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ARC project to debate his contribution to Australia's culture.
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Drawing from the idea that the role of imagination, narrative and storytelling is at the very base of community building and providing alternative futures that can work their way into policy and planning for the future, Texting the Future is designed to engage with how text (broadly conceived in terms of images, text, orality and combinations thereof and various formats including film/video, social media, novels, poetry, public performance, music) moves ideas from emotional connection to material and cultural transformation.
Two case studies on online persona will be developed from the original work by Kim Barbour and Prof David Marshall recently presented at the World Congress on Communication and the Arts on the academic persona and from Dr Chris Moore's recent publications and work on online gamer identity and persona.
Case Study One: The academic persona
This study is designed to assist academics to develop clearer and stronger online identities through their academic and creative work. Fifteen academics from the Arts and Creative Arts are being studied as they work to manage their public reputations in both teaching and research.
Case Study Two: Online gamer identity / persona
The movement of online and mobile games into mainstream culture has been accomplished, in part, through the use of games to create online identities, gamer personae, which are increasingly connected to other forms of online and offline identities, economies, and places. This movement is being accelerated by digital distribution and the turn to 'gamification' of online activity, social media and mobile apps (the addition of game layers to otherwise everyday activities). This section of the project will be conducted in two parts: interviews and observation of activities (cultural mapping) of gamers (mobile, social media, and PC/Console games) and games developers (both indie and mainstream) in Australia and Sweden. The interviews and observations will analyse the activity and awareness of the creation of online persona by gamers to determine the deliberate and inadvertent shaping and construction of online persona and their intersection with other components of daily life. Interviews with games developers will focus on how the creation and management of online persona is being deliberately shaped as part of the game experience and the affective capacities of the industry, both nationally and internationally through comparison to the Swedish games industry, which roughly matches Australia's for size and variance.
This study examines the textualities and discourses of citizenship and sustainability available to young people and the avenues for participation and structure. How are these textualities mediated by production and consumption cultures? The study theorises and analyses the productive uses (i.e. beyond simply receiving the texts) that children and young adults make of available texts such as board and card games, fictions, multimedia applications and other media texts.
Poetry functions in many cultures as a vehicle for articulating individual and cultural memory. From high literary forms to popular and oral performance, identities are formed and reformed. The multiplicity of poetic expressions in the contemporary world - in literature, pop lyrics, elegies, protest songs, movies and other cultural media - demands scholarly attention for a number of reasons: to understand how poetry may provide a vocabulary that can approach the complexity of being in the modern world; to clarify the pedagogical uses of poetry; to strengthen the often fractured relationship between poetry and critical productions; to identify and respond to the power relations inherent in political and poetic languages. The central goal of this project is to map the ways in which poetic ideas, forms and performances connect to material and cultural transformation.
Deakin University CRICOS Provider Code: 00113B