Interactive History Final Project: “Girly Fun Times City Commute”

Abstract:

Girly Fun Times City Commute is a prototype for an interactive game designed to explore how the simple and every day act of commuting can be a fraught, threatening, and dangerous activity for women who may encounter predators or harassers as they physically move through their world. The game presents a series of commuting scenarios, such as entering a car, walking across town, riding the subway, etc., in which the player will choose an action or respond to a presented situation. Designed in Canva and based on Mary Flanagan’s theory of critical play, Girly Fun Times Commute situates the player within the mindset of a commuting female by subverting traditional video game rules in order to simulate feelings of frustration, anxiety, demoralization, and threat, drawing attention to the unseen burden many women face through the simple ritual of commuting.

While the prototype does not represent the full scope of video game play (such as ability to choose a path, motion graphics, and non-linear play), each slide is crafted to mimic “animation” typical of 2-D arcade games.

Click this link to view a Prezi of detailed scenario overviews and gameplay branches.


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Reflections on “The Social Turn”