As mentioned in my previous blog post (week 5), more than two weeks ago I have started looking in to some literature that would help me in dealing with research proposal and my project in general. Punch, K. P. book 'Introduction to Social Research: Quantitative & Qualitative Approaches'* looked like a good start.(recommended by Robin Sloan)
Since my project is very art concerned there was not as much relevant information as I have hoped, however it was handy in finding out what are good research questions, what is a 'case study' and general advice on writing research proposal and finally dissertation.
Since I'm considering on using a case study of game 'Braid' I need to have an understanding how useful it would be and how I can structure it. At the moment however, I am not sure under which type (general overview, instrumental case or collective case) my own study will go under. It seems I would be looking to find out information that is covered by each one of them.
* Punch, K. P. 1998. Introduction to Social Research: Quantitative & Qualitative Approaches. London: Sage.
Some of the other books that I've been looking at recently are:
Bentkowska-Kafel, A., Cashen, T. and Gardiner, H. 2009. Digital Visual Culture: Theory and Practice. Bristol: Intellect
Book contains a number of essays from different artist who create digital art. It analyses theory and practice relationship across technology and digital media and what is involved in creation of new media artworks. It also points out the impact of technological advances on new visual art and artistic practices that are developing as a result: interactive art and videogames as part of the new digital culture.
I have read and used this book last year for one of my modules but decided to have a second look this year as well in a hope that it will help me to understand and structure my own honours year project. This book covers such topics as project development and implementation for art and design. Although it is primarily aimed at masters and PhD students it does have a lot of useful information even for undergraduate studies. Explanations given about research processes in general and how they can be applied and used for practice-based approaches. I think it is a really good book not only to help evaluate and ground ones project and ideas within appropriate context but also to set one on the right path on how to approach and structure/plan the whole project.
Kirkpatrick, G. 2011. Aesthetic theory and the video game. Manchester : Manchester University Press.
Author sees videogames as a part of popular cultural form and claims that they offer aesthetic experiences to the players. Similar to G. Tavinor, he employs aesthetic theories and draws parallels between videogames and painting, music and dance but at the same time acknowledges that videogames are neither of them but a combination of all. Thefore, it is one of the defining properties of the videogame and must be judged differently: as its own medium. G. Kirkpatric dedicates most of his attention in this book to the gameplay which dictates rhythms which influence players in a number of ways.
Since it was on a recommended list for this year’s read I was really expecting more out of it. It was an interesting read in general and I do not regret having read it, however there was hardly any really useful information that I could apply to my project. Chapter 8 Postmodernity and the information society provided information on the whole postmodernity movement and added some overall understanding on how my project fits within the media theory however I feel I am already past that stage and what I am looking for now is how I can narrow down on what I want to achieve and find supporting literature.
Tavinor, G. 2009. The art of videogames. Chichester: Wiley-Blackwell
In his book author talks about how videogames can be considered as being art. He takes philosophical theories of traditional art (especially cluster theory)and applies them to video games and their development. Explores how current technical and artistic sophistication affects game development and how a player perceives it. These are the questions that author addresses in his book:
'How does a videogames art sit in the respect area forms of art?
How does the digital medium of videogames have an effect on visual art?
How do videogames appealed to the player’s emotions?
What is the locus of artistic interest in games, and how does this differ from other traditional forms of art?
Finally, Is videogame genuinely art?'
Tavinor sees graphical representation in current videogames as one of the most important aesthetic achievements and having potential to make a contribution to the arts. However, other video game components like sound, gameplay and narrative play a very important role.
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