‘essential’ of heritage with modern fashion.

The following two projects demonstrate one way people are encountering their cultural heritage in the digital media.

Comic

MOONSHOT: the Indigenous Comics Collection

 

What A collection of comics produced by Indigenous authors and artists showcasing the rich heritage and identity of Indigenous storytelling.

 

Why In direct response to King’s assertion that ‘the Dead Indian’ problem is inhibiting many Indigenous creators (Gaertner, 2014), Moonshot is an example of how Indigenous communities are present, reconciling and celebrating heritage with modernity.

Comic
Games

Ienién:te and the Peacemaker’s Wampum by Skins Concordia University

 

What “Ienién:te and the Peacemaker’s Wampum follows our heroine, Ienién:te (yeh-YAWN-day), home from University with her brand new Archeology degree, as she is visited in a dream by a bear spirit. The spirit tells her of evil wrongdoings nearby--which only she can set right. Using a combination of the school smarts she brings home from University and the traditional knowledge that she learns from her grandmother in the game, Ienién:te avoids security guards’ flashlights and solves increasingly difficult puzzles to reach an ancient sacred and powerful artifact--the Peacemaker’s original wampum. The wampum was stolen by her evil archaeology professor, who is using their power to fuel his own immortality. Only by rediscovering her culture and returning the artifacts can she foil the corporate aspirations of world domination and protect the worlds from the powerful ancient evils they had carelessly unleashed" (Skins Video Game Workshop: Workshops in Aboriginal Storytelling in Digital Media, n.d.).

 

 

Why An explicit example of games produced by and for Indigenous communities with story narratives that promote the integration of Indigenous and modern knowledge systems through playful narratives that require critical thinking.

Games

On Never Alone

“Cook Inlet Tribal Council (CITC), a leading provider of social, educational and employment services to Alaska Native people residing in the region, had three goals: to create new sources of revenue through its for-profit subsidiary, CITC Enterprises, Inc. (CEI) that could allow CITC to increase the level of opportunities offered to Alaska Native people; help strengthen the connection between Native youth and their cultural heritage; and to celebrate and share Alaska Native cultures with new audiences around the world” (Alspach, 2014).

 

 

On Mulaka – Origin Tribes

“Mulaka is a 3D game inspired by the Rarámuri, or Tarahumara, mythology. It aims to communicate great insight about this amazing tribe that is commonly misunderstood and ignored. We want to achieve this through great combat and puzzle mechanics surrounded by a great story full of powerful deities, enemies, and mysteries” (Lienzo, n.d.).

 

 

On Ehdrigohr

“Why aren’t there more games and fantasy [worlds] that have people who look like me?” says Turner, who sought to correct this oversight. Ehdrigohr goes a step further by addressing depression that plagues many American Indians, especially youth.

 

“One of the central themes of the game is the power of fear and sorrow to constrain us and diminish us. The game is an exploration of depression and how it whittles away at us,” says Turner. “The tides of darkness are overwhelming but this is not meant to be a game of nihilism. It is about hope. Your characters are the mythic heroes who do impossible things that push back the tide” (Whitepegeon, 2015).

 

 

What Roleplaying games exploring cultural heritage and personal identity through Indigenous narratives.

 

Why These video games are all Indigenous projects that enjoyed different levels of success. In concert, these would provide interesting case studies on comparison of their production strategies, but their objectives align with the mission of the researcher’s project.

References

Alspach, B. (2014, October 7). NeverAlone-EXTERNALPressQAv4Oct7_2014.docx. Retrieved June 26, 2015, from https://www.dropbox.com/sh/hzborcatib0xg1y/AADUWwzELp78Ez-VtcAOvbAra/Background/NeverAlone-EXTERNALPressQAv4Oct7_2014.docx?dl=0

 

Cleland, K. (2010). Prosthetic Bodies and Virtual Cyborgs. Second Nature (3), 74-101.

 

Gaertner, D. (2012). Traditional Innovation: The Turn to a Decolonial New Media Studies. Retrieved from http://novelalliances.com/2014/11/25/traditional-innovation-the-turn-to-a-decolonial-new-media-studies/

 

Keesing, F. M., & Keesing, M. M. (1956). Elite communication in Samoa: a study of leadership. Stanford University Press. Retrieved from https://books.google.co.nz/books?hl=en&lr=&id=z0OsAAAAIAAJ&oi=fnd&pg=PA1&dq=samoa+media&ots=idTNeiShBQ&sig=R2LHQ8xgjR3HdtvPmFjeWEQd0BY

 

LaPensée, E. (2015). Natives in Game Dev. Retrieved from https://vimeo.com/128110465

 

Lienzo. (n.d.). Mulaka - Origin Tribes. Retrieved June 26, 2015, from https://www.kickstarter.com/projects/lienzo/mulaka-origin-tribes

Mageo, J. (2002). Myth, Cultural Identity, and Ethnopolitics: Samoa and the Tongan“ Empire.” Journal of Anthropological Research, 493–520. Retrieved from http://www.jstor.org/stable/3630677

 

Mortara, M., Catalano, C. E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., & Petridis, P. (2014). Learning cultural heritage by serious games. Journal of Cultural Heritage, 15(3), 318–325. http://doi.org/10.1016/j.culher.2013.04.004

 

Orans, M., & Pouesi, D. (1987). Lafoga Tupe an Ethno-Historical Account of a Polynesian Game. Anthropos, 82(1/3), 35–45. Retrieved from http://www.jstor.org/stable/40462299

 

Skins Video Game Workshop: Workshops in Aboriginal Storytelling in Digital Media. (n.d.). Retrieved June 26, 2015, from http://skins.abtec.org/game.html

 

Starkey, D. (2014). More Than Shamans and Savages: American Indians and Game Development. Retrieved June 24, 2015, from http://www.usgamer.net/articles/more-than-shamans-and-savages-american-indians-and-game-development

 

Starkey, D. (2015). This American Indian Dungeons and Dragons lets you weave powerful stories. Retrieved from http://boingboing.net/2015/06/15/a-game-that-shares-the-traditi.html

 

Vaioleti, T. M. (2006). Talanoa research methodology: a developing position on pacific research. Retrieved from http://researchcommons.waikato.ac.nz/handle/10289/6199

 

Whitepegeon, M. (2015, February 21). Chicago Game Designer Brings an Indigenous Twist to the Fantasy Genre. Retrieved June 26, 2015, from http://nativenewsonline.net/currents/chicago-game-designer-brings-an-Indigenous-twist-to-the-fantasy-genre/

References
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