Wits School of Arts (ETDs)
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Item The Intersection of Systemic Racism and Technology and the Consequences for Video Games(University of the Witwatersrand, Johannesburg, 2023-08) Flusk, Timothy; Reid, KieranThe paper documents and reviews the process by which consequences of systemic racism is found in video games through the medium of technology. The principal idea of technology is used broadly to accommodate all media produced by society as tools for wielding and enforcing capitalist ideology. This is used as a means of revealing and mapping the cultural epistemic domain that dominates the West and its former colonies. The principal methodology is drawn from D. Fox Harrel’s Phantasmal Media: An Approach to Imagination, Computation and Expression. The process focuses on using the idea of the phantasmal generation within media, by individuals within systems. As such the process of these phantasm expressing or revealing themselves in various media is tracked and studied from both sides of the process: where they come from and how they are expressed. The principal approach situates the discussion of developing video games within the West, specifically the United States of America. The case studies used to illustrate and apply the methodology include Grand Theft Auto: San Andreas, The Elder Scrolls V: Skyrim and NBA2K17. These are placed in context along side their appropriate phantasmal sibling and representation. Grand Theft Auto: San Andreas is interrogated through the lens of capitalism and the representation of Black criminals in media. The Elder Scrolls V: Skyrim is placed in context of fantasy genre and colonialism. NBA2k17 is placed in context of traditional racist perspectives of Black, athleticism and sport. All case studies utilise the principal twin approach of separating phantasms into hegemonic teleological expectation and ontological racist assertions. This allows the encapsulation of ludic systems as well narrative and character representation within the games.Item Constructing the Afrocyborg in VR 360 Cinema: A Critical Investigation into how Two African Women Filmmakers Collaborate to Construct Prosocial African Science Fiction in Virtual Reality Filmmaking(University of the Witwatersrand, Johannesburg, 2023-10) Passchier, Shmerah; Koba, Yolo; Sakota, TanjaThe Afrocyborg semiotic construct is a neologism inspired by cyborg scholarship, beginning with Donna Haraway’s 1985, A Cyborg Manifesto, which materialised at the zenith of the Third Industrial Revolution (3IR), and the appearance of the domestic personal computer (PC) in the late twentieth century. This contribution to cyborg discourse re-focuses the Western science/fiction gaze of “cyborgology” by foregrounding African cyborg realities at the centre of the new zeitgeist of 4IR-driven XR technologies, specifically the VR HMD as an immersive computing device, which is a cyborg prosthetic extension of human ocular abilities (Gray 1995: 1). Moratiwa Molema and I formed the Afrocyborg VR Collective as an Afro-technofeminist coalition, and solidarity support group for collective womanist filmmaking. This methodology foregrounds the technological empowerment of women in relation to VR as a medium while focusing on prosocial subject matter in the domains of eco-justice and racial-gender-justice (Ogunyemi 2006: 21). For this reason, the Afrocyborg VR Collective make Prosocial VR films in the genre of African Science Fiction, which is a counter-hegemonic narrative lens through which to generate “cyborg consciousness” about “oppositional consciousness” (Sandoval 2020: 408; hooks 1992: 264). Cyborg oppositional consciousness is expressed as “Fourth VR” (Wallis & Ross 2020: 1). An Afro-technofeminist, technopolitical framework advances filmmaking discourse and praxis by autodidactic online learning of how to operate VR equipment, thereby overcoming our tech-inferiority complex with a thought experiment we call the “Dora Milaje mind trick” (Coogler 2018). As we learn, we also teach VR skills to our students and communities of youth to share knowledge of 4IR tools, specifically with women, to empower them with 4IR STEAM skills as a technopolitical, educational and future-proofing empowerment strategy. The Afrocyborg Collective has made two VR films in the genre of Prosocial VR as part of the creative praxis of Quantum Botho/Ubuntu in the making of The Cosmic Egg, which is a call to elevated environmental consciousness, and The Eye of Rre Mutwa, which confronts “white fragility” about the technological developments of the 4IR (DiAngelo 2018). By experimenting with new gaze regimes offered by the exponential medium of VR, with its multiple lenses that create 360-degree spherical story worlds, we demonstrate how the “medium is the muthi” when used in the mode of Prosocial VR. Therefore, the construction of an expanded prosocial gaze in VR, in the genre of African futurism, contributes to the decolonial undoing of oppressive power structures by generating representations of Africa that seek to apprehend the stereotypes of Hegelian racial prejudice and “poverty porn” that persist in global media representations (Kahiu 2017).