Jouer à un jeu de ficelle spéculatif

prendre en compte les potentialités féministes de Twine

Auteurs-es

Mots-clés :

Twine, fabulation spéculative, féminisme, collaboration, pratique créative, récits non linéaires

Résumé

Inspirées par les possibilités féministes offertes par les technologies numériques, tout en reconnaissant leurs limites, les auteures examinent le processus collaboratif de création d’ateliers sur Twine pour trois conférences, soit celles de l’International Communications Association, de l’Association canadienne de communication et de l’Association pour l’ouverture/les technologies en éducation, dans la société et pour l’avancement des savoirs. Les ateliers ont mobilisé Twine comme outil interactif permettant d’aborder de manière critique les récits de l’Empire à travers une expression féministe, non linéaire, non normative et créative, tout en explorant la manière dont l’adoption de l’éthique de Twine pourrait favoriser une idéation analogique collaborative. Dans Twine, nous voyons des façons de s’écarter des normalisations libertariennes de l’individualisme et proposons plutôt de « jouer à un jeu de ficelle spéculatif » en suivant l’appel de Donna Haraway à réfléchir collectivement, à réimaginer et à coexpérimenter des formes émergentes d’expression numérique afin de façonner d’autres modes de pensée et de futures possibilités. En nous appuyant sur nos domaines d’expertise respectifs (cultures numériques; communications; histoire; études féminines, féministes et sur le genre; études environnementales; écriture et rhétorique; études des jeux), nous examinons les possibilités et les limites de Twine et réfléchissons au processus d’établissement d’une collaboration féministe. Nous mettons l’accent sur les processus et les relations plutôt que de nous concentrer uniquement sur les résultats, comme une intervention féministe délibérée contre les approches néolibérales axées sur les résultats en recherche. Nous suggérons aussi qu’un aspect de la collaboration féministe consiste à être ouvert à un travail commun non linéaire, continu et itératif.

Biographies de l'auteur-e

  • Anna Lee-Popham, University of Guelph

    Anna Lee-Popham is a lecturer in creative writing at the University of Toronto and the University of Guelph. Her poetry collection, Empires of the Everyday (McClelland & Stewart), was a finalist for the Pat Lowther Memorial Award. Her writing was first runner-up in PRISM international’s Pacific Poetry Prize, shortlisted for The Fiddlehead Creative Nonfiction Contest and Room's Poetry Contest, longlisted for CBC's nonfiction prize, and published in Arc, Brick, Canthius, Riddle Fence, Autostraddle, Lingue e Linguaggi, and others. Anna holds an MFA in Creative Writing from the University of Guelph.

  • Sarah York-Bertram, York University, York University

    Sarah York-Bertram is a graduate of the Gender, Feminist, and Women’s Studies doctoral program at York University and is currently the Riley Postdoctoral Fellow at the University of Winnipeg in the History Department. In 2022, she co-organized the Feminist Digital Methods Events and Conference, which later became a Research Cluster,  at the Centre for Feminist Research. She is co-editor of the forthcoming Feminist Digital Methods book with Routledge Press.

  • Aparajita Bhandari, University of Waterloo

    Aparajita Bhandari is an assistant professor whose work sits at the nexus of critical internet studies, feminist media studies and cultural theory engaging in critical examinations of social media platforms with a focus on understanding instantiations of everyday or mundane online experiences as potential sites of resistance against hegemonic power.

  • Laurence Butet-Roch, York University, York University

    Laurence Butet-Roch is an environmental media scholar, photographer, and writer. Her work questions the entanglements of the politics of visibility, representational justice, and extractivism through both academic research, and artistic and curatorial endeavours. Her doctoral project was awarded a Governor General Gold Medal and excerpts have appeared in RACAR, Visual Studies, Journal of Environmental Media, Facts & Frictions, as well as edited volumes.

  • Sarah Choukah, Université de l'Ontario français

    Sarah Choukah is a transmedia artist and researcher, and assistant professor in digital communications and media studies at the Université de l'Ontario français in Toronto. Her research combines digital technologies with transdisciplinary practices across bioart, creative computing, interspecies collaboration, and feminist and posthuman approaches. She has a longstanding relationship with Physarum polycephalum, a slime mold that challenges anthropocentric notions of intelligence and invites alternative modes of decentered, more-than-human sensing and thinking. Her current work explores hybrid, modular, bioelectronic art gardens as experimental spaces, as well as modes of belonging and collective action at the margins of big tech, with a particular concern for minority francophone communities navigating predominantly anglophone digital systems.

  • Alison Harvey, Glendon College, York University, Glendon College, York University

    Alison Harvey is Associate Professor of Communications and the Director of the Institute for Research on Digital Literacies at York University. Her research and teaching focuses on issues of inclusivity and accessibility in digital culture, with an emphasis on gender and labour in digital games. She is the author of Gender, Age, and Digital Games in the Domestic Context (2015, Routledge) and Feminist Media Studies (2019, Polity). Her work has also appeared in a range of interdisciplinary journals, including most recently in Feminist Media Studies, Diversity & Inclusion Research, Global Media & China, and New Media & Society. She served as the president of the Canadian Game Studies Association from 2023-2025 and is acting as a co-chair of the 2026 meeting of the Society for Social Studies of Science (4S).

Références

Abraham, Benjamin J. 2022. Digital Games After Climate Change. Cham, Switzerland: Palgrave.

Ahmed, Sara. 2004. “Affective Economies.” Social Text 79(2, 2):117-139.

Anthropy, Anna. 2012. Rise of the Videogame Zinesters. Seven Stories Press.

______. 2013. Queers at the End of the World. https://w.itch.io/end-of-the-world.

Arora, Payal. 2019. “Decolonizing Privacy Studies.” Television & New Media 20(4): 366-378.

Back, Les, and Nirmal Puwar. 2012. “A Manifesto for Live Methods: Provocations and Capacities.” The Sociological Review (Keele) 60(S1): 6–17.

Benjamin, Ruha. 2019. Race After Technology. Abolitionist Tools for the New Jim Code. Medford: Polity Press.

Chan, Anita S. 2013. Networking Peripheries. Technological Futures and the Myth of Digital Universalism. Cambridge, MA: MIT Press.

Chess, Shira. 2020. Play Like a Feminist. Cambridge, MA: MIT Press.

Cote, Amanda C. and Brandon C. Harris. 2023. “The Cruel Optimism of ‘Good Crunch: How Game Industry Discourses Perpetuate Unsustainable Labor Practices.” New Media & Society 25(3): 609-627.

Couldry, Nick and Ulises A. Mejias. 2018. “Data Colonialism: Rethinking Big Data’s Relation to the Contemporary Subject.” Television & New Media 20(4): 336-349.

Cox, Daniel and Klimas, Chris (eds). 2024. The Twine Cookbook. Interactive Fiction Technology Foundation.

Crows, Crows, Crows. 2016. The Temple of No. https://crowscrowscrows.itch.io/the-temple-of-no

Dovey, Jon and Helen W. Kennedy. 2006. Game Cultures: Computer Games as New Media. Maidenhead: Open University Press.

Dyer-Witheford, Nick and Greig de Peuter. 2009. Games of Empire: Global Capitalism and Video Games. Minneapolis: University of Minnesota Press.

Edwards, Paul N. 2003. “Industrial Genders: Soft/Hard.” In Gender and Technology: A Reader, edited by Nina Lerman, Ruth Oldgenziel, and Arwen P. Mohun. Johns Hopkins University Press.

Evans, Sarah. 2020. “En(Twine)d: A Feminist Software Analysis.” In Hybrid Play: Crossing Boundaries in Game Design, Players Identities and Play Spaces, edited by Adriana de Souza e Silva and Ragan Glover-Rijkse. Routledge.

Fron, Janine, Tracy Fullerton, Morie Jacquelyn Ford, and Pearce Celia. 2007. “The Hegemony of Play.” Paper presented at the Situated Play- Digital Games Research Conference, Tokyo.

Haraway, Donna. 1991. “A Cyborg Manifesto: Science, Technology, and Socialist Feminism in the Late Twentieth Century.” In Simians, Cyborgs and Women: The Reinvention of Nature. Routledge.

_____. 2011. “Speculative Fabulations for Technoculture’s Generations: Taking Care of Unexpected Country.” Australian Humanities Review 50(5): 96-118.

_____. 2021. “SF: Science Fiction, Speculative Fabulation, String Figures, So Far.” Ada New Media, no. 3.

Harvey, Alison. 2014. “Twine’s Revolution: Democratization, Depoliticization, and the Queering of Game Design. GAME: The Italian Journal of Game Studies 3: 95-107.

_____. 2019. “Feminist Interventions for Better Futures of Digital Games.” In Playing Utopia: Futures in Digital Games, 211-234, edited by Benjamin Beil, Gundolf S. Freyermuth, and Hanns Christian Schmidt. Bielefeld: Transcript.

Harvey, Alison and Tamara Shepherd. 2016. “When Passion isn’t Enough: Gender, Affect and Credibility in Digital Games Design.” International Journal of Cultural Studies 20(5): 492–508.

Hicks, Mar 2017. Programmed Inequality: How Britain Discarded Women Technologists and Lost Its Edge in Computing. MIT Press.

Kuo, R. 2020. Conduits of (Im) Possibility: Mediating Solidarities. Doctoral dissertation, New York University.

Lee-Popham, Anna. 2021, April 17. “Tonight May Be.” Canthius.

Lewis, Jason Edward, Noelani Arista, Archer Pechawis, and Suzanne Kite. 2018. “Making Kin with the Machines.” Journal of Design and Science. doi.org/10.21428/bfafd97b

Livingston, Ira. 2021. “Nonlinearity, Writing, and Creative Process.” In The Palgrave Handbook of Literature and Mathematics, edited by Robert Tubbs, Alice Jenkins, and Nina Engelhardt. Springer Books.

Long, Ziyu, Jasmine R. Linabary, Patrice M. Buzzanell, Ashton Mouton, and Ranjani L. Rao. 2020. “Enacting Everyday Feminist Collaborations: Reflexive Becoming, Proactive Improvisation and Co‐learning Partnerships.” Gender, Work, and Organization 27(4): 487–506.

Lothian, Alexis and Amanda Phillips. 2013. “Can Digital Humanities Mean Transformative Critique?” Journal of E-Media Studies 3(1): 1–25.

Lupton, Deborah. 2000. The Embodied Computer / User. In The Cybercultures Reader, edited by D. Bell and B. Kennedy. London: Routledge

Lutz, Helma, Maria-Teresa Herrera Vivar, and Linda Supik. 2011. “Framing Intersectionality: An Introduction.” In Framing Intersectionality: Debates on a Multi-Faceted Concept in Gender Studies, edited by Helma Lutz, Maria-Teresa Herrera Vivar, and Linda Supik. Routledge.

Lynch, Teresa, Jessica E. Tompkins, Irene van Driel, and Niki Fritz. 2016. “Sexy, Strong, and Secondary: A Content Analysis of Female Characters in Video Games across 31 Years.” Journal of Communication 66(4): 564–584.

McIlwain, Charlton D. 2019. Black Software: The Internet and Racial Justice, from the AfroNet to Black Lives Matter. Oxford: Oxford University Press.

Milan, Stefania. M and Emiliano Treré. 2019. “Big Data from the South(s): Beyond Data Universalism.” Television & New Media 20(4): 319–335.

Mukherjee, Souvik. 2019. “Age of Empires: Postcolonialism.” In How to Play Video Games, edited by Matthew Thomas Payne and Nina B. Huntemann. New York: New York University Press.

Nakamura, Lisa. 2011. “Economies of Digital Production in East Asia: iPhone Girls and the Transnational Circuits of Cool.” Media Fields Journal 2: 1-10.

_____. 2014. “Indigenous Circuits: Navajo Women and the Racialization of Early Electronic Manufacture.” American Quarterly 66(4): 919-941.

Noble, Safiya Umoja. 2018. Algorithms of Oppression: How Search Engines Reinforce Racism. NYU Press.

Nooney, Laine. 2013. “A Pedestal, A Table, A Love Letter: Archaeologies of Gender in Videogame History.” Game Studies 13(2).

Pérez-Latorre, Óliver and Merce Oliva. 2019. “Video Games, Dystopia, and Neoliberalism: The Case of BioShock Infinite.” Games and Culture 14(7-8): 781-800.

Philips, Kavita. 2021. “The Internet Will Be Decolonized.” In Your Computer Is On Fire, edited by Thomas S. Mullaney, Benjamin Peters, Mar Hicks, and Kavita Philips. Cambridge, MA: The MIT Press.

Porpentine 2012. Howling Dogs. https://xrafstar.monster/games/twine/howlingdogs/

Preda, Marian, and Ștefania Matei. 2023. “Teaching Time as a Social Imaginary. Using Speculative Fabulation to Deconstruct the Hegemonic Temporalities of Modernity.” Time & Society 32(3): 318-335.

Puig de la Bellacasa, María. 2017. Matters of Care: Speculative Ethics in More Than Human Worlds. Minneapolis, MN: University of Minnesota Press.

Sharma, Sarah and Rianka Singh, eds. 2022. Re-Understanding Media: Feminist Extensions of Marshall McLuhan. Duke University Press.

Sicart, Miguel. 2014. Play Matters. Cambridge, MA: MIT Press.

Stallabras, Julian. 1993. “Just Gaming: Allegory and Economy in Computer Games.” New Left Review 198 (March/April): 83-106.

Steele, Catherine Knight. 2021. Digital Black Feminism. New York: NYU Press.

Trammell, Aaron 2023. Repairing Play: A Black Phenomenology. Cambridge, MA: MIT Press.

Turkle, Sherry 1984. The Second Self: Computers and the Human Spirit. New York: Simon and Schuster.

Tuzcu, Pinar. 2016. “Allow Access to Location?: Digital Feminist Geographies.” Feminist Media Studies 16(1): 150–163.

Weststar, Johanna and Marie-Josée Legault. 2018. “Women’s Experiences on the Path to a Career in Game Development.” In Feminism in Play, edited by Kishonna L. Gray, Gerald Voorhees, and Emma Vossen. Palgrave Macmillan.

Zimmerman, Eric and Heather Chaplin. 2013. “Manifesto: The 21st Century Will Be Defined By Games.” Kotaku. Available online: http://kotaku.com/manifesto-the-21st-century-will-be-defined-by-games-1275355204

Téléchargements

Publié

2026-01-22

Numéro

Rubrique

Recherche originale