Jennifer R. Whitson
Carleton University
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Publication
Featured researches published by Jennifer R. Whitson.
Games and Culture | 2013
Claire Dormann; Jennifer R. Whitson; Max Neuvians
We are interested in how digital games can be designed for learning in the affective domain. Our studies of how emotions are embedded in games and how games sustain affective learning involve observing gameplay and identifying recurring elements that we identify as design patterns. Design patterns help us think about the role of affect in play, what affect in games looks like, and the different ways affective learning might be achieved in educational and serious games. In this article, we describe and discuss several patterns related to understanding emotions, affective representation, and socioemotional interactions, which are essential components of affective learning. These patterns provide a language to conceptualize how affective learning might be designed into future game projects. To conclude, we discuss the development of a taxonomy of affective patterns to sustain socioemotional learning. We thus hope to stimulate the development of more human-oriented educational games in this domain.
Economy and Society | 2008
Jennifer R. Whitson; Kevin D. Haggerty
Abstract This paper analyses how major institutions are publicly responding to the crime of identity theft. It concentrates on how individuals are encouraged to responsibilize themselves against this potentiality, and what they should do in the event they are victimized. These two distinct discourses (prevention and victimization) aim to fashion a hyper-vigilant citizen whose daily routines, home environment, consumption patterns and sense of self are being brought into accord with wider power dynamics. These measures can be understood as encouraging a care of the virtual self – a wider social project characteristic of an informational age that encourages individuals to reduce the risks and maximize the potentialities related to their data double. In the context of identity theft, however, institutionally promoted methods for the care for the virtual self transcend what is reasonably practicable for most citizens and mask the role played by major institutions in fostering the preconditions for identity theft.
New Media & Society | 2018
Felan Parker; Jennifer R. Whitson; Bart Simon
This article considers the history, practices and impact of the Indie Megabooth and its founders in terms of their role as a ‘cultural intermediary’ in promoting and supporting independent or ‘indie’ game development. The Megabooth is a crucial broker, gatekeeper and orchestrator of not only perceptions of and markets for indie games but also the socio-material possibility of indie game making itself. In its highly publicized outward-facing role, the Megabooth ascribes legitimacy and value to specific games and developers, but its behind-the-scenes logistical and brokerage activities are of equal if not greater importance. The Megabooth mediates between a diverse set of actors and stakeholders with multiple (often conflicting) needs and goals and in doing so helps constitute the field of production, distribution, reception and consumption for indie games. ‘Indie-ness’ and independence are actively performed in and through intermediaries such as the Megabooth.
New Media & Society | 2018
Jennifer R. Whitson
This article describes how game developers successfully ‘pull off’ game development, collaborating in the absence of consensus and working with recalcitrant and wilful technologies, shedding light on the games we play and those that make them, but also how we can be forced to work together by the platforms we choose to use. The concept of ‘boundary objects’ is exported from Science and Technology Studies (STS) to highlight the vital coordinating role of game development software. Rather than a mutely obedient tool, game software such as Unity 3D is depicted by developers as exhibiting magical, even agential, properties. It becomes ‘voodoo software’. This software acts as a boundary object, aligning game developers at points of technical breakdown. Voodoo software is tidied away in later accounts of game development, emphasizing how ethnographies of software development provide an anchor from which to investigate cultural production and co-creative practice.
Games and Culture | 2018
Jennifer R. Whitson
This article illustrates a gap between popular narratives of game development in design texts and the reality of day-to-day development, drawing from an ethnographic account of intern developers to highlight the potential contributions of studio studies to Game Studies. It describes three takeaways. The first is that the difficulty developers have in articulating their work to others has implications for how we learn, teach, and talk about development, including how we share knowledge across domains. The second is that, at least for newer developers, negotiation with technology rather than mastery characterizes daily work, and the third is that problems frequently arise in articulating and aligning the normally black-boxed work of individual developers. Resolution of these issues commonly depends on “soft” social skills; yet external pressures on developers mean they tidy up and professionalize accounts of their daily practice, thus both social conflict and soft skills have a tendency to disappear.
surveillance and society | 2013
Jennifer R. Whitson
conference on future play | 2008
Jennifer R. Whitson; Chris Eaket; Brian Greenspan; Minh Quang Tran; Natalie King
First Monday | 2011
Jennifer R. Whitson; Claire Dormann
human factors in computing systems | 2015
Sebastian Deterding; Alessandro Canossa; Casper Harteveld; Seth Cooper; Lennart E. Nacke; Jennifer R. Whitson
Interactions | 2009
Jennifer R. Whitson