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Crossroads in Cultural Studies Conference 14-17th December 2016 Program Index

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8W<br />

Games: Interactivity and immersion (Chair, Mahli-Ann Butt)<br />

Markus Wiemker<br />

Escape Rooms or the (New) Desire for the Analog<br />

It is often assumed that our com<strong>in</strong>g (gam<strong>in</strong>g) culture will be only virtual or digital - and certa<strong>in</strong>ly this will be a<br />

big part of our future society. But there is also a counter trend, a grow<strong>in</strong>g <strong>in</strong>terest of people to play analog or<br />

hybrid games. More and more <strong>in</strong>dividuals (or groups) play board games, collect smart toys or Live Action<br />

Games. Especially the bus<strong>in</strong>ess of Escape Room Games grows extremely fast. In Escape Rooms players have<br />

to discover clues, solve puzzles, and accomplish tasks <strong>in</strong> one or more rooms <strong>in</strong> order to achieve a specific<br />

goal, usually escap<strong>in</strong>g from the room, <strong>in</strong> a team (cf. Nicholson, Scott: 2015). So this paper tries to explore<br />

what Escape Rooms really are, which connections they have to other genres, explore why people are<br />

fasc<strong>in</strong>ated and motivated so much and which specific elements of the gameplay are resonat<strong>in</strong>g to them.<br />

Hanna Wirman* & Rhys Jones<br />

“Boxed Experiences” <strong>in</strong> East Asian Megacities<br />

This paper looks at the emergence of “boxed experiences”, such as room escape games and private karaoke<br />

rooms, <strong>in</strong> overpopulated East Asian cities. Focus<strong>in</strong>g on one city, Hong Kong is home to countless karaoke<br />

rooms and five room escape companies. Even though karaoke boxes have existed for years, the popularity of<br />

spatially limited experiences cont<strong>in</strong>ues to <strong>in</strong>crease and new experiences such as VR rooms have been<br />

<strong>in</strong>vented more recently. We discuss the significance of commodified limitations to one’s aerial surround<strong>in</strong>gs<br />

<strong>in</strong> a highly populous city that already drastically limits the everyday space of its <strong>in</strong>habitants – with the<br />

average per capita liv<strong>in</strong>g space be<strong>in</strong>g just 47.8 ft2. Their timed use, too, contributes to unique experiences,<br />

and it is <strong>in</strong> the conf<strong>in</strong>es of new space-time configurations that participants f<strong>in</strong>d their “own” space.<br />

Compar<strong>in</strong>g room escape games with VR and karaoke rooms, we explore the popularity and attraction of such<br />

experiences.<br />

Antranig Sarian “Mapp<strong>in</strong>g the Rhizome” The Practical Problems of Interactive Narrative<br />

This paper exam<strong>in</strong>es both the structural and existential problems surround<strong>in</strong>g the existence of narrative <strong>in</strong><br />

digital games through the lens of two meta-fictional deconstructions of <strong>in</strong>teractivity: Shelley Jackson’s<br />

Patchwork Girl (1995) and Davey Wreden’s The Stanley Parable (2013). Many modern video games have<br />

arisen to a strong demand for <strong>in</strong>teractive narrative. Game developers Bioware and Telltale have both made<br />

the creation of <strong>in</strong>teractive stories <strong>in</strong> a gam<strong>in</strong>g space central to their design philosophies. The gam<strong>in</strong>g <strong>in</strong>dustry<br />

is rife with myriad experiments <strong>in</strong> <strong>in</strong>teractive narrative and storytell<strong>in</strong>g <strong>in</strong> the digital space, from Gone Home<br />

(2013) to Life is Strange (2015). But is it work<strong>in</strong>g? Experiments like Gone Home (2013) and Everybody’s Gone<br />

to the Rapture (2015) are often derided <strong>in</strong> ma<strong>in</strong>stream discourse as “walk<strong>in</strong>g simulators” while both Telltale<br />

and Bioware respectively are criticised for exaggerat<strong>in</strong>g the diversity of consequences their digital narratives<br />

offer. This paper will exam<strong>in</strong>e and explore the practical problems of <strong>in</strong>teractivity <strong>in</strong> digital games on both a<br />

practical and theoretical level. This <strong>in</strong>cludes chart<strong>in</strong>g the games’ myriad branch<strong>in</strong>g narrative formats, and<br />

explor<strong>in</strong>g the value that <strong>in</strong>teractive narrative can br<strong>in</strong>g to gam<strong>in</strong>g environments.<br />

8X<br />

Sweet, Soft, and Social: Japanese dr<strong>in</strong>ks and snacks consumption culture (Chair, Timothy Kazuo Stea<strong>in</strong>s)<br />

Rebecca Suter Dr<strong>in</strong>k Sokenbicha! Compar<strong>in</strong>g Japanese and Australian Soft Dr<strong>in</strong>ks Consumption Cultures<br />

The consumption of sugared soft dr<strong>in</strong>ks and its impact on health have been the object of much scholarly and<br />

media debate over the past twenty years. Interest<strong>in</strong>gly, one element that is assumed to be unvary<strong>in</strong>g <strong>in</strong><br />

these discussions is taste: people like sweet. Look<strong>in</strong>g at different consumption cultures, however, can help<br />

217

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