"This book provides a response to the current challenges of simplification, neoliberalism, and right-wing thinking which seek to silence any modes of resistance. The authors share examples from their research that act as thoughtful provocations, taking the reader on new lines of flight, traversing new worlds, and opening up novel ways of thinking and doing creative research."
Nikki Fairchild, Associate Professor in Creative Methodologies and Education, University of Portsmouth, UK
This open access book outlines a series of practice-based methods for undertaking research, particularly with children, young people, and marginalised groups, such as physical computing, gaming engines, virtual/digital materials, and analogue making. Drawing on case studies of research in action with hybrid arts practices and creative uses of digital media, it presents new methodologies and methods that prompt non-standard ontological positions and knowledge building, centred on creative, affective and active responses to educational and societal challenges. In the face of climate emergency and the collapse of mental health, the authors prompt us to turn to our capacity for play and inter-relational performance, integrated with our bodies and imaginations.
An invaluable read for educators at all levels, researchers, artists and designers interested in creative methodological practices beyond the binaries of quantitative and qualitative research, this groundbreaking volume reframes topics and practices from the humanities, arts, media, and education into new, interdisciplinary perspectives.
Eleanor Dare is the Convenor of the Cambridge Data Schools, University of Cambridge, UK, and an Affiliated Lecturer for Cambridge Digital Humanities. An active developer of games, critical AI and VR content, they work with industry and academia.
Dylan Yamada-Rice is Professor of Immersive Storytelling and Experience Design in the Centre for Blended Realities at Falmouth University, UK. Her research sits at the intersection of experimental design and social sciences, focusing on storytelling, games and play on apps, augmented and virtual reality, as well as new content for television.
This open access book outlines a series of practice-based methods for undertaking research, particularly with children, young people, and marginalised groups, such as physical computing, gaming engines, virtual/digital materials, and analogue making. Drawing on case studies of research in action with hybrid arts practices and creative uses of digital media, it presents new methodologies and methods that prompt non-standard ontological positions and knowledge building, centred on creative, affective and active responses to educational and societal challenges. In the face of climate emergency and the collapse of mental health, the authors prompt us to turn to our capacity for play and inter-relational performance, integrated with our bodies and imaginations.
An invaluable read for educators at all levels, researchers, artists and designers interested in creative methodological practices beyond the binaries of quantitative and qualitative research, this groundbreaking volume reframes topics and practices from the humanities, arts, media, and education into new, interdisciplinary perspectives.
Eleanor Dare
Open Access Creativity Creativity Studies Art and Design Education Anthropoecene Posthuman Education Creative Pedagogies Mental Health Artificial Intelligence Gaming Design Justice Digital Arts Media