Over the last decade, a variety of ‘citizen science’ projects have turned to video games and other tools of gamification to enrol participants and to encourage public engagement with scientific research questions. This article examines the significance of sf in the field of citizen science, focusing on projects such as Eyewire, Be a Martian!, Sea Hero Quest, Play to Cure: Genes in Space, Forgotten Island and the ‘Project Discovery’ experiments in EVE Online. The sf stories that frame these projects often allegorise the neoliberal assumptions and immaterial labour practices of citizen science, even while seeming to hide or disguise them. At the same time, the fictional frames enable players to imagine social and technical innovations that, while not necessarily achievable in the present, nevertheless point to a future of democratic science, social progress and responsible innovation - blips of utopian thought from the zones of crowdsourced labour.
在过去的十年里,各种“公民科学”项目都转向了电子游戏和其他游戏化工具,以吸引参与者并鼓励公众参与科学研究问题。本文探讨了sf在公民科学领域的意义,重点关注了Eyewire、Be a Martian!、!,《海洋英雄任务》、《治愈游戏:太空中的基因》、《被遗忘的岛屿》和EVE Online中的“探索计划”实验。构成这些项目的sf故事往往隐喻了公民科学的新自由主义假设和非物质劳动实践,即使它们看起来是隐藏或掩饰的。与此同时,虚构的框架使玩家能够想象社会和技术创新,这些创新虽然在目前不一定可以实现,但却指向了民主科学、社会进步和负责任创新的未来——众包劳动区乌托邦思想的缩影。
{"title":"Citizens of the future","authors":"C. Milburn, Melissa A. Wills","doi":"10.3828/SFFTV.2021.10","DOIUrl":"https://doi.org/10.3828/SFFTV.2021.10","url":null,"abstract":"\u0000Over the last decade, a variety of ‘citizen science’ projects have turned to video games and other tools of gamification to enrol participants and to encourage public engagement with scientific research questions. This article examines the significance of sf in the field of citizen science, focusing on projects such as Eyewire, Be a Martian!, Sea Hero Quest, Play to Cure: Genes in Space, Forgotten Island and the ‘Project Discovery’ experiments in EVE Online. The sf stories that frame these projects often allegorise the neoliberal assumptions and immaterial labour practices of citizen science, even while seeming to hide or disguise them. At the same time, the fictional frames enable players to imagine social and technical innovations that, while not necessarily achievable in the present, nevertheless point to a future of democratic science, social progress and responsible innovation - blips of utopian thought from the zones of crowdsourced labour.","PeriodicalId":42550,"journal":{"name":"Science Fiction Film and Television","volume":"14 1","pages":"115-144"},"PeriodicalIF":0.2,"publicationDate":"2021-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48360629","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This article examines West End Games’ Star Wars: The Roleplaying Game, first published in 1987, and its foundational role in the worldbuilding process of the Star Wars franchise (1977-). In producing the game, West End Games contributed significantly to defining and organizing the storyworld, refining and expanding the scope of Star Wars by integrating some earlier transmedial extensions while excluding others. Coming at an early point in the franchise’s history, before Lucasfilm exerted as much control over its licensees, The Roleplaying Game offers an opportunity to examine the role that licensed game designers can play as architects and gatekeepers of transmedia worldbuilding, codifying what is and is not remembered within the storyworld. The Roleplaying Game has often been reduced to a footnote in both the popular and academic history of Star Wars transmedia, but beyond adapting the Galaxy Far, Far Away to a setting for imaginative tabletop roleplaying, The Roleplaying Game is also a foundational document for the last three decades of the Star Wars franchise, serving as the early ‘story bible’ for the Expanded Universe, the interconnected network of Star Wars paratexts codified by the licensing department of Lucasfilm during the 1990s. The hundreds of Star Wars novels, comics, games and other transmedia productions that came with the franchise’s dramatic rebirth in the 1990s bear the stamp of the worldbuilding labour of West End Games.
{"title":"Making and remaking the Galaxy Far, Far Away","authors":"N. Bestor","doi":"10.3828/SFFTV.2021.11","DOIUrl":"https://doi.org/10.3828/SFFTV.2021.11","url":null,"abstract":"\u0000This article examines West End Games’ Star Wars: The Roleplaying Game, first published in 1987, and its foundational role in the worldbuilding process of the Star Wars franchise (1977-). In producing the game, West End Games contributed significantly to defining and organizing the storyworld, refining and expanding the scope of Star Wars by integrating some earlier transmedial extensions while excluding others. Coming at an early point in the franchise’s history, before Lucasfilm exerted as much control over its licensees, The Roleplaying Game offers an opportunity to examine the role that licensed game designers can play as architects and gatekeepers of transmedia worldbuilding, codifying what is and is not remembered within the storyworld. The Roleplaying Game has often been reduced to a footnote in both the popular and academic history of Star Wars transmedia, but beyond adapting the Galaxy Far, Far Away to a setting for imaginative tabletop roleplaying, The Roleplaying Game is also a foundational document for the last three decades of the Star Wars franchise, serving as the early ‘story bible’ for the Expanded Universe, the interconnected network of Star Wars paratexts codified by the licensing department of Lucasfilm during the 1990s. The hundreds of Star Wars novels, comics, games and other transmedia productions that came with the franchise’s dramatic rebirth in the 1990s bear the stamp of the worldbuilding labour of West End Games.","PeriodicalId":42550,"journal":{"name":"Science Fiction Film and Television","volume":"14 1","pages":"145-168"},"PeriodicalIF":0.2,"publicationDate":"2021-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46249470","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"'Each of those tools, each of those games': Austin Walker on writing, gaming and game mastering","authors":"Cameron Kunzelman, A. Walker, Michael Lutz","doi":"10.3828/SFFTV.2021.18","DOIUrl":"https://doi.org/10.3828/SFFTV.2021.18","url":null,"abstract":"","PeriodicalId":42550,"journal":{"name":"Science Fiction Film and Television","volume":"14 1","pages":"257 - 263"},"PeriodicalIF":0.2,"publicationDate":"2021-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46056175","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"‘You can use counterfactuality to challenge empire’","authors":"Darshana Jayemanne, Cameron Kunzelman","doi":"10.3828/SFFTV.2021.16","DOIUrl":"https://doi.org/10.3828/SFFTV.2021.16","url":null,"abstract":"","PeriodicalId":42550,"journal":{"name":"Science Fiction Film and Television","volume":"14 1","pages":"243-250"},"PeriodicalIF":0.2,"publicationDate":"2021-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44277130","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstract:This paper examines the narratives and themes present in two pieces of sf media about videogames: a 1991 Star Trek: The Next Generation episode entitled 'The Game' and David Cronenberg's 1999 film eXistenZ. Both present a 'moral panic' narrative about videogames, using the futuristic imagery and technological speculation of the sf genre to explore contemporaneous concerns about the ability of videogames to manipulate the behaviour of players and shape their perceptions of reality. However, these narratives also mirror promotional claims used to market videogames, as well as foundational assertions of the field of game studies. Drawing on a close reading of these works, as well as the 'material turn' in game studies, the paper goes on to articulate contradictions between the ways in which videogames are theorised and experienced, and between the marketing and moral panics that accompany their production. It further suggests how these contradictions create a persistent 'unhappy consciousness' surrounding the videogame object that causes these anxieties to recur. Placing fictional depictions of videogames in sf media alongside public and academic discussions sheds light on the roots of these contradictions and allows us to better assess their cultural impact.
{"title":"'I find this disgusting but I can't help myself': Videogame panics and sinister origins in 1990s sf media","authors":"Emilie Reed","doi":"10.3828/SFFTV.2021.12","DOIUrl":"https://doi.org/10.3828/SFFTV.2021.12","url":null,"abstract":"Abstract:This paper examines the narratives and themes present in two pieces of sf media about videogames: a 1991 Star Trek: The Next Generation episode entitled 'The Game' and David Cronenberg's 1999 film eXistenZ. Both present a 'moral panic' narrative about videogames, using the futuristic imagery and technological speculation of the sf genre to explore contemporaneous concerns about the ability of videogames to manipulate the behaviour of players and shape their perceptions of reality. However, these narratives also mirror promotional claims used to market videogames, as well as foundational assertions of the field of game studies. Drawing on a close reading of these works, as well as the 'material turn' in game studies, the paper goes on to articulate contradictions between the ways in which videogames are theorised and experienced, and between the marketing and moral panics that accompany their production. It further suggests how these contradictions create a persistent 'unhappy consciousness' surrounding the videogame object that causes these anxieties to recur. Placing fictional depictions of videogames in sf media alongside public and academic discussions sheds light on the roots of these contradictions and allows us to better assess their cultural impact.","PeriodicalId":42550,"journal":{"name":"Science Fiction Film and Television","volume":"14 1","pages":"169 - 186"},"PeriodicalIF":0.2,"publicationDate":"2021-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41903797","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-02-01DOI: 10.3828/sfftv.2021.14.issue-1
{"title":"Science Fiction Film & Television: Volume 14, Issue 1","authors":"","doi":"10.3828/sfftv.2021.14.issue-1","DOIUrl":"https://doi.org/10.3828/sfftv.2021.14.issue-1","url":null,"abstract":"","PeriodicalId":42550,"journal":{"name":"Science Fiction Film and Television","volume":"64 1","pages":""},"PeriodicalIF":0.2,"publicationDate":"2021-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81056822","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstract:Looking to the increased multiplication of virtual frames or windows in daily life, Anne Friedberg argues that we will increasingly come to ‘see the world in spatially and fractured frames’, as if a puzzle challenging us to fit its pieces together. This perspective is particularly apt for considering the much-praised programme Black Mirror, which repeatedly examines those multiple, and multiply broken, media frames, and does so through a format that is itself composed of separate frames, that is, as an anthology show that troubles the unitary view often ascribed to series television. This article examines Black Mirror’s interrogation of series television by looking at how various episodes – including ‘Fifteen Million Merits’, ‘White Bear’, ‘USS Callister’, and ‘Nosedive’ – evoke the nature of seriality and its impact on audience subjectivity. These episodes, among others, examine the fear that we might find ourselves dominated by the various technologies we have created, and constrained to the paths (including the endless paths of seriality) those technologies seem to lay out for us. These episodes especially show how the series is concerned with reflecting how those technologies play on and with us and project a creeping sense that we are becoming little more than featured players cast in an ongoing, formulaic and serial story from which there is no escape.
{"title":"The fractured frames of Black Mirror","authors":"J. P. Telotte","doi":"10.3828/SFFTV.2021.1","DOIUrl":"https://doi.org/10.3828/SFFTV.2021.1","url":null,"abstract":"Abstract:Looking to the increased multiplication of virtual frames or windows in daily life, Anne Friedberg argues that we will increasingly come to ‘see the world in spatially and fractured frames’, as if a puzzle challenging us to fit its pieces together. This perspective is particularly apt for considering the much-praised programme Black Mirror, which repeatedly examines those multiple, and multiply broken, media frames, and does so through a format that is itself composed of separate frames, that is, as an anthology show that troubles the unitary view often ascribed to series television. This article examines Black Mirror’s interrogation of series television by looking at how various episodes – including ‘Fifteen Million Merits’, ‘White Bear’, ‘USS Callister’, and ‘Nosedive’ – evoke the nature of seriality and its impact on audience subjectivity. These episodes, among others, examine the fear that we might find ourselves dominated by the various technologies we have created, and constrained to the paths (including the endless paths of seriality) those technologies seem to lay out for us. These episodes especially show how the series is concerned with reflecting how those technologies play on and with us and project a creeping sense that we are becoming little more than featured players cast in an ongoing, formulaic and serial story from which there is no escape.","PeriodicalId":42550,"journal":{"name":"Science Fiction Film and Television","volume":"14 1","pages":"1 - 19"},"PeriodicalIF":0.2,"publicationDate":"2021-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45768704","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The gathering storm of progress","authors":"Aaron Long","doi":"10.3828/SFFTV.2021.5","DOIUrl":"https://doi.org/10.3828/SFFTV.2021.5","url":null,"abstract":"","PeriodicalId":42550,"journal":{"name":"Science Fiction Film and Television","volume":" 41","pages":"83 - 91"},"PeriodicalIF":0.2,"publicationDate":"2021-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41254800","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Variations on avisibility","authors":"Timothy S. Murphy","doi":"10.3828/SFFTV.2021.4","DOIUrl":"https://doi.org/10.3828/SFFTV.2021.4","url":null,"abstract":"","PeriodicalId":42550,"journal":{"name":"Science Fiction Film and Television","volume":"14 1","pages":"71-81"},"PeriodicalIF":0.2,"publicationDate":"2021-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45538910","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-01-01DOI: 10.1007/978-3-030-70019-5
P. Schattschneider
{"title":"The EXODUS Incident","authors":"P. Schattschneider","doi":"10.1007/978-3-030-70019-5","DOIUrl":"https://doi.org/10.1007/978-3-030-70019-5","url":null,"abstract":"","PeriodicalId":42550,"journal":{"name":"Science Fiction Film and Television","volume":"1 1","pages":""},"PeriodicalIF":0.2,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75781513","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}