Exploration 2 - Arts-based Research
Back in my undergrad years, I used to associate social
justice and art with murals, graffiti, etc. I was not familiar with
arts-based research at all. Needless to say, I had a very limited understanding
of socially engaged arts-based research examples. Of course, since then, I got
more and more familiar with arts-based research and even conducted one for my master’s
thesis – even though it was not social justice elated. I think that because of
my academic background in Painting and Visual Arts, I tend to think of
arts-based research as always something visual. Reading more about different
arts-based research methodologies and examples expanded my vision and introduced
me to multi-sensory examples as well as narrative ones. However, when I was
looking for a socially engaged arts-based research example for this
exploration, I still searched for visual examples. I do not know if this is
because of my fine arts background but I think I am still attached to murals in
some nostalgic way - I even did a socially engaged mural as a group project for
a class back in my undergrad years. So, I think that the motive behind my
search was looking for an interactive mural, or a moving image mural (this is
my attempt to merge video games and murals I guess). Since my research
interests are focused on video games, I looked for an example that uses new
media as the arts-based research tool. Or, in other words, an example that uses
the mechanics of video gaming as the art medium, and, gaming itself being the (maybe
limited?) art practice. This kind of art practice is of course limited by the
rules and mechanics of the created video game. However, in such practice, can the
practitioner/gamer have the opportunity to embody the artists’ intentions (in
this case socially engaged intentions) while engaging with the content of the
video game/arts-based research?
With these thoughts in my mind, I found video game
designer and artist Brianna Lei’s Butterfly Soup (2017). Butterfly
Soup is an indie visual novel game about queer teen girls playing baseball
and exploring love. The dialogues between the characters depict around issues of
gender, race, identity, and abuse. The dialogues between the characters depict
around issues of race, gender, identity, and abuse. There are various gender
identities represented among the LGBTQ characters and they are not
stereotypically represented, which is often the case in especially visual novel
type video games. I associated this socially engaged arts-based research
example with arts-imagination. Keifer-Boyd (2011) describes arts-imagination as
a studio art practice that uses creativity and imagination to understand everyday
situations or to form a research theory (p. 10). In the article, Keifer-Boyd
gives Augusto Boal’s (1985) Theatre of the Oppressed as an arts imagination
arts-based research example:
By inviting audience members with suggestions for change
onto the stage to demonstrate their ideas, Boal, a Brazilian cultural activist, discovered a method that empowers
people to generate social action. Through
participation, audience members are not only able to imagine change but are able to practice that change and
reflect collectively on proposals for
change. (p. 11)
I think that playing a socially engaged video game such
as Butterfly Soup might have similar effects as discussed above in the
quote from Keifer-Boyd’s article. I am not making a direct comparison between
these two examples but rather trying to find similarities. In both of these
examples, social justice is based on practice, whether it is participating it
on stage or participating from the buttons of the video game console. Yes, in a
video game, the imagination is limited to the creators’, but the (critical) intent
of such a game can give the opportunity to practice it through playing with it.
This is something I cannot yet discuss broadly because I am not sure if socially
engaged video games can be considered as arts imagination arts-based research
examples. But I definitely find them similar to the examples given in the arts-imagination section in the article.
Keifer-Boyd, K. (May 01, 2011). Arts-based Research as Social Justice
Activism: Insight, Inquiry, Imagination, Embodiment, Relationality. International
Review of Qualitative Research, 4, 1, 3-19.
Draft of Problem Statement
The purpose of this action research study is to use video games as tools/mediums for collaborative (critical) artistic inquiry. I will conduct this study with college-level art students -who are also gamers - in which they will be both engaged in playing the chosen game(s) and will be contributing to the collective drawing we will be doing in a studio setting. This study aims to explore the process and reflection of critical engagement in video games on artmaking through the gaming console and the medium of drawing. Just like a creative team of a video game, we will be exploring and creating an artistic reflection of the chosen video game(s)' worldling. It will also aim to be a critical reflection of the gaming process of the chosen video game(s). During this constructive process, students will be able to engage in their gaming processes artistically and critically and they will be able to work with what is beyond the (visual) surface of video games.
Problem Statement 2

Hello Burcak,
ReplyDeleteI have a couple things -
I'm very interested in your idea of a moving image or interactive mural. I wonder how VR or AR would play into something like that.
Also, when you mentioned the games where identity and representation are key, I immediately thought of games like the Sims, where the character design is very in depth, and players can create everything from a fairly realistic representation of themselves, or create something otherworldly or even grotesque. I, myself, remember that often being the most interesting aspect of those games.
I've been thinking recently about having my students create character sheets for themselves, in a similar way to the #MeetTheArtist trend that crops up on social media once in a while. I wonder how things like identity would change how someone interacts with public art or VR/AR.