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Che John

Course Director

Che's practice and research interests engage with the notions of visual culture, software literacy, game studies and the uses of digitally mediated communication technologies.

Che John staff profile image

About

Che's practice and research interests engage with the notions of visual culture, software literacy, game studies and the uses of digitally mediated communication technologies.

Che's practice and research interests engage with the notions of visual culture, software literacy, game studies and the uses of digitally mediated communication technologies.

Che's career as a games developer and creative within digital interactive technologies covers the early 80’s home computer industry, time based media and re-active art installations to the development of terrestrial and satellite digital Interactive TV services for broadcasters that include Sky and the BBC.

His interest in moving image, digital media and live video performance has seen his work performed/exhibited internationally at events such as the Big Chill, ICA (Playlouder), Bestival, Ministry of Sound (Asia tour), Creamfields, Exit Festival as well as residencies and exhibitions in and around London/Europe.

He has been involved in several high profile digital media projects/commissions, and worked a creative consultant for various events; recently, technical design & production of a HD live event for the international launch of LG’s Scarlet TV and in 2007.

Notable recent work would include ‘Frictions of Distance’ at the Iniva Gallery, featured on the BBC’s flagship Digital Technology programme Click (Digital Planet) and performing and running/developing workshops for ‘Industrial Resolution’, as part of the Manchester International (MIF) Festival.

Research interests

2015
Play & digital games as tools for practitioners in teenager cancer rehabilitation and post treatment.

2014
Leeds Beckett Media & Place Conference - Paper: Frictions of Distance: Re-framing global identity & learning through play and networked media space.

2012
John, C. G. DFF. Channel 4.0 GEEKS. Commissioned cross-platform interactive game and IPTV service.

2011
John, C.G. Hawley, S. Paper Opera, Augmented Reality project collaboration with Manchester School of Art & Royal Opera House.

2009
John, C.G. Chollet, P. Frictions of Distance (liminal Exhibition, Iniva. Rivington Place. London)
Interactive installation linking London (Iniva) & Cambodia (French Cultural Center) via sensor based technologies and social software (Twitter) developed in Processing.

2008

  • John, C.G/Stream Media. Who is Scarlet? LG Electronics corporate Launch Event (Pacific Design Center, Hollywood, Los Angeles CA & No1. Marylebone, London) Creative consultancy & high definition media production and design.
  • John, C. G. Urban Waves corporate event. World Tour Launch event in association with God’s Kitchen.
  • Video production and technical and creative consultancy.

2007

  • John, C. G. Industrial Resolution, Manchester International Festival, Manchester Central (formally G-Mex centre) Visual arts installation :design for & displaying on the world's largest high-res digital screen. 10 main themes/subplots all centred on global/historical/cultural issues.
  • John, C. G. PlayStation Season, Sony PlayStation UK/Manchester International Festival 1 Day Presentation and workshop on the art of live performance, content production and Vjing delivered at the 3Rooms – Manchester Central.
  • Cryer, C., Haeffner, N., John, C. G., Lane, Raybould, D., C., Robinson, A.,Spiropoulou, S., Stephens, S. Re-Possessed, Watermans Art Centre, London.

2006

Cryer, C., Haeffner, N., John, C. G., Lane, Raybould, D., C., Robinson, A.,Spiropoulou, S., Stephens, S. Re-Possessed, Leeds Metropolitan University Art Gallery, Leeds. Moschini, E. Benco, E. Corrigan, V. John, C. G. ESCalate “The Secrets of Biblioland” development, of an educational interactive game. Funded by ESCalate.

Publications (3)

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Conference Contribution

How important are performance processes for the audiences of interactive projects?

Featured 02 February 2022 The Modern Audience Conference 2022 https://modernaudience.org/
AuthorsZaluczkowska A, NEGRIN D, John C, ROSE-ADAMS J, Kelly A

Stephanie Riggs (2019) suggests that immersive/interactive forms mean the end of storytelling as we know it. This session takes practitioners from different areas of practice (Games, Film/TV & Theatre) and asks them to discuss what it means to create for interactive formats. In particular it asks them to think about their audiences and what performance processes will ensure their active participation. Each of the contributors, David, Che, John, Alex and Anna will address the topic from their own standpoint and then debate the different approaches using examples of their own work and the work of Yoko Taro, BBC Sherlock and Bernie Su.

Conference Proceeding (with ISSN)
You me and consent awareness(YMCA): using VR and immersion in narrative spaces
Featured 17 October 2017 European Confernce of Games Based Learning 11th European Conference on Games Based Learning (ECGBL 2017) Pivec M, Grundler J Graz Curran Associates
AuthorsAuthors: Laredo EA, John C, Lindsay S, Sandham A, Editors: Pivec M, Grundler J

This paper will discuss ways in which virtual reality can be used as a vehicle within GBL as well as exploring some of the constraints and challenges in developing assistive and interactive technologies. Our research, albeit in its early stages, evidences that virtual reality offers a powerful tool from an engagement and immersion perspective with which to experience and investigate options within various social situations. The aim of the YMCA project was to educate students about the importance of creating a positive consent culture by advocating access to inclusive sex and relationship education at University. This is both and emergent and timely topic, which is being addressed in a number of pedagogical ways, but we felt a GBL approach would have the potential for greater impact. The narrative we developed focussed on the subjective nature of sexual consent and misinterpreted social cues within a fictional encounter. The paper will examine how we developed the narrative structure of the game, before moving on to reflect on issues emerging from the development of the VR prototype.

Conference Contribution

European Conference on game Based Learnig

Featured 06 October 2017 European Conference o Games Based Learning Proceedings of the 11th European confernce on Games Based Learning Graz, Austria ACPI

YMCA: using virtual reality in narrative spaces

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Che John
17563