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  • 1.
    Berg Marklund, Björn
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Goyal, Amit
    Aurora Punks, Sweden.
    Postcolonial Threads in GUX: a Conversation2022Ingår i: What Happens When We Play: A Critical Approach to Games User Experience Design & Education / [ed] Rebecca Rouse; Björn Berg Marklund; Anna-Sofia Alklind Taylor, Pittsburgh, PA: ETC Press, 2022, 1, s. 67-81Kapitel i bok, del av antologi (Övrig (populärvetenskap, debatt, mm))
    Abstract [en]

    Videogames have a long, and complex, relationship with “non-Western” countries. Game narratives and ludic symbols are fraught with implicit, or explicit, imperialist history and ideologies. In some games, such as Sid Meier’s Colonization, the connection is fairly obvious. But a game doesn’t have to be about colonization to present a colonialist narrative. Souvik Mukherjee is a game researcher at the front of a growing discussion on this topic. In his work, he analyses games from different perspective (media analysis, philosophy, and sociology) to present a holistic understanding of the way games represent, and constructs, different cultures, people, political systems, ethics, and societal issues. This chapter is an edited transcript of an interview with Souvik, where we talked about everything from his academic work, to how he modded Age of Empires in his childhood.

  • 2.
    Brozović, Danilo
    Högskolan i Skövde, Institutionen för handel och företagande. Högskolan i Skövde, Forskningsmiljön Organisering för hållbar utveckling.
    Societal Collapse: A Literature Review2022Ingår i: Futures: The journal of policy, planning and futures studies, ISSN 0016-3287, E-ISSN 1873-6378, Vol. 145, artikel-id 103075Artikel, forskningsöversikt (Refereegranskat)
    Abstract [en]

    Because of concerns that ongoing climate change could lead to a possible collapse of human civilization, the topic of societal (civilization) collapse has emerged as especially relevant, not least for the futures-oriented studies. While this has led to extensive research on societal collapse, there is a lack of consolidation and synthesis of the research. The purpose of this article is thus to systematize the extant research on societal collapse and suggest future research directions. This article offers a systematic multidisciplinary review of the existing literature (361 articles and 73 books) and identifies five scholarly conversations: past collapses, general explanations of collapse, alternatives to collapse, fictional collapses, and future climate change and societal collapse. The review builds the foundation for a critical discussion of each line of inquiry by focusing on theoretical tensions and themes within each scholarly conversation, ending with a discussion of how these conversations inform futures research.

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  • 3.
    Granström, Helena
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Elements in games for virtual heritage applications2013Självständigt arbete på avancerad nivå (magisterexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    The methods of preserving cultural heritage are becoming increasingly digital, and with this development it is becoming all the more open to public scrutiny. The field of virtual heritage and their applications, which digitally preserve cultural heritage using virtual reality, are struggling to live up to the expectations of the public. The virtual heritage field has begun to look for solutions to their problems in other fields, such as that of video games. This thesis identifies 17 elements which are sought after for incorporation in virtual heritage applications, by conducting a literature review of recent virtual heritage research and organizing the findings into a matrix. The occurrence of the identified elements in four different modern entertainment video games is further analyzed and described. The resulted element matrix and game reviews could be used in the future development of virtual heritage applications, and of cultural heritage or historical video games.

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    Elements in games for virtual heritage applications
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