Game Queen

by MeganBonner

This work has been commented by 2 curator(s). Read the comments

Title

Game Queen

Headline

Better Research Through Video Games

Concept author(s)

Megan Bonner

Concept author year(s) of birth

19

Concept author(s) contribution

I created it.

Concept author(s) Country

United States of America

Friendly Competition

Pleasure (2016)

Competition category

Visual communication practice

Competition subcategory

static

Competition field

academic

Competition subfield

student

Subfield description

North Carolina State University

Check out the Pleasure 2016 outlines of Memefest Friendly competition.

Description of idea

Describe your idea and concept of your work in relation to the festival outlines:

My idea was based off an online article entitled, "Better Research Through Video Games". It was about how people gain a sense of achievement and happiness through playing video games. So that was my main concept.

What kind of communication approach do you use?

I wanted to use basic image comparison where you related the three main elements together to form a main idea. The girl, the crown, and the console icons all convey something about gaming and how it affects people.

What are in your opinion concrete benefits to the society because of your communication?

I would hope that my idea carries forth the thought that video games are really fun and great pass time. That they give pleasure through achievement, experience to new ideas, and social interactions.

What did you personally learn from creating your submitted work?

I learned about the different perspectives that people can form based on one image.

Why is your work, GOOD communication WORK?

I would hope that my work is good communication because it is simple and easy to understand for a massive audience.

Where and how do you intent do implement your work?

I would implement it in association to the article it was based off of.

Did your intervention had an effect on other Media. If yes, describe the effect? (Has other media reported on it- how? Were you able to change other media with your work- how?)

I don't think it did?

Curators Comments

Kevin Yuen-Kit Lo

Hi Megan,

I was struck by your illustration before even reading your explanation. The simplicity of execution, careful composition and the striking photograph (did you take the photo? Is it a photo of you?) work well together and convey a powerful message to me.

The message I interpret however, is not quite what you describe. I can't help but interpret it in the social context of both game culture, gender, and race in the USA. Your image challenges the mainstream association of video games to male (chavinist), white, geek culture — and literally places a young, black woman in the centre of the narrative, and celebrates her identity. It is a powerful statement, even if that was not the intent, and helps to challenge stereotypes and the toxic culture associated with gaming before and since "gamergate". I particularly appreciate the styling of the model, which further deconstructs the stereotype, and her beaming smile.

From a design perspective, I wonder if the rendering of the icons and the crown could be brought closer together stylistically, as there is a bit of a clash between the black vector and colour pixel illustration, or if the inclusion of more "gaming" imagery could make the illustration richer.

In terms of your description, I do wonder whether you had thought of the image working to challenge stereotypes in the ways I mentioned. If so, I would very much like to read what you were thinking, and the larger social context of your work, beyond a celebration of gaming as a pursuit of happiness.

Antonio Rollo

A fresh picture, pleasant, intoned. An expression of complacency and a control of the game situation, obviously aware. These are the energies that unleashes the vision of this work. The new generations know they have the tools with which to achieve their victories and their defeats. I hope that the recognition does not occur only inside the screen, but can be geo located, next to the meeting face to face. Video games create an aseptic fun that subverts our perception of the relationship with the other. The level of video play pleasure is controlled by the continuous release, the sophistication of high definition and surround. Although sometimes oriented to learning new knowledge, video games tame the transience of digital data.

Comments