Digital Shifts


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Moderator
Sheng Jin Ang, Student, MA Design, University of the Arts Singapore, LASALLE College of the Arts, Central Singapore, Singapore

The Art Style of Game Character and Environment in Thai Video Games View Digital Media

Paper Presentation in a Themed Session
Nathee Monthonwit  

The video game industry is a culture of mainly visual language communication, and digital content holds a growing market share in the entertainment industry. Gamers experience joy through game characters, interacting in the cyberspace environment. However, video game studies within the design research field in the Thai mainstream context are limited. This research explores the art style of game characters and environments in Thai video games across different genres. It is based on the theory of pictorial vocabulary, anthropomorphism, and baby-faced bias concepts. Content analysis and descriptive statistics were used to analyze data from a sample of 17 Thai video game titles currently available on the Steam store. The study found that the most popular video game genres, ranked from highest to lowest percentage, were Action/Adventure, Horror, RPG/Strategy, and Visual Novel games. The dominant game character design trend across many genres was the Cartoon/Manga art style, reflecting the concepts of anthropomorphism and baby-faced bias, similar to Japanese cultural influence. Game environments were primarily based on Semi-Realistic and Cartoon/Manga styles to accommodate the varied genres of Thai video games. Additionally, the study observed a correlation between realistic game characters and realistic game environments.

Featured Designing Child-friendly Data Collection Tools View Digital Media

Paper Presentation in a Themed Session
Ganna Borzenkova  

This paper reports on the development of a child-friendly data collection tool in the context of the Peer2Peer research project (http://peer-2-peer.co.uk/) which aims to investigate how design-based relational play can be used to encourage children with cerebral palsy, aged 7 to 10 years, to engage pro-actively in peer social interactions to support their social-emotional wellbeing. To collect relevant data about the determinants and difficulties of children’s participation in peer social interactions and making friends, we developed a child-friendly data collection tools: face-to-face questionnaire ‘Dino’ and ‘All about me’ profile pages. Both tools were developed to support and complement observations of the children, and semi-structured interviews with their parents and practitioners. Data collection took place at two special schools in the United Kingdom. ‘Dino’ questionnaire uses a narrative story about gamified virtual character – a little blue dinosaur Bella which guides children in completing the questionnaire. All the questions are connected through the storyline and prompts the children to share their own story, making children feel that they are playing with and helping the virtual character in the story rather than completing classroom tasks. For researchers, using fictional characters and storylines as a medium can help to shift roles and see issues more closely from the perspective of children with cerebral palsy, rather than imposing their own academic views and stereotypes on them. The tools contribute to the area of design for health and wellbeing and can be adopted and used by other researchers working with children with disabilities.

The Rise of the Social Media Siren : investigating TikTok's influence on the Design and Construct of Singaporean Female Identity View Digital Media

Paper Presentation in a Themed Session
Joselyn Sim  

Singapore's robust digital infrastructure fosters a unique environment where social media platforms like TikTok significantly impact youth identity. This study investigates how design elements and user agency interact on TikTok to shape identity performance among female Singaporean Gen Zs. The paper analyses the content and profiles of prominent young women on TikTok in Singapore through case studies. Content analysis examines how design elements (e.g., music, editing, visuals) are utilised within content to construct and express identity. Scholars like José van Dijck of Platform Society and Platform Studies expert Jean-Christophe Plantin emphasised the transformative effect of digital technologies. Platform analysis will explore how TikTok's design features influence content creation and identity performance. The paper identifies how young women leverage design elements on TikTok to express themselves and navigate the platform's cultural landscape. The analysis explores how algorithmic curation and platform affordances interact with user agency in shaping identity performance. The case studies offer valuable insights into the interplay between design, user agency, and identity on TikTok. It contributes to understanding how young women navigate social media platforms to construct their identities within an algorithmically driven environment. Furthermore, the insights will allow businesses to create social media experiences that empower users to curate intellectually stimulating content and engage in meaningful discussions.

Exploring Empathy and Emotional Response to Historical Studies through Virtual Reality: A Perspective-Taking Process View Digital Media

Paper Presentation in a Themed Session
SIU Kiu San John  

This research examines the potential of using Virtual Reality (VR) to foster empathy and emotional engagement with a historical event through a perspective-taking approach. It focuses on the 1953 Shek Kip Mei Estate fire in Hong Kong, a pivotal event that led to societal transformation and the introduction of public housing. Participants are immersed in a 3D environment, assuming the role of a victim during the fire and its aftermath. Through interactive elements such as dialogue, soundscapes, and visual stimuli, the study enhances emotional immersion and presence. It draws on the theoretical frameworks of perspective-taking and emotional connection by Lucifora (2023) and Timothy (2022), and is inspired by Bailenson’s (2018) concept of ‘walking in another’s shoes’ to evoke feelings of loss, isolation, and empathy. This research contributes to discussions on VR as a transformative tool for historical education, with a focus on fostering empathy. The study emphasizes the role of VR in preserving and promoting historical events through innovative educational practices. By bridging the gap between technology and historical preservation, this study provides new insights into the use of immersive media to generate emotional and empathetic responses within the domain of historical studies.

Digital Media

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