A bit late, but in light of my revise-and-resubmit re: my original proposal here’s my revised presentation proposal for the Queerness in Games Conference 2018 as it was submitted April 14th, 2018:
To track the flow of information within archaeogaming, I have created a proto-ontology of archaeogaming as it may be perceived through a queer interdisciplinary lens. In an effort to express ideas in an accessible and interdisciplinary way a short explanation of both what archaeogaming is and does as a crux of archaeology and gaming will be provided alongside an explanation of the ontology-as-method approach taken by this project. This project began as a mind-mapping exercise, and the ontological method which has since been applied will be explained through that progression.
In order to facilitate this work, I have taken terms from the bibliographies of several texts and created a series of connections between these terms and an edited Canadian Archaeological Association ethics statement. Additionally, I have taken terms from the instructional manual of an early Pokemon game to demonstrate one of the ways in which this ontology may be put into practice. As this project works to identify potential sticking points and holes within the current practice of archaeogaming, I have come to this project through a lens of queer studies and discourse in order to showcase said sticking points with reference to a more established field of study.
As I have already presented this project at Currents (the Macewan University Anthropology, Economics, and Political Sciences Undergraduate Conference) as of March 3rd I have a good understanding of how to structure time for a 20 minute presentation:
5 minute archaeogaming explanation
3 minute ontology explanation
12 minute project talk (including explanation of future work to be done with this project)
Decided to make my QGCon 2018 application public because conference apps always stress me out and I’m always curious about how other people put theirs together so I figured I should be demonstrative of the Academia I Wanna See.
Brieal is a fourth-year undergraduate honours student in the department of anthropology at Macewan University in Edmonton, Alberta. They’re interested in far too many things. Primarily, however, they’re interested in linguistic anthropology and language revitalization, archaeogaming and the people who do it, literary theory and its applications in things that aren’t English papers, and how these disparate ideas actually all make sense together (but only if you squint a bit, tilt your head to the side, and whisper “digital humanities” over and over). When they aren’t yelling their way through their degree they spending time with their shiba inu named Sushi and naps.
Ontologies of Practice: A Proto-Ontology of Queer Archaeogaming
To track the flow of information within archaeogaming I have created a proto-ontology of archaeogaming as it may be perceived through a queer interdisciplinary lens. This project works to identify potential sticking points and holes within the current practice of archaeogaming by placing practices and methodologies within the context of the potentials within queer archaeogaming. To facilitate this, I have taken terms from the bibliographies of several texts and created a series of connections between these terms and an edited Canadian Archaeological Association ethics statement. Additionally, I have taken terms from the instructional manual of an early Pokemon game to demonstrate one of the ways in which this ontology may be put into practice. The method for this project was originally designed as a mind-mapping exercise, however as it progressed it slowly became closer to an ontology in-practice. This is to be considered as a positive change, as in the form of a [proto-]ontology it may be better understood not only by people working within the archaeogaming community, but also potentially in the future by archaeogaming AIs.
This panel will consist of a short (approximately 15-20 minutes) explanation of what archaeogaming is and where this research fits into present archaeogaming practice, and is to be followed by a demonstration of archaeogaming-as-method by using the ontology to map how different resources may be labeled as queer archaeogaming (3 examples, approximately 10 minutes each).
For ease of access each slide has been posted here, sans PowerPoint notes (because most of them can be found here). That said when this was presented at Animethon I had a co-panelist, CJ, who influenced both the direction and scripting of this version of the presentation. As I’m being graded for this version, however, I’ve paraphrased and edited his input to be read as more natural to my own voice and included him as a reference in my bibliography.
#Archaeogaming101 is to be a panel presentation Friday, August 11th (today!) from 14:30-15:30 in Rm 9-102 as a part of Animethon 24 at Macewan University in Edmonton, Alberta!
For ease of access each slide has been posted here, with it’s associated sources and PowerPoint notes. The notes don’t necessarily represent what is to be said verbatim (I prefer to “sparknote” my talking points, whereas CJ likes to script them out a bit more) but hopefully it gives everyone a good idea of what the panel is to contain. 🙂
Friday (April 28th) is (finally!) the Public Archaeology Twitter Conference, and I’ll be presenting a paper originally written for Dr. Katie Biittner’s (of “AnthropologyAs“) Fall 2016 course ANTH 321: Archaeology of Gender entitled “Colour Palettization as Archaeogaming Method” at 22:45BST/15:45MDT! The Public Archaeology Twitter Conference (#PATC on Twitter) was graciously organized by Lorna Richardson, and my thanks go out to her for all her organizational and administrative efforts thus far. As someone who lives with chronic illness the concept of conferences is quite fraught for me, and having this entire conference take place online takes a lot of stress off my shoulders!
Now for some ~personal~ writing meta: early on in ANTH 321 Dr. Biittner allowed for a ~research essay workshopping class~ (something which I personally find super helpful!), and in considering All The Ways gender is experienced and expressed my thoughts drifted to All The Ways gender is experienced and expressed in [specifically video] games. Having been introduced to Tara Copplestone’s “Gamingarchaeo” and Andrew Reinhardt’s “Archaeogaming” over Summer 2016 I pitched [a lot, but it boiled down to]: “Is it possible to use colour seriation (inspired by the Lego colour seriation found at “67 Years of Lego Sets“) to track one or more aspects of gendered expressions in video games through time?”
Obviously that’s a super dang ambitious question to answer, and for the sake of not burning out of the semester the questions I ended up trying to answer were: “Is palettization of video game material possible? And if possible, is it accessible? And if accessible, what are maybe some of the implications of that?” Still ambitious, but absolutely more reasonable than “I wanna use colour theory to seriate smth like Final Fantasy to see if and/or how the series is Gendered” for a four-month undergrad course.
My greatest thanks go out to Dr. Biittner for her continued support and mentorship. (Read as: “Thanks to her for being both an amazing academic and a geek, and subsequently supporting me in my proto-academic geekery.”) I’d also like to extend thanks to my Mum and Dad for putting SNES controllers in mine and my brother’s hands as kids, thus sparking our lifelong love for video games.
As “Colour Palettization as Archaeogaming Method” is currently in review with the Macewan University Student eJournal (MUSe) I’m unable to publish the full paper here, however please see below for a list of presentation figures and project bibliography: