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Copy Link. Digital media are a demonstrably useful resource. Indigenous Peoples can harness information and communication technologies ICTs to cultivate Indigenous cultural awareness through the protest of offensive and harmful misappropriations and the principled and permitted production of Indigenous content. It is, therefore, important that future expansions of legislation do not lead to technophobic arguments that see technology as essentially detrimental or ill-suited to Indigenous traditions Putnam ; Srinivasan While some forms of traditional knowledge, such as that which is secret and sacred, may be inappropriate for digitization, this is for Indigenous communities and community- appointed authorities, such as Elders and Chiefs, to decide.

It is critical that efforts towards protecting Indigenous communities do not become patronizing in their well-meaning efforts, denying the agency and self-determination of Indigenous communities. Indigenous Peoples, like all peoples, grow, ex- change, and debate identity, tradition, and culture Landzelius Engaging new media does not result in the loss of tradition or authenticity, and insisting on resistance to new technologies means denying the legitimacy of Indigenous participation in contemporary realms Buddle Indigenous Video Games and the Protection of Traditional Knowledge Indigenous video games offer a cogent argument for the efficacy of Indigenous- determined, non-legal protective measures for traditional knowledges, mobilized to educate users about appropriate, respectful uses and representations of Indigenous cultures.

Video games have been celebrated for their ability to educate by inspiring devotion to characters and motivation to progress through the narrative Gee ; Taylor In addition to outreach education, in-community education and skills sharing through workshops and game jams are an important component of many Indigenous gaming companies and collectives, such as those offered by AbTeC and Pinnguaq.

Code clubs and workshops create new contexts to interact with and transfer traditional knowledge, and hold learning about stories and the process of storytelling as central to their game development process. In a market saturated with stereotypes, Indigenous gaming companies can offer the better option.

Rather than the botched representations of Ictinike in the Shin Megami Tensei series Atlus , or Wendigo in Until Dawn Supermassive Games , we have knowledge that was digitized with intent and permission, such as the water songs digitized in Honour Water. Indigenous video games offer accurate and respectful representations of the histories, stories, beliefs, and knowledges of Indigenous Peoples.

Digitization and gamification are not always the appropriate means of communicating many forms of traditional knowledges. Indigenous communities in Canada, the USA, and globally remain among the most systematically disadvantaged and overlooked by government, and while it is true in Canada that many Indigenous communities are wealthy, there are many more that must fight for basic necessities, such as potable water, health care, and proper housing and food, let alone adequate ICTs and the infrastructure required for their support.

Developments in digital, legal, and gaming discourses indicate an increasing openness to and recognition of diversity in their respective spheres.

Indigenous video games play an essential part in this diversification, and, moreover, can contribute nuance to the understanding of traditional knowledges in law and policy formation. Not only do they offer lessons in the dynamic nature of living cultures, memories, and traditions, but they illustrate the benefits of Indigenous protocols and processes in the creation of Indigenous content. This paper argues that Indigenous governance and self-determination are essential to the ethical and accurate expression and protection of Indigenous traditional knowledges.

This is as true for Indigenous video games as it is for the law. Just as video games incorporating Indigenous representation and traditions are improved by Indigenous-determined processes, so too is the modification or formation of law and policy.

Any expansions to copyright law to provide protection for traditional knowledges must be executed with the direct input of Indigenous Peoples; not as tokens or consultants, but as recognized culturally distinct experts whose involvement will better inform the formation of laws and policies impacting the governance of their traditional knowledges.

References Acoose, J. Anderson, W. International Communication Gazette Appiah, K. Cosmopolitanism: Ethics in a World of Strangers. Baehre, R. Battiste, M. Vancouver: UBC Press. Bently, L. Intellectual Property Law. Oxford: Oxford University Press. New York: Random House. Brown, D. Journal of Material Culture Buddle, K. In Wilson, P.

London: Duke University Press. Burkert, H. In Graber, C. Cheltenham: Edward Elgar. Cliford, J. Cambridge: Harvard University Press. Cole, D.

Coombe, R. In Bell, C. Crosby, M. Construction of the Imaginary Indian. In Giltrow, J. Peterborough: Broadview Press. Dean, A. Toronto: University of Toronto Press.

Deloria, V. Golden: Fulcrum Publishing. Drahos, P. Dutfield, G. Global Intellectual Property Law. Ellickson, R. Ferguson, T. Native Americans and the Practice of Archaeology. Annual Review of Anthropology Fitzgerald, B. Introductory Remarks. In Fitzgerald, B. Sydney: Sydney University Press. Foster and Others v Mountford and Rigby Ltd. Fournier, S. Stolen from Our Embrace. Francis, D. Vancouver: Arsenal Pulp Press. ACM Computers in Entertainment 1.

Gervais, D. Goldberg, D. New York: Seven Stories Press. Golding, D. The End of Gamers. In Goldberg, D. Government of Canada. Background on the Inquiry. Graber, C. Harris, L. Canadian Copyright Law 4th Edition. Hinton, A. Berkeley: University of California Press. Horsman, R. American Quarterly Howell, R. Hoxie, F. Lincoln: University of Nebraska Press. Hudson, E. Janke, T. Johnston, P. Native Children and the Child Welfare System.

Juul, J. London: MIT Press. Landzelius, K. Introduction: Native on the Net. In Landzelius, K. London: Routledge. Lessig, L. Skins 1. Canadian Journal of Political Science Mathias, J. Meese, J. Computers and Composition Mills, S. Gender and Colonial Space. In Lewis, R. Moran, L. Nafziger, J. Leiden: Brill Academic Publishers. Nash, G. Upper Saddle River: Prentice Hall. Ngenda, A. Oliver, R. Why an Arctic Startup? Pinnguaq Blog, 8 November Plunkett, L.

Kotaku, 10 July Prins, H. In Ginsburg, F. Putnam, R. Journal of Democracy 6. Ramsley, J. Griffith Law Review Schafer, D. World Futures: Journal of General Evolution Sheffield, G. Norman: University of Oklahoma Press.

Srinivasan, R. International Journal of Cultural Studies 9. Steinman, E. American Journal of Sociology Stocking, G. Victorian Anthropology. Taylor, T. Whose Game Is This Anyway? Negotiating Corporate Ownership in a Virtual World. Tampere: Tampere University Press. Townsend-Gault, C. In Jackson Rushing, W. New York: Routledge. Winnipeg: Truth and Reconciliation Commission of Canada. Wheeler, K. CBC Indigenous, 26 November Wilson, P. Traditional Knowledge. Glossary of Terms.

What Is Intellectual Property? High Moon Studios. Big hART. Shin Megami Tensei. Supermassive Games. Sony Computer Entertainment. We demonstrate the ways in which archaeological, historical, and video game chickens are all linked in terms of social relationships, and that human interactions with and portrayals of chickens reflect this linkage.

The ways in which humans depict and treat other animals, including chickens, result from cycles of perception in the context of a long-term co-evolutionary trajectory. Humans have shaped and modified non-human beings through directed breeding and other practices which constitute the continuous processes of domestication. These changes have affected the ways in which humans view domestic species, and, as a consequence, the ways in which they interact with them.

Although dogs, dairy cattle, and other mammalian domesticates are obvious examples of the alterations effected by directed breeding, chickens are a case par excellence. Even though chicken breeding only became a popular pastime in the 19th to early 20th centuries Marie , ancient chicken bones show skeletal changes consistent with those present in some modern breeds. For example, crania with cerebral hernia present in some crested breeds such as Polands , and proportionately short limb elements resembling those found in Japanese Bantams have been identified in archaeological assemblages Brothwell ; Gordon et al.

These cycles of perception have shaped the chickens of the past, the present, and their video game counterparts. Many video game chickens are short- lived and viewed as passive, throwaway creatures — much like broiler chickens. However, this is not consistently the case: the games which were investigated for this study presented a range of interactions and relationships. The production of chickens for meat and eggs is astronomical in scale: 68 million tonnes of eggs and Despite their enormous economic value and considerable global ubiquity, chickens are not perceived positively, are sources of negative metaphors and other linguistic devices, are derided as beneath notice, or feature as passive objects in typical narratives Driscoll ; Goatly ; Stibbe Perhaps because of their ubiquity, chickens are objectified, considered homogenous, or perceived as stupid and unlovable Driscoll Chickens are surprisingly common in video games, an echo of their global prevalence.

But chickens were not always ubiquitous, and the archaeological and historical evidence provides a rich and varied record of the many ways in which humans have perceived, portrayed, and treated chickens in the past. The digital realm is different, but by no means homogenous: in some video games, chickens are portrayed realistically and form relationships with members of other species generally in the form of game-generated characters or player avatars , whilst in others they exist solely as passive objects or targets of abuse.

Archaeological evidence demonstrates the complex web of social perceptions and depictions of real-world chickens food, companion, supernatural being, violent combatant reflected in modern day video game chickens. The Red Junglefowl was the primary wild ancestor of the chicken, domesticated in multiple locales by approximately 8, years ago earlier dates remain contentious, Peters et al. It appears increasingly unlikely that chickens were initially domesticated solely for food Sykes , and that their roles were instead multifaceted.

Writings of the Roman Agronomists attest to their divinatory roles and sacred or medicinal aspects, to say nothing of cockfighting or the value of feathers for bedding, dung for fertilizing fields, and eggs as a culinary ingredient and symbolic object in their own right.

Chickens have also accompanied humans in death for thousands of years, with partial chicken skeletons recovered from human burials Stirling These strands of past relationships between humans and chickens are complex, interwoven, and frequently contradictory, whereas interactions between chickens and humans in video games initially appear to be simple and unidimensional, with little resemblance to past relationships.

How are the ways in which chickens are portrayed in video games linked to perceptions of chickens in the past? What does our representation of chickens in video games say about our society? How can we ethically represent chickens and other domestic animals in video games?

This approach allowed the authors to challenge the status quo and better illuminate the relationships between society, technology, and non-human animals by interrogating video game depictions of chickens from an ethical perspective. Discussions on popular video gaming forums were used to clarify the player experience of interacting with video game chickens. Chicken-related aspects were identified in 56 video games, ranging in date from the early s to , which were sufficiently representative of the categories outlined see Table 3.

Popular video game forums were searched using an unmodified version of the Google search engine in order to locate references to chickens in video games, and these results are discussed in the categories to which they pertain.

An ethical analysis was used to investigate representations of chickens in video games, the connections between these portrayals and historical human perceptions as well as those expressed in the modern era , and draw conclusions about the ethical permissibility of such representations.

This approach strengthened critical reflection and made incorporation of archaeological and historical perspectives possible, whereas a quantitative approach may have lacked interpretive depth. The Supernatural Chicken Chickens are associated with the divine, the splendid, and the magical from the earliest stages of nascent human-chicken relationships. One of the earliest chicken depictions dates to the 14th century BC, where both hens and cocks feature in a naturalistic scene carved on an ivory pyxis a lidded, cylindrical container discovered in a Middle Assyrian tomb at Assur Ehrenberg Ehrenberg notes that Mesopotamian depictions of cocks from the first half of the first millennium BC were depicted alone on a plinth, a treatment normally reserved for divinity Ibid.

At diferent times, chickens were also buried with humans, in ways which are not consistent with placement of food oferings, across parts of Southeast Asia, Africa, and Europe Higham ; Stirling ; Storey et al. Chickens also had sacred roles in connecting to the divine through sacrifice and divination. Thousands of chicken bones have been excavated at Mithraic cult centres, the majority of these deriving from male chickens Lentacker et al.

Portrayals of the Roman deities Zeus and Mercury often include cocks. Religious practices in the Togo Hills of Ghana still require the sacrifice of chickens, and Talensi diviners carry sacred bags which include the foot of a chicken Insoll A mosaic upon the altar of the Church of Dominus Flevit in Jerusalem shows a hen gathering her chicks; the scene had been used by Christ to demonstrate his feelings for the peoples of Jerusalem Luke ; Matthew In the 9th century, Nicholas I issued a papal edict requiring churches to use the image of a cock on steeple weathervanes Forlong Later on, O Galo de Barcelos the iconic chicken emblem of Portugal originated from the story of a cock who crowed despite having been roasted because a pilgrim who was about to be hanged was innocent.

Video games likewise present culturally-contingent portrayals of chickens who are rare, oracular, divine, or with supernatural qualities. Other video game chickens possess supernatural powers e.

Less aggressive chickens which are linked to wisdom or magic include the chicken in Guacamelee! Drinkbox Studios , who offers gameplay hints, and The Golden Chicken in Guild Wars 2, a shining hen who can only be found through dangerous and intrepid exploration. It is not clear whether these divine and supernatural video game chickens are linked in any way to their ancient roles, or if their presentation is intended as purely ironic. This exemplifies the way in which video games as media affect human perceptions and interpretations of the depictions which they present.

The Product ive Chicken Archaeological evidence for the economic importance of chickens, particularly with regard to their eggs and flesh, is commonplace in reports and plentiful across Europe after the first quarter of the first millennium AD. Culinary preparation and processing of chicken carcasses is attested to by butchery marks and burning present on skeletal elements, and it may be that the earliest use of chickens for their meat took place between the third and second centuries BC at Tel Maresha in Israel Perry-Gal Chicken feathers were useful for bedding and mattresses, and it is probable that chicken dung was employed as an agricultural fertiliser from classical times, if not before.

Beyond the production and consumption of flesh and secondary products, some people in the past found the company of chickens to be pleasurable. Also, the sounds made by chickens are distinctive, and have been imbued with meaning for centuries; the distance travelled by the crow of a cock was used as a unit of measurement in ancient Irish law Kelly Chickens are also portrayed as commodities in various video game contexts.

Primary amongst these is meat or eggs as a virtual food item, which often replenishes the health of the player character hereafter PC e. In Animal Crossing Nintendo , the PC can attempt to befriend and maintain ongoing relationships with chicken villagers, and in some games of the Legend of Zelda series Nintendo et al.

The Anthropomorphized Chicken There is a human tendency to metaphorically impose the value frameworks of current society onto animals Goatly In keeping with this, chickens have been anthropomorphized in a variety of often negative ways in both the archaeological and video game evidence. Linguistic devices show how chickens are ascribed human characteristics both brave and cowardly, combative and pathetic. These dichotomous ascriptions are deeply gendered. One trait which may surpass these generalities in longevity is humour.

Chickens have been associated with humour since at least the time of Aristophanes, who featured them in his comedy The Birds first performed in BC as an illustration for human behaviour lines ; Csapo Video game chickens, like those in past media, also demonstrate bravery and aggression, though that may be intended ironically. Fable III opens with a cinematic of a doomed, courageous chicken running a violent industrial gauntlet. In Billy Hatcher and the Giant Egg, chickens are depicted as brave, and in Portal Valve , chickens were failed, pioneering experiment subjects.

An elite group of assassins wear a chicken- like outit as a demonstration of their status in Hitman: Blood Money IO Interactive In the case of the latter, the PC is rewarded with a chicken beak mask for completing a task for an NPC with a chicken fetish. Dressing as a chicken can also imply cowardice, weakness, incapability, or invisibility: in Metal Gear Solid V Kojima Productions , a chicken hat is donned by PCs who ind a mission to be beyond their capability; the enemies simply ignore the player as they are not deemed a threat.

Guild Wars 2 also features a monster called a Chaos Beast that can transform the player character into a cock even female characters which severely limits the abilities of the PC. And chicken is un-American. Kobe beef. Freeway David Crane takes the 19th century joke about the chicken crossing the road literally: a primary objective is to move a chicken safely across a motorway. Although unlikely to be intended as humorous and out of step with the archaeological and historical evidence , many of the chickens presumed to be male in video games and ascribed male names are graphically depicted as hens.

The Gendered Chicken As noted above, chicken-human relationships are gendered and socially contingent in both the archaeological and video game worlds. According to How the Good Wif taughte hir Doughtir, well-behaved medieval women were not to engage in cock-throwing, a popular but masculine activity Mason Yet, archaeological evidence from the more distant past is equivocal. Therefore, assumptions about the role of human gender in past animal husbandry practices should be carefully considered, and projection of more recent gender stereotypes onto the past avoided.

Although aspects of gendered practices and portrayals are featured in video game worlds, the complexities which underpin these are obscured by normalized stereotypes, incorporation of humour, and the limitations of the medium. Divinity: Original Sin Larain Studios has chickens which are depicted appropriately in terms of the sexual dimorphism differing male and female appearance of the species and the flocks of chickens are relatively accurate with regard to sex ratios in a dual- purpose husbandry strategy.

Virtual villages, farms, and estates feature chickens, their keepers, and housing. If a player wished to commit a crime, they had to avoid being seen by chickens.

Guild Wars 2 players can increase their renown by rescuing chickens see Figure 3. The nature of masculinity in the ancient world was varied, often fluid, and temporally and culturally contingent. However, masculinity, warfare, and sport are inextricably entangled concepts which leave clear traces in the archaeological and historical literature Rich ; Strutt ; Sul With regard to chicken-human relationships, violence is a strong thematic connection.

Cocks were symbols of military bravery and linked to elite and divine characterizations of masculinity, but they were also fought for morale- boosting entertainment cockfighting and tormented as a form of public diversion cock-throwing , sometimes as part of religious practice see next section.

Traits including aggression, dominance over the environment and other beings, and machismo are frequent in video games despite sometimes being tempered with humour. Video games also continue to employ the chicken for violent entertainment and abuse , and many of these are linked to behaviours perceived as masculine. Chickens take the place of the human male protagonist, often presumed to be played by a human male.

In Mort the Chicken, the game world suffers an incursion and Mort must use his superpowers to stave off the invasion and rescue kidnapped chicks.

These games and mods are intended to be humorous, with a creature perceived as harmless and benign placed in the role of violent, manly, stereotypical hero. Although some of these examples allow players a humorous way of distancing themselves from hegemonic forms of masculinity by employing an atypical hero, they have clear parallels with violent, popular chicken-related entertainments of the past.

The Abused Chicken Material evidence for physical violence against chickens is rare in the archaeological record. Even studies of past disease and injury add little clarity since few fighting cocks would have survived the event.

Historical sources illuminate the details of two practices now considered abusive which both have video game parallels: cockfighting and cock-throwing. The Athenian general Themistocles BC is generally credited with popularizing cockfighting in the context of enhancing military morale; it then swept across the Greek and wider Western world.

It is likely that the practice originated in Southeast Asia and various groups helped to disseminate it. By the first half of the 5th century BC, red-figured Attic ceramics feature fighting cocks, and they were subjects of Roman art and mosaics. The scene of a pair of cocks fighting is used by St. Augustine to illustrate the problem of evil in his first book, De Ordine.

As mentioned above, cockfighting as an activity has been viewed as inherently masculine, though there are some exceptions Fothergill Cockfighting was not considered abusive until the early modern period. It has links to the military, nobility, and royalty. Cockfighting became popular in Britain and Ireland, but as people from most levels of society began to take part, its association with the elite waned and it was banned in Fothergill A live male chicken would be confined or restrained by tying it to a stake or forcing it into a ceramic vessel, for humans to bombard it with sticks or stones until it died.

In Bristol in , apprentices revolted and rioted against Quaker officials who prohibited it Sul Although cock-throwing continued until the 19th century if not later in some areas; Fothergill ; Shoemaker , it was perceived as unwholesome and unacceptable by some parties by at least , when William Hogarth featured it in the first of his Four Stages of Cruelty paintings.

Modern sport has inherited a symbolic global logo legacy from the association of violence with chickens: Tottenham Hotspur, le Coq Sportif, and the Sydney Roosters are linked to more benign masculine activities. These acts, now classed as abuse, have parallels in video games. One of the most frequent types of interactions between PCs in video games and digital chickens is violence.

Although chickens may attack the player Chuckie Egg; Monseigneur Cockburn; Resident Evil 5; Legend of Zelda series or otherwise harm them Skyrim exploding hen mod , violent or threatening acts by the player are often required to trigger these. Despite the archaeological and historical evidence that chickens are active agents who independently engage in violent acts, players do not expect a chicken to return their attack perhaps due to the recent association of chickens with cowardice.

Video game chickens which do strike back are rare and encourage players to attack chickens out of curiosity, or because the death of a chicken is perceived as innately humorous. Chickens exist as passive objects which receive injury or worse. The death of the chicken is apparently reward enough. Although some chickens do fight back, and some are challenging often monstrous enemies, violence directed toward chickens is the default relationship between chickens and the player.

Conclusions: The Future Chicken The complex relationships between humans and chickens which are evident from archaeological and historical evidence have been recreated and perpetuated in video games.

Some aspects have been lost in the transfer from analogue, including an awareness of essential biological facts. This lack of understanding may lead to depictions which normalize negative ideas about chickens. In some cases, video games present attitudes which are outdated and now considered inhumane.

The addition of humour serves to present those traits as more desirable to the male player. Quest text in World of Warcraft extends this confusion to avian reproduction. These examples may reflect a lack of contact between humans and the other animals with whom we share the physical and digital worlds, and could perpetuate a lack of understanding of human-chicken relationships both past and present.

Depictions of male characters in video games reinforce intensely masculine ideas about what it is to be male. Recently, he Force Awakens portrayed male Resistance characters in just such a way: as imperfect but positive relections of diverse masculinities Bennion This affects the digital realm: e.

Even broiler chickens are not expected to be kicked or injured, which explains the furore over the release of a video documenting routine kicking and stomping of chickens by employees of a Kentucky Fried Chicken supplier BBC News This illustrates a gap in the acceptability of violence against chickens within and outside of video games. The fact that chicken- kicking is portrayed as a fun competition or that chicken punching is necessary to complete part of a video game demonstrates how much closer the attitudes in video games are to those of 17th century Bristolian apprentices.

More enlightened relationships seem distant by comparison. Responsible depictions of chickens in video games would help to create more ethical perceptions and relationships between chickens and humans outside of video games, and developers could positively portray chickens and their relationships with humans. For farming simulator games Farming Simulator; Harvest Moon; Puzzle Craft and games where chickens are presented as food, sustainable practices with high welfare standards could be presented as the normative expectation, e.

Games could also raise awareness of unethical practices such as high-density or battery farming, unhygienic environments, and stressful situations Anomaly ; Singer , and reducing meat consumption or adherence to welfare regulations could be encouraged. Chickens should not be portrayed as objects of abuse. Outside of video games, animal abuse is complex and should not be presented simplistically.

Although violent video games do not predict violence outside of video games Markey et al. Additionally, it is clear that some gamers find that killing and maiming animals in games is unpleasant e. Plorry , which demonstrates the value of removing them as objects of abuse. Finally, it is vital to critically assess the negative, toxic presentation of masculinity in many video games, and disassociate violence against chickens and other non-human animals from masculinity altogether.

The chicken-as-joke tactic to reinforce aspects of hegemonic masculinity should be eliminated. Video game chickens could be interesting, multi-faceted beings portrayed in ways which reflect and promote positive components of masculinity, compassionate attitudes, and relationships outside of video games, thus helping to normalize less toxic interactions between humans and non-human animals. We are grateful to Professor Graham Shipley for a very useful clarification on a Greek linguistic matter.

References Anomaly, J. Public Health Ethics 8. Aristophanes; translation by Johnston, I. Augustine of Hippo; translation by Russell, R. Whitefish: Kessinger. BBC News. BBC News, 22 July Bennion, K. The Mary Sue, 18 January Bourke, J. Boyaval, B. BIFAO Brewer, E. Dictionary of Phrase and Fable. Philadelphia: Henry Altemus Company. Brothwell, D. Journal of Archaeological Science 6. Broughton, W. Letter from W. Broughton of Berryhlonsworth to Hamilton Hume, Esq. Public Record Office of Northern Ireland.

Accessed 16 May Cassell, J. Cambridge: MIT press. Cobb, J. Matters of Life and Death. Columella; translation by Forster, E.

De Re Rustica. Connell, R. Hegemonic Masculinity: Rethinking the Concept. The Iconography of Comedy. In Revermann, M. The Cambridge Companion to Greek Comedy Cambridge Companions to Literature.

New York: Cambridge University Press. Darden, D. Marketing Deviance: The Selling of Cockfighting. Society and Animals 4. Dill, K. Sex Roles Harambe the Gorilla. Know Your Meme, 31 May Driscoll, J. Attitudes toward Animals: Species Ratings. Society and Animals 3. Ehrenberg, E. The Rooster in Mesopotamia. In Ehrenberg, E. Hansen Winona Lake: Eisenbrauns.

El-Ibiary, H. The Old Egyptian Method of Incubation. Fothergill, B. Marseille et Aix-en-Provence. International Journal of Historical Archaeology.

Forlong, J. Encyclopedia of Religions: Vol. New York: Cosimo Classic. George, S. The Guardian, 28 July Goatly, A.

Humans, Animals, and Metaphors. Society and Animals Gordon, R. International Journal of Paleopathology 9: Grier, K. Society and Animals 7. Hawley, F. Society and Animals 1. Higham, C. Cambridge World Archaeology.

Hochschartner, J. Video Games Normalize Animal Cruelty. CounterPunch, 29 November World Archaeology Jepson, J. Kelly, F. Early Irish Law Series Vol. Kirkland, E. Camera Obscura Knickerbocker, The. The Knickerbocker, Vol. New York: John Allen. Leibovitz, L. PETA vs. The New Republic, 12 October Lentacker, A. In Martens, M. Brussels: Instituut voor het Archeologisch Patrimonium. Livy; translation by de Selincourt, A.

History of Rome. New York: Viking Penguin. Mariano, N. Letter from Nicky Mariano to Derek Hill. Marie, J. Social Studies of Science Markey, P. Psychology of Popular Media Culture 4. Mason, E.

HistoryExtra, 5 June Matus Labs. YouTube, 26 April Myers, M. MIS Quarterly Perry-Gal, L. PNAS Peters, J. Reddit, 3 November Pratchett, T. Witches Abroad: A Discworld Novel.

London: V. Procopius; translation by Dewing, H. Rich, J. Roman Rituals of War. In Campbell, B. Ryan, T. Were the Founding Fathers Active Cockfighters?

PolitiFact, 1 May Sayer, K. Agricultural History Review Scharrer, E. Media Psychology 7. Shoemaker, R. Simpson, J. A Dictionary of English Folklore. Singer, P. Down on the Factory Farm. In Singer, P. New York: Avon Books. Solot, D. Untangling the Animal Abuse Web. Society and Animals 5. Stibbe, A. Language, Power and the Social Construction of Animals. Society and Animals 9. Stirling, L.

In Egan, R. Berry Storey, A. London: William Reeves. Sul, H. The International Journal of the History of Sport Sykes, N. Tach, D. Polygon, 6 March Wells, C. Arion: A Journal of Humanities and the Classics Zorn, J. Biblical Archaeology Review Ludography Animal Crossing. Spiderling Studios. Sonic Team. Hidden Path Entertainment.

Bohemia Interactive. Larain Studios. Humble Hearts. Microsoft Studios. Bethesda Game Studios. Bethesda Softworks. Sony Online Entertainment. Big Blue Box Studios. Lionhead Studios.

Microsoft Game Studios. Giants Software. Focus Home Interactive. Square Enix. Open Realms. David Crane. Atari Games. Rockstar North. Rockstar Games. Drinkbox Studios. IO Interactive. Eidos Interactive. Robot Loves Kitty. Kojima Productions. Konami Digital Entertainment. Crave Entertainment. Robot Entertainment. Chillingo Ltd. Trion Worlds. Sucker Punch Productions. Who can vividly describe love with just a reference to the medical statistics or biochemical processes?

It is very hard to truly convey the experience of emotions by merely writing down the dry facts. The same goes for historical narratives: a recollection of events and dates is not necessarily a good story: you will need to tell it with a deep understanding of human emotion. To capture the essence of a moment is to convey the underlying tension between different emotions that people have towards a subject.

Conflict, the basis for almost all stories, comes from different emotional reactions to the same situation. Even though emotions are all vastly different experiences for each and every one of us, the conflicts that arise from different emotions clashing are what make good stories feel familiar and relatable.

This knowledge is what underlines our practice as storytellers. This is how we create empathy. Wispfire is an independent game studio from Utrecht, the Netherlands, that was founded in by four designers with a background in interactive performance.

As a team specialized in storytelling, we produce engaging, interactive experiences with a message, using a vibrant hand-painted art style. Our games are progressive, culturally diverse experiences that feel distinctly different in tone from most other story-driven games on the market today. This chapter discusses the creative process that resulted in our vision for the story and world of Herald: An Interactive Period Drama Wispfire ; see Figure 4.

Herald: An Interactive Period Drama Herald is a choice-driven adventure game about 19th century colonialism, and our first major title as a video game company. The game tells the story of a young man named Devan Rensburg who was born in a colony of a global superpower at the height of the colonial era, sometime in the middle of the 19th century. He boards a clipper ship, the eponymous HLV Herald, to book passage to his country of birth. Over the course of the three month voyage, Devan is cast in the middle of a multi- ethnic cross-section of Protectorate society and has to navigate his way through burgeoning tensions — between characters from different ethnicities, classes, and genders — which will not only determine the fate of the ship, but also that of the empire itself.

Culture Clashes Our initial idea for Herald surfaced in , when the latest round of culture wars was only just beginning. In progressive circles it is sometimes seen as a precursor to the Trump movement Lees Although there had been some indications that race and minority rights were again becoming a topic of relevance — and this awareness did play a part in our decision to make this particular game — we could not have predicted just how massively the topic would blow up into mainstream political consciousness during the production of Herald.

While criticism of his depiction, coupled to his role as servant of the saint in the mythology, is not new, saw an unprecedented level of protests and activism against the character, including lawsuits to attempt to have him removed from the celebrations under anti-discrimination legislation.

 


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This Policy applies to personal data we collect or use, and applications owned or controlled by Govermentjobs. By using any part of the Services you agree that you have read this policy, your personal data will be processed as described herein, and you agree to be bound by this Policy. This Policy is incorporated into our Terms of Use.

Definitions not explicitly defined herein shall retain the meaning as prescribed in the Terms of Use. Any dispute related to privacy is subject to the Terms of Use and this Policy, including limitations on liability. We use Platform Data to provide Customers with useful and relevant insights, build features and data services, and improve our Services.

Our Customers are organizations such as federal, state, local, tribal, or other municipal government agencies including administrative agencies, departments, and offices thereof , private businesses, and educational institutions including without limitation K schools, colleges, universities, and vocational schools , who use our Services to evaluate job applicants and manage their relationship with their personnel.

When we provide our Services to our Customers, the Customer generally controls and manages the personal data, and we process personal data as a data processor or service provider. Our legal obligations as a processor and service provider are set out in our Customer contracts and policies. For instance, if you apply to a job or your employer utilizes our Services to manage their relationship with you, the personal data collected about you is generally controlled by the employer our Customer.

For example, if you applied to a job at a local state agency, you should contact that agency with any questions you may have relating to the personal data processing by that state agency within our Services. Where we serve as a data processor, our Customer contracts and policies require us to either instruct you to contact our Customer, or redirect your inquiry to our Customer. In this Section we set out general categories of personal data we may collect and the purpose for using your personal data, including the personal data collected and processed over the past year.

We collect and process personal data to provide you the Services, fulfill our contractual responsibility to deliver the Services to our Customers, fulfill your requests, and pursue our legitimate interests and our business and commercial purposes.

We also automatically collect data during your usage and collect other personal data about you from other sources. Your personal data will only be collected and used for purposes stated herein, where you provide additional consent, or as required by law or regulation - including national security or law enforcement requirements.

We collect personal data from you directly when you visit our Services from either your computer, mobile phone, or other device, attend one our events, or communicate with our personnel. The categories of personal data we collect from you, including over the past year, involve the following:. Profile and employment data including your name, professional or personal postal address, professional or personal e-mail or telephone number, employer name and location, job title or area of expertise, work experience and performance data, search history, job interest cards, education history, skills, certificates, and licenses.

Some of our Customers are required to collect this personal data by law. We also collect any other supplemental personal data added at your discretion or requested by our Customer, including answers to minimum quality questions, and status of background checks or assessment tests.

You may voluntarily submit other personal data to us through our Services that we do not request and are not required for the relevant data processing activity. In such instances, you are solely responsible for such personal data. With the help of our Service Providers, we also automatically collect personal data about you and your device and how you interact with our Services.

Categories of personal data collected automatically include the following:. Usage data including Services you purchase, IP address, webpages visited, what you click on, features you use, how often and when you use features, location of usage, jobs performed, Service configurations, browser type and version, error logs, and e-mails you view; and,. Device data including device address or other unique device identifying numbers, type of device, software and hardware attributes, your operating system, system and performance data, and mobile application permissions including cellular data, geolocation, access to photos, camera, calendars, and reminders.

We also receive your personal data described in this policy from third party sources, including from your employer our Customer , third party companies we purchase personal data, partners, including partners listed on our Marketplace , and co-organizers and sponsors for our events and webinars.

We collect and use personal data originally collected by partners for joint product and marketing opportunities. For example, we receive profile data about the status of background checks and assessments you participate in, updates from payment processors regarding your purchases, receipts and analytics for text communications and emails you send and receive, or other profile data from integrated systems employers choose to connect with our Services.

If you sign into our Services with Facebook or other single sign on services, we import the requested data from your account. Data brokers. We purchase additional contact data to supplement and correct the contact and employment data we collect, including your name, professional or personal email address, professional or personal telephone phone number, employer name and location, job title or area of expertise.

Public sources. We collect personal data from publicly accessible websites and government sources, including your name, email address, and other profile data such as job title, employer name, and professional expertise. We combine personal data about you from your use of the Services with other personal data to make inferences about you or our Customers.

We may produce insights with the help of independent sources and processors. If you believe that your personal data was improperly collected or provided to use by one of the sources described above, please contact us at privacy governmentjobs. If your employer has sponsored your access to our App, we will only collect from you the minimum personal information necessary to set up your initial access to the App name, email address.

Thereafter, your access to and use of the App will be anonymous and will not be tracked. In this way, we can protect your privacy while helping you manage your health. Anonymous Data refers to data that by itself does not permit the identification of a specific individual.

We collect such information only insofar as is necessary or appropriate to fulfill the purpose of your interaction with the App. We may collect the following types of Anonymous Data when you use the App:. We share personal data with other parties for the purposes stated herein or as required by law. We disclose personal data to our Customers your current or potential employer that utilize our services.

For instance, when a job applicant responds to a job posting, we will share your personal data with the employer in order to facilitate the job search and hiring process. We share personal data with services providers to provide services on our behalf. For instance, we use service providers to facilitate our support services, data security, email, web hosting, research and analytics, data enrichment services, deliver and help us track our marketing and advertising content, process credit card payments, deliver payroll processing and disbursements, coordinate our customer conferences, and manage our sales and customer relations.

We share personal data with analytics and advertising companies that may act as our processor and a controller in other instances. We work with other entities to perform research, under controls that are designed to protect your privacy.

We publish or allow others to publish insights, presented as either aggregated, anonymized, de-identified, or non-personal data. If you download or access content on our Services or attend an event or webinar we host or co-host, we may share your personal data with sponsors of the event or webinar. We may also share personal data where you provide your consent or post your personal data publicly.

Where required by law, additional consent is obtained before personal data is transferred to us or forwarded to other parties. For example, we share personal data with background check providers if a job applicant consents and we are instructed to do so by our Customers.

During your use of the Services, you may have the opportunity to visit or link to other websites, including websites by third parties unaffiliated with us. We have no relationship or control over unaffiliated websites. These websites might collect personal data about you, and you should review the privacy policies of such other websites to see how they treat your personal data. We also share personal data or data in order to meet any applicable law, regulation, legal process or enforceable governmental request, investigate violations and enforce policies, detect, prevent, or otherwise address fraud, protect against harm to the rights, property or safety of our users or the public, protect your vital interests or the vital interests of another natural person; and where disclosure is necessary for establishment, exercise or defense of legal claims or where there is reasonable belief that disclosure is required by law or regulations.

We may transfer or disclose personal data to another entity who acquires or may acquire any or all of our business units, whether such acquisition is by way of merger, consolidation or purchase of all or a substantial portion of our assets, or bankruptcy. A cookie is a file containing an identifier a string of letters and numbers that is sent by a web server to a web browser and is stored by the browser and device you use to access our Services.

The identifier is then sent back to the server each time the browser requests a page from the server. A persistent cookie will be stored by a web browser and will remain valid until its set expiry date, unless deleted by the user before the expiry date; a session cookie, on the other hand, will expire at the end of the user session, when the web browser is closed.

We and our partners use cookies on our Services. Insofar as those cookies are not necessary for the provision of our Services, or the legitimate interests of delivering and optimizing our Services, we receive your consent to use of cookies when you first visit our Services. When your browser or device allows it, we use both session cookies and persistent cookies for the following purposes:. You can opt out of vendor use of cookies for personalized advertising by visiting www.

In addition, most browsers allow you to refuse to accept or delete cookies. The methods for doing so vary from browser to browser.

Please refer to your browser instructions on how to manage your cookies. Blocking all or some cookies may have a negative impact upon the usability of the Services, and there is no industry consensus as to what site operators should do with regard to these signals. When other parties we integrate with set or read their own cookies, they may or may not respond to the DNT signal. Other data gathering mechanisms, such as web beacons, HTML Storage Objects, and web tags, are used by us and our service providers to gather more specific data on your use.

A web beacon also called a web bug or clear GIF is a graphic on a webpage or in an email message that is designed to monitor who is reading the page or message.

Web beacons are often invisible because they are typically only 1-by-1 pixel in size. Web beacons are often used alongside cookies to track activity. Web beacons may be used to add data to a profile about a site visited, provide an independent accounting of how many people have visited a website, gather statistics about usage, among other things.

Your data rights for personal data where we are the data controller. You can review and enforce your personal data rights through your account, communications you receive from us, third party mechanisms, or with the assistance of our support team using the emails at the end of this Policy. For instance, you can:. Your data rights for personal data you submit to our Customers. Upon making your personal data available to an employer our Customer , your personal data may be controlled by our Customer.

   


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