Association of Tribal Archives, Libraries and Museums (ATALM)

The Association of Tribal Archives, Libraries, and Museums (ATALM) is one of the largest organizations for Indigenous cultural heritage practitioners and those working with indigenous materials in North America. It is an international non-profit organization that maintains a network of support for indigenous programs, provides culturally relevant programming and services, encourages collaboration among tribal and non-tribal cultural institutions, and articulates contemporary issues related to developing and sustaining the cultural sovereignty of Native Nations.

The ATALM also maintains a helpful resource list and advocates for digital inclusion and access in Indigenous communities, including the Digital Inclusion in Native Communities Initiative

Honoring the Dead: A Digital Archive of the Insane Indian Asylum

Honoring the Dead: A Digital Archive of the Insane Indian Asylum provides access to digitized documents related to the Asylum for Insane Indians located in Canton, South Dakota from 1903 to 1934, bringing together for the first time government documents, letters, and reports widely dispersed throughout national, regional, and state archives.

This project is currently working to digitize materials from the State Archives of the South Dakota State Historical Society. We are excited to also have a case study written on this project by English faculty Stacey Berry (Dakota State University.)

Skins 1.0: A Curriculum for Designing Games with First Nations Youth

Aboriginal Territories in Cyberspace (AbTeC) conducted the Skins workshop to explore a pedagogy that integrated North American Indigenous cultural frameworks into the design of video games and virtual environments. Skins provides instruction in digital design, art, animation, audio and programming within a context of Aboriginal stories and storytelling techniques. In the pilot workshop with Mohawk youth at the Kahnawake Survival School, students developed interactive environments based on traditional stories from their community in a process that required them to reflect on how they knew those stories, who had told them, and which stories were appropriate for such remediation. In the process, AbTeC found that the discussions about these stories in the context of the technical skills development provided substantial motivation for both further inquiry into the stories and greater participation in the skills development. This paper describes the curriculum and strategies of the Skins pilot workshop.

Lameman, Beth Aileen, Jason E. Lewis, and Skawennati Fragnito. 2010. “Skins 1.0: A Curriculum for Designing Games with First Nations Youth.” In Proceedings of the International Academic Conference on the Future of Game Design and Technology, 105–12. Futureplay ’10. New York, NY, USA: ACM.

Games as Enduring Presence / Elizabeth LaPensée

Games offer a space for Indigenous artists to reify the connections between tradition and technology since Indigenous games can directly engage players in Indigenous ways of knowing through design and aesthetic. The social impact game Survivance, the musical choose-your-own-adventure text game We Sing for Healing, and the mobile game Invaders exemplify games as self-determined spaces for Indigenous expression. And yet, these examples still merely hint at possibilities of self-determined Indigenous games as access to technology expands and the potential to design systems with Indigenous perspectives from the code up unfolds.

LaPensée, Elizabeth. 2016. “Games as Enduring Presence.” Public 27 (54): 178–86.