Contact Us

Use the form on the right to contact us.

You can edit the text in this area, and change where the contact form on the right submits to, by entering edit mode using the modes on the bottom right. 

         

123 Street Avenue, City Town, 99999

(123) 555-6789

email@address.com

 

You can set your address, phone number, email and site description in the settings tab.
Link to read me page with more information.

Hannah Nicklin

IMG_9823.JPG

MAY 29 2019/29 MAGGIO 2019

Seminar Room/Aula seminari

Università IULM (IULM 1)

Via Carlo Bo, 1

20143 Milan

PLEASE RSVP - REGISTRAZIONE NECESSARIA

Games as activism. provocations for action. What might an activist game design practice look like in 2019?

LANGUAGE: ENGLISH

What might an activist game design practice look like in 2019? How have arts practices throughout the 20th Century set out to resist reactionary political hegemonies? What does the struggle look like now, and what qualities and tactics do contemporary reactionary movements employ which games practices could challenge? How do we move past didactic 'games for good' style preaching-to-the-converted and towards making games set itself practically against the reactionary and hateful ideologies of the far right seeing a resurgence throughout Europe and beyond? This talk will offer a series of provocations and a context from which Hannah Nicklin and IULM students will work together to see what answers they might discover.

Giochi come attivismo. provocazioni per UN'azione. COME POTREBBE ESSERE UNA PRATICA DI game design attivista nel 2019?

LINGUA: INGLESE

Quali sono le caratteristiche del game design attivista nel 2019? In che modo le pratiche artistiche del XX secolo hanno tentato di resistere alle ideologie politiche più reazionarie? Cosa vuol dire contrastare, oggi, soprusi e violenze? Quali sono le tattiche adottate dai movimenti reazionari contemporanei? E come possono le pratiche ludiche sfidarle? Possiamo immaginare qualcosa di più efficace dei cosiddetti videogiochi buonisti apertamente didattici che si rivolgono ai soliti noti? Esiste un game design che si pone in antitesi alle odiose ideologie dei movimenti di estrema destra tornati in primo piano in Europa e altrove? Questo intervento offre una serie di provocazioni e un contesto di discussione costruttiva tra Hannah Nicklin e gli studenti della IULM.

Hannah Nicklin (PhD) è una scrittrice, game designer, accademica ed artista la cui pratica si colloca all’intersezione tra game design, narrative design e game writing, performance writing, pratiche comunitarie e arte attivista. Il suo interesse primario è il ruolo della narrazione nella vita quotidiana. Il suo obiettivo è consentire a giocatori, pubblico e partecipanti di riflettere sulla propria vita, vissuta nel contesto inestricabile della reciprocità sociale. Hannah si sforza di rendere accessibili a tutti le più eterogenee esperienze performative e ludiche, in modo proattivo, coinvolgendo la comunità, producendo e programmando una pratica sperimentale, facendo da ponte tra le varie attività creative. Hannah ha collaborato con Santa Ragione, Draknek, Die Gute Fabrik, Twisted Tree Games, The Royal Shakespeare Company, The V&A, The Wellcome Collection, Rock Paper Shotgun. Ha esposto le sue iniziative a Game Happens, AMAZE, Now Play This, Feral Vector, Gamecity e Beta Public. Ha tenuto conferenze sulle pratiche sociali, narrative e di game design in università come UEL, UAL, RCSSD e Goldsmiths.

Hannah Nicklin (PhD) is a writer, game designer, academic and artist working at the confluence of game design, narrative design and game writing, performance writing, community-based practices and activist art. Her work is often driven by an interest in the role of storytelling in everyday life; in enabling players, audiences and participants to reflect on their lives, lived in the inextricable context of one another. She works hard to make performance/playful experiences that can be accessed by everybody, proactively, by taking work into communities, by producing and programming experimental work, and by being a bridge between creative practices. Hannah has worked with and for organisations such as Santa Ragione, Draknek, Die Gute Fabrik, Twisted Tree Games, The Royal Shakespeare Company, The V&A, The Wellcome Collection, Rock Paper Shotgun, and spoken at events like Game Happens, AMAZE, Now Play This, Feral Vector, Gamecity, and Beta Public. She has also lectured in socially engaged practices, digital narrative, and game design at several universities, including UEL, UAL, RCSSD, and Goldsmiths.