Review of Serious Games Development in Hong Kong (2006-2016)


Wirman Hanna Yi Ren
2016 Chinese DiGRA '16

This paper investigates existing digital games developed and used in Hong Kong for serious needs. Based on a review done online and by interviewing experts in the field, over 300 games were found being used and developed in Hong Kong. The games are mostly available online for free use. The identified games are categorized into eight types based on their general theme. These are health, special needs, awareness raising (for general public), political games, culture, children’s and youth education (all levels), professional training, and marketing and advertisement. While discussing the summarized results of the review, this paper details funding support for serious games and introduces the main contributors to the field in Hong Kong.

 

Women and Productivity [Abstracts]


Wirman Hanna Chess Shira Albrechtslund Anne-Mette Enevold Jessica
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory

The following abstracts: Playing, Dashing, and Working: Simulated Productive Play in the Dash games Shira Chess Gender Stories: Identity Construction in an Online Gaming Community Anne-Mette Albrechtslund: Playing Productive: Pragmatic Uses of Gaming Jessica Enevold The Silent Work of The Sims 2 Bedroom(s) Hanna Wirman

 

“I am not a fan, I just play a lot” – If Power Gamers Aren’t Fans, Who Are?


Wirman Hanna
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

The goal of this paper is to discuss one of the well-known and widely accepted characteristics of fandom, textual productivity, in relation to the productive practices surrounding computer games. The paper will show that the social and cultural aspects of computer game playing as well as games’ structural and game-mechanical support for various forms of player participation give the traditional fan theories a slip. The paper aims to illustrate that it is not trouble-free to read certain players as fans just because their actions at first sight correspond to what we have usually considered as fandom. In addition, it suggests that we should look for new manifestations of fandom among players. The issues will be considered in part of the artificial division between the so-called (power/hardcore/pro) gamers and game fans. Examples are drawn specially from the productive practices within and beyond the games World of Warcraft and The Sims 2.