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Record W2810049419 · doi:10.1353/aq.2018.0023

Survivance Confronts Collective Trauma with Community Response

2018· article· en· W2810049419 on OpenAlexaboutno aff
Amanda Phillips

Bibliographic record

VenueAmerican Quarterly · 2018
Typearticle
Languageen
FieldHealth Professions
TopicDigital Storytelling and Education
Canadian institutionsnot available
Fundersnot available
KeywordsIndigenousHistorical traumaRhetoricState (computer science)SociologyMedia studiesCriminologyHistoryPsychologyPsychotherapist

Abstract

fetched live from OpenAlex

Survivance Confronts Collective Trauma with Community Response Amanda Phillips (bio) Elizabeth LaPensée, Survivance, 2011, survivance.org/ (accessed January 16, 2018). Can a game help someone cope with trauma? It is a question that, perhaps surprisingly, has some history. The links between trauma and gaming go quite deep, from their repetitive cycles of dying and killing that motivate psychoanalytic modes of analysis1 to their real-world application in PTSD treatment for veterans.2 While many games explore or simulate individual experiences with trauma, fewer attempt to understand the angle from the lens of community. Survivance, created by the award-winning Indigenous game designer Elizabeth LaPensée in collaboration with Wisdom of the Elders, Inc., does just that. LaPensée, assistant professor in the Departments of Media and Information and Writing, Rhetoric, and American Cultures at Michigan State University, is Anishinaabe and Métis, and her design practice centers on collaboration with Indigenous communities to create games and media that reflect and enrich contemporary Indigenous experience. This game is a result of one such collaboration. It tasks players with engaging with their Indigenous history and community by choosing a quest that ends in the creation of a work of art to heal personal and communal trauma. Survivance takes its name from the term coined by the Anishinaabe scholar Gerald Vizenor, who uses it to characterize the various ways Indigenous people thrive and persist in contemporary society despite histories that claim their defeat.3 LaPensée describes it thus: "Survivance merges survival and endurance in asserting Indigenous presence in contemporary media."4 As a living digital project, Survivance insists on the contemporaneity of Indigenous life, as well as on the continuous nature of healing trauma. The rules are simple: choose a quest, perform its steps, reflect, rest, and, eventually, create an Act of Survivance, a piece of art that emerges from the completion of the quest, and share. This simplicity encourages players to return to the game over and over again, learning new lessons, healing different wounds, and creating more Acts [End Page 353] to share. Sharing can be done on one's own through social media or directly through the Survivance website, which hosts Acts of Survivance from players of various Indigenous communities. Each set of quests is "structured in the phases of the Indigenous life journey": The Orphan, The Wanderer, The Caretaker, The Warrior, The Changer. Each life phase has its own set of quests, and each quest includes a set of instructions, reflection questions, and relevant guiding words from an elder. For example, The Giving Quest, part of the Caretaker phase, instructs the player to perform a number of tasks: "Give to yourself." "Give to someone close to you." "Volunteer your time or donate to an organization or someone you are unfamiliar with."5 Each task encourages the player to take one step farther down a path of generosity and community accountability by making changes in their actual lives. In this way, it resembles games such as SuperBetter, which sets daily goals for players with the aim of helping them develop skills to cope with the effects of depression and anxiety.6 However, while SuperBetter emerges from something of an auteur experience (creator Jane McGonigal's recovery process from the emotional and cognitive effects of a concussion) and emphasizes individual resilience and recovery, Survivance draws on communal registers of wisdom and well-being for its central tenets. Toward this end, Survivance incorporates the stories and teachings of Indigenous elders preserved in digital video by Wisdom of the Elders, Inc., which partnered with LaPensée to produce the game. For the Giving Quest, the quest objectives are contextualized by a video interview with Elaine Grinnell, a storyteller from the Jamestown S'Klallam tribe, who speaks about the centrality of interconnectedness to Indigenous life, the importance of sharing, and how individuals can draw strength from the community in times of hardship or plenty. For example, Grinnell discusses how she confronted alcoholism with and for her family and her wider tribal community, and encourages those healing from addiction to shift their energy into helping others. The stories for each quest offer crucial perspectives for players to consider while pursuing their objectives...

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.002
metaresearch head score (Gemma)0.004
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Qualitative · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: none
Teacher disagreement score0.032
Threshold uncertainty score0.108

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0020.004
Meta-epidemiology (narrow)0.0010.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0010.000
Science and technology studies0.0080.004
Scholarly communication0.0040.005
Open science0.0010.013
Research integrity0.0040.005
Insufficient payload (model declined to judge)0.0320.004

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.050
GPT teacher head0.389
Teacher spread0.339 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designQualitative
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations4
Published2018
Admission routes1
Has abstractyes

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