Author Archives: Naila Butt
Presentation Preparation
Preparing the final loose ends for the project has felt pretty smooth overall. I’m genuinely happy that we were able to find a good workflow and communication system early on, one that kept things moving at a feasible pace without anyone feeling too overwhelmed. A lot of that came down to the team being thoughtful and reliable.
I spent some time this week preparing for the presentation. Truly’s slides and notes gave me a solid structure to work from, and from there I edited and put together speaking notes to get ready for my first practice run with the other project managers. I appreciate Professor Maney for setting that session up! The feedback I got from everyone was incredibly helpful, even just getting inspiration from the other’s presentation structures. I left feeling a lot more confident about how to reframe my presentation.
Trying to fit nearly two semesters’ worth of work into a five-minute presentation is a challenge. But I’m hoping my refinements can highlight A Pretty Terrifying Project’s main goal. This was a project that started from my own personal research interests, and over time I was lucky enough to share and build it alongside teammates who genuinely shared those very same interests in some form of another. I wanted that aspect to come through in my presentation. At its core, this project is about visibility, not just for the horror video game genre, but for the broader shift toward taking video games seriously as a form of media worthy of the same critical analysis we apply to film and literature. Our data puzzle and close reads serve as that start to further exploration. That’s the heart of it, and that’s one of the key ideas I want the audience to takeaway.
It wasn’t actually so terrifying after all
As we approach our project launch, things are really coming together! We’ve been finalizing written content for our website and working through some visual glitches. Huge shoutout to Truly for getting to the bottom of the main issue and resolving it. You can check out the site in its current state here.
The general layout is in place, and we’ll update the website with our final edits this week. Also, a huge shoutout to Michael, who has done a great job finding images for all of our close reads. Those will be implemented in the next website update as well. That being said, this week Truly will handle any remaining website tweaks and update the written content; Michael will start the white paper draft; and I will revise the presentation slides and prep for the rehearsal and final presentation. The team is maintaining continued communication via Discord during these final phases.
Nonetheless, we are happy to say that everything is on track for a hopefully smooth project launch. Throughout the semester, we’ve been taking turns writing these group updates, and I’m just now realizing I am writing the very last one. A bittersweet moment, for me. Thank you all for being a part of our journey, and for sharing yours with us as well. Excited to see it all come together at the GC Digital Showcase!
A not so terrifying update
Our project name finally came to us! We fell in love with A Pretty Terrifying Project, so we thought, why not just keep it? So our official project name is now…*drumroll* A Pretty Terrifying Project: Examining Feminist Theme Co-occurrences Across Horror Video Games. Ultimately, this was easy to come up with once we narrowed the scope of our project.
Everything seems to be on track, and we have a clear plan heading into spring break. The team has some smaller housekeeping things to take care of before spring break. Truly will be annotating some of the code in our current repo so I can navigate the existing code when working on it, and Michael will be updating some of the visualizations. In the next phase, we are focusing on website development, some close reading, and writing. I’m looking forward to working on the website during the break. I enjoy web development, so this is sort of a fun thing to do during my very uneventful spring break.
The team and I have each picked a game that falls into one of our key co-occurrences to do a close read during the spring break. Everyone’s pretty excited to work on these since we all chose areas and games we’re particularly interested in. Michael will be looking into Doki Doki Literature Club (girlhood + captivity), a cute, yet psychologically horrific game, while Truly will be working on Bloodborne (motherhood + violence), a dark, gothic, Lovecraftian-esque game. I, on the other hand, haven’t picked a game yet, but will focus on one that explores the co-occurrence of embodiment and violence. I’m interested to see how this collaborative writing experience pans out for us.
We’re trying to keep it light and enjoy the break, but we also took some time last night to plan ahead for after spring break and the final stretch! We’ve decided that ‘finished’ for us is a well-developed website that displays our visuals that holds important contextual analysis, such as related theoretical frameworks and close readings. We feel that this part may be the bulk of the work going forward, and we want to spend time ensuring we do thorough research and writing at this stage.
I think that the pretty terrifying team has a solid sense of what needs to be done to hit our upcoming milestones. Enjoy the spring break, everyone! Don’t work too hard!
Pretty Terrifying Project
Data Management Plan
What data will you collect or create?
This project produces a curated dataset examining feminist themes within horror video games. The following data will be collected for each title:
- Game Title
- Wikipedia URL
- Developers
- Female Developer Present
- Release Date
- Platforms
- Horror Subgenre
- Player Perspective
- Female Protagonist Playable Character?
Themes and keywords related to:
- Motherhood
- Domestitcity
- Trauma and Mental Illness
- Embodiment
- Captivity
- Violence
- Sexualized Violence
- Girlhood
- LGBTQ+
- Creed Archetypes
- Suggested Supporting Evidence
How will the data be collected or created?
Data was collected through a process that began with a Wikipedia web scrape using Python, BeautifulSoup, and wikipediaapi to gather all pages and subcategories within the Category:
Horror_video_games. Data such as the game’s title, URL, and category were extracted to compile a curated list of games featuring female characters. A classifier was then built using control phrases and/or keywords to identify games featuring female characters and potential feminist themes. Data collection is ongoing and continues to be reviewed using both computational and manual methods.
Documentation and Metadata
Basic documentation and process methodology will be provided.
Documentation will include the following:
- Data_Dictionary
- Methodology
- Basic Software Requirements
- README
Ethics and Legal Compliance
How will you manage any ethical issues?
This project does not contain any personal information of individuals. All materials are publicly
available.
Storage and Backup
How will the data be stored and backed up during the research?
During the research and development stage of this project, all information will be stored in cloudstorage using the following platforms:
- Google Drive
- GitHub
Both will have regular updates by team members and will be automatically stored.
How will you manage access and security?
The final dissemination of this product will be a public-facing digital website accessible to all. All data collected will also be openly available. During the research phase, only team members and the faculty advisor, as needed, will be granted access to the platforms used.
Selection and Preservation
Which data are of long-term value and should be retained, shared, and/or preserved?
- The dataset of horror games and their feminist themes itself
- The data visualizations created from that dataset
- The code for the website presenting those visualizations
- Any accompanying documentation and written material connected to the project
What is the long-term preservation plan for the dataset?
We will store the dataset in a data repository such as Kaggle, and will look into institutional
repositories like CUNY Academic Works for the preservation of other aspects of the project.
Additionally, we plan to keep the website accessible for as long as possible, using free hosting on GitHub Pages.
Data Sharing
How will you share the data?
Final data will be shared via GitHub and openly available to the public for review or research
purposes
Are any restrictions on data sharing required?
Data produced through this project will be available under the Creative Commons License: CC-BY
Bio and Contribution
Naila Butt (she/her) is a Digital Media Specialist and tutor at CUNY City Tech Writing Center. She holds a BS in Professional and Technical Writing and is currently pursuing an M.A. in Digital Humanities at the CUNY Graduate Center, where she explores her research interests in play theory, game studies, and pedagogy.
She is the project manager of the Pretty Terrifying Project (working name), which she founded to collect data on recurring feminist themes and structures within the horror video game genre. She builds on feminist and horror/game studies frameworks to examine video games, which are often underexamined as cultural and media artifacts. Her methods involve web-scraping data from Wikipedia, Category: Horror video games, and conducting both distant and close reads to collect and categorize the data. In collaboration with her team, Naila aims to refine the dataset and create visualizations that help translate and interpret its complex findings, opening new avenues of study and data for feminist, games, and media scholarship.
Naila’s Skilllset
Hello everyone. I was excited to see that almost everyone from last semester’s DH Intro is now in DH Methods and Practices as well! Just a bit about me: My undergraduate degree is a Bachelor of Science in Professional and Technical Writing. I am very comfortable and adept at using and learning new technical skills. In my current position at the CUNY City Tech Writing Center, I’ve had the opportunity to take on many roles and work on various projects. I have created a variety of digital materials and content for the center and worked on outreach to increase overall visibility. I also have experience organizing and analyzing key data to build our reports and narratives, which helps us secure funding to continue serving our students.
Here’s a bit about the various types of skillsets and my proficiencies, as well as areas I’d like to build on:
Development
This has always been an area of interest for me, and I’m most eager to continue expanding my skill sets in coding and development. I have a solid foundation in HTML and CSS to start building out projects. I have dabbled with JS on a recent project, but I hope to work on more projects to gain a better proficiency (p5.js, too). I think I have also built a solid foundation in Python after taking the Python for Researchers class last semester and working on two Python-heavy projects. So Python is something that I’m also interested in building on. Basically, anything coding is a yes for me.
Graphics Design, Visual Design, UX/UI
I have a lot of experience creating visual assets and materials, and I love any opportunity to create visual content for projects. This can range from creating UI elements such as buttons, containers, and navigational components to image and video editing, curating a color palette, typography, logo design, and more.
Data Visualization
I have some experience with data visualization from my current job, but I feel like I’m expanding this skill set more and more throughout the DH program. I am interested in working on projects that employ creative data viz practices. This is an area I feel comfortable in, but I definitely would like more experience and tools under my belt.
Project Management
In my current position, I have led various collaborative project initiatives. One of my favorite projects was directing and producing a welcome and informational video to highlight who we are and what services we provide. This was part of a 3-month project with very limited resources, but I found it valuable in my overall professional development. I’ve also held many leadership roles that involved project management throughout my academic career. Though if project management were to be defined as a role in a project, it’s probably the role I’d be least likely to want to take on. I’m happy to collaborate on establishing workflows, but I’m always a bit nervous about being assigned as the “lead” project manager on the team.
Documentation
I enjoy writing various types of documentation. I have experience writing technical documents such as handbooks and manual type things. I wouldn’t mind supporting the team by writing methodology documents or other required documentation.
Research
I would like to say I’m experienced in this area. It’s not the most fun, but research methods and practices are pretty much second nature to me across academia and in my professional career. I find it foundational for almost everything. Even if my main role isn’t research, I think it’s inevitable, and I’ll probably find myself doing some research to familiarize myself with the project and gain insight into different methods and approaches for my respective role(s).
Social Media
I have done a bit of content creation and managed a social media account with a rather small following (~200ish). I’m not really a huge fan of social media though. I kind of like the idea of microblogging or a Subreddit as a public platform to share updates of our project timeline, but that, of course, depends on the project and team preferences. I’m happy to assist with the content and writing in this area.
Project proposal for a *pretty* terrifying interpretative data website on feminist themes prevalent in horror video games
Last semester, the initial goal of the horror_games_feminist_themes project was to create a curated dataset by scraping the “Category: Horror video games” tree on Wikipedia to classify keywords from horror video games that feature a female or LGBTQ+ protagonist. Here’s a spreadsheet of the output .CSV file for convenience. This was my first time constructing a dataset, and my hope was to create one that could eventually help identify and analyze recurring feminist themes, patterns, and harmful tropes within the horror video game genre. I chose to scrape, curate, and then manually review Wikipedia pages because video games involve a wide range of elements, from gameplay mechanics to visual design; it would be nearly impossible to begin an analysis on gameplay alone. Starting with Wikipedia seemed like a feasible place to start.
So now what?
The project I propose aims to build a website that brings the dataset to life. The creation of a public-facing website that translates a dataset into an accessible and interactive experience, one that can make invisible structures visible by dissecting feminist themes from a medium that is not often analyzed in such a way. I envision that there will be playful design choices to lighten the load of this sort of gruesome topic–something fun and feminine as an entry point to make sense of the genre and medium where patterns can be analyzed and challenged.
Here are some data viz examples from https://pudding.cool/ that I was inspired by while doing a brainstorm scan:
What question or problem will this project answer? Horror studies is typically centered around film, and video games are often underexamined as cultural artifacts. Scholars like Barbara Creed highlight themes of female monstrosity, embodiment, and patriarchal structures in horror films. For example, the horror genre historically frames female bodies and the reproductive system as something monstrous or abject (Creed, 1993), and this is one of the themes that I have also noticed when sifting through reviewing keywords for my dataset. I’d like to build from these frameworks to examine horror video games as cultural artifacts that expose similar structures and themes, such as patriarchy and embodiment.
What audience will this serve?
- People who are interested in games, horror, and feminism.
- Students who are interested in media/game studies and/or gender studies
- The (female and LGBTQ+) gaming community(?)
- This project contributes to DH by applying feminist principles of DH not only to interpret “data as capta” (Drucker, 2011) but also to design a project that analyzes the medium of video games, which, as mentioned previously, is often difficult to dissect and comprehensively analyze compared to other media.
Tentatively…
the final product is some sort of data viz website, but we might need to refine the data a bit more. This may include refining the keywords and classifiers, or scraping more titles. We might need to narrow down the scope. One thing I found particularly interesting while constructing the dataset was the differences between horror games published in the 90s to early 2000s versus more recent titles. This could be one of the ways to help centralize and narrow the scope of this project.
Tools, skillsets, and various roles I envision us needing:
Some of these roles may be merged, shared, or rotated amongst other team members (based on individual preferences) through the different stages of the project!
- Web-developer:
- HTML/CSS/JS
- Build out the site
- UX & visual designer
- Design the site’s color, typography, and layout
- Tools tbd.
- Data curator & researcher
- Python (for pulling data)
- Review Wikipedia pages and validate keyword entries
- Refine thematic keywords/classifiers
- Help document interpretative decisions
- Writer & content development
- Draft and edit website textual content
- Help shape the project’s voice and tone
- Content creation for the chosen social media platform
Potential barriers and questions:
- Wikipedia bias: I want to acknowledge that creating a dataset using keywords pulled from Wikipedia can have its limitations and biases.
- How can the interface be used to display data and invite engagement without minimizing gendered-violence, trauma, or harm?


