Digital Humanities Innovation Lab: Indigenous media and texts


The SFU Digital Humanities Innovation Lab, in partnership with the Departments of English and First Nations Studies, is pleased to invite you to several upcoming events focused on Indigenous media and texts.  The events are free and open to all, but registration is required. Spaces are limited, so please register soon.  Please share this information with others who  may be interested in participating.
We hope you will be able to join us!
Indigenous Wikipedia Edit-a-thon (with a focus on Film and Media) – 6pm-9pm on November 23, SFU Surrey Campus (Galleria 5, Rm 5080)
Professor Deanna Reder (SFU English and First Nations), a leading scholar of Indigenous literature and culture, will lead SFU’s first Indigenous Wikipedia Edit-a-thon.  Students of Professor Reader’s MATE course (English 851, Introduction to Indigenous Media and Film) will be the central participants in this workshop, using their knowledge of indigenous film and digital media, including podcasts, online installations and video games, to enhance Wikipedia’s coverage of Indigenous media arts. For this workshop, Professor Reader will be supported by technical experts in Wikipedia editing, Sara Humphreys (St. Jerome University), Heather De Forest (SFU Research Commons Librarian), and Rebecca Dowson (SFU Digital Scholarship Librarian). This workshop will provide hands-on guidance that will allow everyone to edit and add to the world’s largest encyclopedia.
Digital Gaming and the Decolonization of Indigenous Texts – 12pm-2pm on November 24, SFU Burnaby Campus (Research Commons, 7th floor SFU Library)

Dr. Sara Humphreys is currently building a “gamified” academic edition of an Indigenous text that reconfigures the colonial practices endemic to academic publishing and editing. This scholarly game edition offers an alternative to often exclusionary academic publishing standards, by creating an interactive edition of Mourning Dove’s Cogewea (1927). This edition of Cogewea (1927) uses digital gaming affordances and protocols, which break from the Eurocentric forms of editing and publishing that stifle or even silence the Okanagan knowledge systems crucial to the novel. She is building this edition using Twine, a digital storytelling platform, which is open access and offers opportunities to tell stories (even archival stories) beyond traditional print and publishing conventions. This digital edition challenges the western educated reader to move beyond the conventions of academic texts and engage with Cogewea in ways that empower and privilege Indigenous knowledge.

Would you like to “play” this digital edition and help to develop this project? Dr. Humphreys will provide guidance on using Twine and give you the opportunity to build the edition and also develop your own sections of the edition. No previous experience with digital gaming, development, or scholarly editing is required.