Panel Saturday, January 21st, 4:00 – 5:30
ReFiG (refig.ca) is a 5-year SSHRC-funded network committed to promoting diversity and equity in the game industry and culture and effecting real change in a space that has been exclusionary to so many. We can (and will) do this by intervening in 4 areas: game cultures, the games industry, informal learning environments (e.g. community-based incubators), and formal education (e.g. degree and certificate programs in game studies and game design).
Central to this is an interest in making games, ReFiG’s project connections traces historical contexts for feminist game artists via a timeline to suggest connections and form the basis of the discussion and workshop at FAC2017. The timeline will be presented to participants before opening up discussion on connective and divergent themes arising from the work selected and to fill gaps.
By identifying key feminist interactive artworks focusing on the Canadian context we explore and build connections across time, place and context. The idea is to both connect and amplify particular themes common to feminist practices in related expressive forms. This project is important both to the nascent field of feminist game studies and to emerging feminist game artists in terms of identifying historical connections and contexts of critique.
Emily Flynn-Jones has a PhD in new media cultures focused on games. She is a recipient of the prestigious Banting postdoctoral fellowship and currently works at York University on a feminist project promoting equity and inclusion in games. She sometimes makes games about her research.
Fusun Uzun: Design, documentary filmmaking, and advertising combine to describe Fusun Uzun’s professional background. After obtaining her Bachelor’s degree in communication, she began her career as a copywriter at TBWA and Young & Rubicam in Istanbul. She obtained her diploma in graphic design in Toronto and has since helped local and international clients build their brands. In Canada, Fusun worked on documentary projects as a researcher, writer, and designer. As an MFA candidate in the Digital Futures program at OCAD University, her interest lies with new forms of storytelling within emerging platforms, and her focus is creating interactive stories for underrepresented voices.
Emma Westecott is Associate Professor in Game Design and Director of the game:play lab at OCAD University in Toronto, Canada (http://www.ocadu.ca). She has worked in the game industry for over 20 years: in development, research and the academy. She achieved international recognition for working closely with Douglas Adams as producer for the best-selling CD-ROM Adventure Game, Starship Titanic (1998, Simon & Schuster). Since then, Emma has built up a worldwide reputation for developing original as well as popular game projects