- Convenors:
-
Caterina Sartori
(Goldsmiths (University of London))
Stephen Hughes (Royal Anthropological Institute)
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- Discussant:
-
Mark Westmoreland
(Leiden University)
- Format:
- Workshop
- Sessions:
- Friday 10 March, -
Time zone: Europe/London
Short Abstract:
We welcome proposals from filmmakers who wish to receive feedback on a film work-in-progress at any stage of production. The selected participants will receive feedback from an expert and from their peers in a supportive environment.
Long Abstract:
We welcome proposals from filmmakers who wish receive feedback on a film work-in-progress at any stage of production. The selected participants will get a chance to screen and present their work to an expert: either a filmmaker or an academic drawn from the wide RAI film network who can comment on their work in a generative way. The sessions will be moderated by RAI Film Festival directors Caterina Sartori and Stephen Hughes, and they will be open to the festival audience. We aim to provide a creative and nurturing environment in which filmmakers will benefit from the expertise and sensibility of senior practitioners, scholars and fellow filmmakers. It is an opportunity to receive valuable feedback and encouragement, to think through issues and open questions, and to connect with a network of peers.
Each selected participant will have 30 minutes to present their work and receive comments.
In your proposal please provide:
- a brief summary of your project or a treatment
- information on what stage your project will be at (pre-production, production, post-production)
- an indication of what aspect you would like feedback on (for example but not limited to.: editing, sound design, narrative structure)
- OPTIONAL: a link to a sample of up to 5 minutes of your current project. This can be a trailer or a segment of a longer piece.
Accepted contributions:
Session 1 Friday 10 March, 2023, -Contribution short abstract:
TimeBank THE GAME is a six-weeks alternate reality game designed to motivate players for environmental actions in the real world - rewarded by an eco-value-accounting system called 'Time-Coin' through which they can buy VERBS to escape crises and evolve in 4 online dystopias.
Contribution long abstract:
The IPCC report (more than 14000+ citations) has presented overwhelming scientific evidence that human-induced climate change is a pressing threat to our wellbeing, the code for humanity has now been declared red. Yet motivation for the civil society and governments across the globe to reduce carbon emissions remain low.
TimeBank THE GAME is a six-weeks alternate reality game designed to motivate players to take action in repairing our environment, in return rewarded by an eco-values accounting system called 'Time-Coin' (1 minute of action equals to 1 coin) offered by various environmental NGOs/partners. Players of our game were required to join a 7 day carbon diet in the real work (first week) and took an oath to marry and protect the planet in a ceremony, through which they committed to give up their human features humbly and surrendered themselves into being a cell, thrown to survive in different climate-induced crises zones in 4 virtual scenarios week by week.
Each week, players had one chance to progressively pass a critical zone of danger- hunger, darkness, intoxicated ocean, burning forest and only by synchronising their environmental repair actions in both real world and right VERBS in virtuality, could they find salvation.
We hope to seek feedback about how to present our work again in between the online game and real life actions? Whether our Time-Coin system is an effective mechanism to motivate change? How can we improve players' gaming experiences between the VERBS, actions in both the real and virtual environments?
Contribution short abstract:
The Long Day of Young Peng is an interactive storyline based on the software Twine that uses original ethnographic material to chronicle one day in the life of Peng, a Chinese migrant. As part of post-production, the authors would like to receive feedback on the concept, narrative and interface.
Contribution long abstract:
Digitised ethnographies open new spaces of collaborative learning and provide an alternative to established modes of ethnographic storytelling and publication. The Long Day of Young Peng is an interactive storyline based on the open-source tool Twine that uses original ethnographic material (fieldnotes, interviews, pictures and videos elicited through a participatory approach) to chronicle one day in the life of Peng, a young Chinese migrant. In this interactive ethnography, the player is put in Peng’s shoes on his journey from his native village to Beijing in search of employment. Through interacting with other characters, the player relives Peng’s first day in Beijing and familiarises herself with topics in the scholarship of contemporary Chinese society.
The idea of developing a digitised ethnography came in response to a 2016 LSE Learning and Technology grant to support large-scale, technology-informed initiatives with the potential to have a substantial and lasting impact on teaching practices around the School. The Peng game has been presented in various fora, including the 2017 European Educational Game competition and the 2020 UKRI-funded project Methods for Change. It is currently used in a variety of contexts, from high school classes in Italy to civil servant training in Finland. In 2022, a proposal for updating Peng won two teaching development grants from the LSE Eden Centre and King’s College London. As we enter the post-production phase, we would like to receive feedback on the concept, the narrative and the overall design of the game's interface.