This week in the audiences & Experiences unit, we were given two required readings (thankfully fewer than normally, it’s made it somewhat more bearable to handle on top of coursework). On top of these we were also asked to find some Political and/or Documentary games, and to analyse the features they have which make them either political or documentaries.

Naturally this first source for this week went into detail about what could be considered a “documentary” in the traditional sense, which makes sense given the subject matter.

I think a game as a documentary is an interesting use of the…


I’ll be using this to document the development process of this unit from a technical standpoint. As My idea change a few times, this is a bit later than I was originally planning to create this, so I decided to compile it into a singular, longer post.

Due to my choice of VR headset for development from home, this project (at least the start of it) was riddled with technical difficulties.

Below is a collection of my notes over time, accompanied by some gif/video evidence of the progress.

The first few weeks of this term were somewhat wasted by my…


Since there was a bank holiday, I’m compiling these two weeks into a single post for this unit, seeing as the readings provided for the period were also on one singular week’s slides.

Mobile AR — creating augmented experiences

This one was an interesting read — it focused a lot on the different kinds of experiences that AR can provide, and things such as the impact on a social level that AR might have. The mentioned “Check-ins” feature many social apps have now is a really good example of this, but more recently I suppose this could also be applied…


This week in the Audiences & Experiences unit, we were given three primary resources to read from. If I’m entirely honest, this week I wanted to spend more time working on my game design document, so I did rush these readings a bit more than I normally would have. If I get the chance, I’ll go back and re-read some of them to hopefully provide more detailed critique and responses.

Game Aesthetics — How videogames are transforming contemporary art

This reading focused a lot on the visuals of games and their effects on art over time. It’s definitely been interesting…


This week on the audiences & Experiences unit, we were given a few written sources to read from.

Race, Gender, and Sexuality in video Games

Our first reading for this week was chapters six and eleven of Gender, and sexuality in video games.
Chapter six — Much of this covers some of the historical events regarding these themes in the games industry that we covered in this week’s lecture, but it also included some interesting ideas that I can mention:

The chapter talks a lot about dystopian settings, and how these lend themselves a lot to specifically racial plot points…


This week on the Real & Virtual worlds unit, we were tasked with reading a short extract from a book written by our course leader, Camille, as well as listening to episode #607 of the voices of VR podcast, alongside the normal mentions of project work.

New Directions in Mobile Media and Performance

This one was an interesting read — Though I’m somewhat stumped as to what to write here, as some of it quotes from and re-caps areas that had been touched on in previous sources, while in some cases citing from readings we have previously done. The chapter…


This week on the Audiences & Experiences unit, we had a more interesting set of tasks.

Voices of VR (#502)

First off, we were given two more Voices of VR podcast episodes to listen to (#502 and #869). The first of these this week (#502) was an interview with Jessica Brillhart, the principle filmmaker for virtual reality at Google.

They spoke mostly about the podcast host’s “Elemental theory” of presence, where he separates them into four elements, each representing a kind of presence. This feels somewhat arbitrary, but feels like quite a nice way to visualise these forms of presence.


This week on the Real & Virtual worlds unit, for readings, we were given another episode from the Voices of VR podcast to listen to (#611) as well as three written sources.

Storytelling for Virtual Reality : Methods and Principles for Crafting Immersive Narratives

The first source for this week was “Storytelling for Virtual Reality : Methods and Principles for Crafting Immersive Narratives”. The chapter we were provided here talks about the creation of narrative structures.

A lot of this chapter talks about the standard narrative structures, and things that you commonly see in narrative, such as metaphor, irony, etcetera…


This week’s readings were spread over two weeks due to a bank holiday, which was an interesting change of pace.

For this week (Week starting May 3rd 2021), we were assigned to read from one sources, and three more episodes of the Voices of VR Podcast (#905, #883, #566).

The source we were tasked with reading this week was a small selection of pages from “Augmented Reality: Where we will all live”. …


This week on the Audiences & Experiences unit, we were tasked with watching a video from the Feminist Frequency on YouTube, as well as reading up on a few sources.

Tropes Vs Women in Video Games

The feminist frequency videos primarily focused on the concept of the damsel in distress. This is something I’d previously covered on the BA course at UCA, so it’s something I’m pretty familiar with.

The first thing that struck me about these videos is how much they were disliked — It’s pretty rare to see a YouTube video as heavily disliked as these. I imagine…

Brett Keable

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