Technoculture, Art and Games (TAG) is an interdisciplinary centre for research/ creation in game studies and design, digital culture and interactive art


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GRAND 2014

Posted by Adam

This year’s GRAND (GRaphics, Animation and New meDia) conference marks a turn in the national research network as it renews itself with new projects. Those of the first 5 years are coming to an end. For TAG, this especially means a shift to the INDIGAME project as PLAYPR(and others) winds down.

Lynn Hughes, Brian Greenspan, Bart Simon,  Sean Gouglas and Andrew Herman gathered with other NI’s(Network Investigators i.e Profs) and HQP (Highly Qualified Personnel i.e. grad students, research assistants) last Wednesday afternoon to discuss where INDIGAME was to go. Much discussion was about how to approach and interact with other GRAND projects as well as how to frame INDIGAME as a research problem and what are the “deliverables” for the project. One question that stood out is how to articulate that making indie games is research unto itself.
The Wednesday evening postering session gave an opportunity for GRAND HQP  to present their research. During the session, I presented my tug o’ war controller as an example of how research-creation offers a methodology that complements the respective logics of the sciences and the humanities. The HyperLab presented a poster on their Steampunk, locative media game, Golden Days, Silver Nights. Stephanie Fisher & Rachel Muehrer presented posters on their research on Gender Diversity in the workplace. This research was conducted for Alison Harvey, and Jen Jenson, who is the project leader for FRAGG (Focusing Research About Gendered Gaming)

PushMe-PullYouGoldenDaysSilverNights poster

Fischer Diversity posterIMG_5160IMG_5164IMG_5170