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Dive into the research topics where Helen W. Kennedy is active.

Publication


Featured researches published by Helen W. Kennedy.


Games and Culture | 2018

Game Jam as Feminist Methodology: The Affective Labors of Intervention in the Ludic Economy

Helen W. Kennedy

This article examines the evidenced and the potential impact of all-female games jams as an element within a feminist interventionist approach to improving women’s equal participation within the ludic economies of the games industry. The article examines two specific projects—a single-site 24-hr event that took place in 2012 and a restaging of the format 4 years later across five different sites in the United Kingdom. These two case studies offer two critical contributions to the ongoing research regarding the wider challenges of diversifying games design, games development, and games culture more generally. The first is a consideration of the range of labors—free, hopeful, and affective—that underpins these endeavors and provides a significant contribution in general to the ludic economy. The second is valuable evidence of the impact and ongoing validity of these all-female initiatives as an effective and transformative methodology for feminist intervention.


Television & New Media | 2010

Incremental speed increases excitement: bodies, space, movement, and televisual change.

Seth Giddings; Helen W. Kennedy

The authors argue that both Pong in the mid-1970s and the Wii today have transformed the television set in dramatic ways that have captured the popular imagination. Through a series of case studies, the authors pay close attention to the continuities and “incremental” changes in everyday televisual culture. Informed by phenomenological approaches, they present a comparison between Breakout and Wii Sports to suggest that the short history of videogame “plesiovision” should be rethought. The Wii’s genuine novelties are worthy of analysis in their own right but also highlight the significance of kinaesthesia in popular technoculture, suggest ways of theorising and studying proprioceptive bodies (both human and nonhuman), across videogame culture and televisual history.


Archive | 2006

Game Cultures: Computer Games as New Media

Jonathan Dovey; Helen W. Kennedy


Games and Culture | 2009

Technologies Between Games and Culture

Patrick Crogan; Helen W. Kennedy


Archive | 2008

Little jesuses and fuck- off robots: on aesthetics, cybernetics, and not being very good at Lego Star Wars

Helen W. Kennedy; Seth Giddings


Archive | 2006

Illegitimate, monstrous and out there: Female 'Quake' players and inappropriate pleasures

Helen W. Kennedy


G|A|M|E | 2015

Tell no one: Cinema as game-space - Audience participation, performance and play

Sarah Atkinson; Helen W. Kennedy


Participation: Journal of Audience and Reception Studies | 2016

Inside-the-scenes: The rise of experiential cinema

Sarah Atkinson; Helen W. Kennedy


Archive | 2015

“Where We’re Going, We Don’t Need an Effective Online Audience Engagement Strategy”: The case of the Secret Cinema viral backlash

Sarah Atkinson; Helen W. Kennedy


Archive | 2018

Funfear Attractions: The Playful Affects of Carefully Managed Terror in Immersive 28 Days Later Live Experiences

Helen W. Kennedy

Collaboration


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Seth Giddings

University of the West of England

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Jason Wilson

University of Bedfordshire

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Patrick Crogan

University of the West of England

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