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Posters & Demos
Please see session P1, Monday's Poster & Demo session for details.
Welcome to the City of Dundee by Lord Provost Bob Duncan
Keynote Address by: Lev Manovich, Professor of Computer Science, City University, New York, author of seminal work “The Language of New Media”
“What can Digital Humanities, Computational Social Science, and Cultural Analytics contribute to Game Studies?”
We are delighted to announce the next event in our series of workshops focusing on teaching game studies. Prior iterations have been held at past DiGRA and FDG conferences, and more than 100 participants have attended and taken part in a variety of activities. This workshop will be a half-day event, during the afternoon of August 2, 2016. It will include both open and closed sessions. Our open session will be available on a drop-in basis to anyone wishing to attend: no prior submission is required, and no advance notification is needed. For the closed sessions, we invite submissions. See the workshop webpage for more information.
Questions of morality are a pervasive topic for media and the arts. Across every medium we see artists engaging audiences with challenging moral questions concerning topics such as war, crime, corruption, fidelity and the abuse of power. Questions of morality have long been central to how we understand ourselves, our lives, and our cultural contexts; and in turn our art forms have reflected, embodied, and challenged beliefs about right and wrong. Read more about this workshop.
11:30 | Game Essays as Critical Media and Research Praxis SPEAKER: Stephanie de Smale |
12:00 | Critical Alternative Journalism from the Perspective of Game Journalists SPEAKER: unknown |
11:30 | Free Love: Fan Translations, Piracy and Japanese Women's Games in English. SPEAKER: Sarah Christina Ganzon |
11:30 | GameNet and GameSage: Videogame Discovery as Design Insight SPEAKER: James Ryan ABSTRACT. The immense proliferation of videogames over the course of recent decades has yielded a discoverability problem that has largely been unaddressed. Though this problem affects all videogame stakeholders, we limit our concerns herein to the particular context of game designers seeking prior work that could inform their own ideas or works in progress. Specifically, we present a tool suite that solicits text about a user's idea for a game to generate an explorable listing of the existing games most related to that abstract idea. From a study in which 182 novice game designers used these tools to find games related to their own, we observe a demonstrated utility exceeding that of the current state of the art, which is the coordinated usage of assorted web resources. More broadly, this paper provides the first articulation of videogame discovery as an emerging application area. |
12:00 | Playing with Data: Procedural Generation of Adventures from Open Data SPEAKER: unknown |
11:30 | Interactive biotechnology: Design rules for integrating living matter into digital games SPEAKER: unknown |
12:00 | BioGraphr: Science Games on a Biotic Computer SPEAKER: unknown |
11:30 | Realism and the everyday in digital games SPEAKER: Paul Martin |
11:50 | Creeds, Souls & Worlds of Worship: Players’ Appropriations of Religious Worldviews through Forums SPEAKER: Lars de Wildt |
12:10 | Perceptions, Perspectives and Practices: A Study of the Players of Historical games. SPEAKER: unknown |
14:00 | “You don’t ever stop playing EVE Online, you just take a break”: Rethinking what it means to quit a Massively Multiplayer Online Game SPEAKER: Kelly Bergstrom |
14:20 | Observing from the fringes: Data logging in multiplayer videogames as methodology SPEAKER: Ben Egliston |
14:40 | Platforms in the Cloud: On the Messy Ephemerality of Platforms SPEAKER: Casey O'Donnell |
14:00 | Game Design Adaptation Strategies for Literary and Classical Texts SPEAKER: unknown |
14:00 | From Breaking to Making SPEAKER: Gordon Calleja |
14:20 | Where You’re Looking, Who You’re With and How You Get There: Designing a Virtual Reality Art Game for Inclusion and Emotion SPEAKER: unknown |
14:40 | Playful Loops: Design Concepts for Playable Interactions SPEAKER: Miguel Sicart |
14:00 | Vivian James – The politics of GamerGate’s Avatar SPEAKER: Mahli-Ann Butt |
14:20 | Gaming’s secret public: Nerdcore porn and the in/visible body of the female gamer SPEAKER: Thomas Apperley |
14:40 | Parasites to Gaming: Learning from GamerGate SPEAKER: Paolo Ruffino |
14:00 | Can Challenges in Serious Educational Games be Modelled as Components with Learning Theory Foundations? SPEAKER: unknown |
14:20 | Developing the Developers: Education, Creativity and the Gaming Habitus SPEAKER: unknown |
14:40 | Smash Mods, Smash Creativity: Nintendo, Project M, and Enclosure SPEAKER: Rainforest Scully-Blaker |
14:00 | G-Player: Exploratory Visual Analytics for Accessible Knowledge Discovery SPEAKER: Alessandro Canossa |
14:30 | A Statistical Analysis of Player Improvement and Single-Player High Scores SPEAKER: unknown |
16:00 | Grouches, Extraverts, and Jellyfish: Assessment validity and game mechanics in a gamified assessment SPEAKER: Laura Levy |
16:30 | Analysis of Game Console Accessibility for Users who are Blind SPEAKER: unknown |
16:00 | Selling out the magic circle: free-to-play games and developer ethics SPEAKER: Paula Alexandra Silva |
16:30 | "We Don’t Sell Blocks:” Exploring Minecraft’s Commissioning Market SPEAKER: unknown |
16:00 | A History of Voice Interaction in Games SPEAKER: Fraser Allison ABSTRACT. In this paper, we present a periodised history of voice interaction in digital games, drawing on a platform studies approach to highlight the ways voice interaction has been both enabled and constrained by game platforms, and how this has contributed to the design patterns for voice interface in games. We identify six distinct, overlapping phases in the development of voice interaction for games. |
16:20 | I Cried to Dream Again: Discovery and Meaning-Making in Walking Simulators SPEAKER: unknown |
16:40 | On a Design Approach for Collaborative Decision Making Games: A Preliminary Validation Study SPEAKER: unknown |
16:00 | If Only For a Knight: Romantic Subplots in cRPGs in the Light of Courtly Love Trope SPEAKER: unknown |
16:20 | Immersive lore-friendliness. Game modifications as intertextual tropes SPEAKER: Tomasz Majkowski |
16:40 | Paratextuality 2.0: Updating Genette’s Framework for Complex Game Systems SPEAKER: Jan Svelch |
16:00 | Ludification of work or Labourisation of play? On work-play interferences. SPEAKER: unknown |
16:20 | Frustration and Adaptation: Orientational Shifts in Motivation SPEAKER: David Melhárt ABSTRACT. The talk presents the findings of a research concerning how players react to frustrating game segments in inherently enjoyable gameplay and what keeps players motivated in these scenarios. The study found its motivation in the fact that the prominent literature is lacking a deeper understanding of micro changes in motivation during video game play. The research utilised semi-structured interviews with 9 young (age M=26) male participants and template analysis as its methodological framework. The result of the study is a theoretical model of a process of orientational shifts in situational motivation. It shows how we can use the motivational system of Hierarchical Model of Motivation (based on Self-Determination Theory) to understand micro changes in motivation during gameplay, and how this could be understood in terms of the attentional and informational processing system, present in Flow Theory. The model provides a clear vocabulary that can complement the fast paste and complex environment of video games while help comprehending the players’ subjective experience and intentions. |
16:40 | Charismatic Leadership and Digital Games SPEAKER: Bjarke Liboriussen |
16:00 | Surviving Fallout 4: A Design Fiction SPEAKER: Marcel Pufal |
16:20 | Production Logics in Digital Games SPEAKER: Aphra Kerr |
17:45 | Review of Social Features in Social Network Games SPEAKER: Janne Paavilainen |
18:15 | Design Lessons From Binary Fission: A Crowd Sourced Game for Precondition Discovery SPEAKER: unknown |
17:45 | The Tapper Videogame Patent as a Series of Close Readings SPEAKER: Mark J. Nelson |
18:15 | Designing Unconventional Use of Conventional Displays in Games: Some Assembly Required SPEAKER: unknown |
17:45 | Spatial Presence, Psychophysiology, and Game(play) Emotions SPEAKER: Dooley Murphy |
18:05 | On Becoming “Like eSports”: Twitch as a Platform for the Speedrunning Community SPEAKER: Rainforest Scully-Blaker |
18:25 | Aesthetics of Speedrunning SPEAKER: Emilie Reed |
17:45 | The Journey to Nature: The Last of Us as Critical Dystopia SPEAKER: Gerald Farca ABSTRACT. As an instance of the critical dystopia, The Last of Us lets the player enact a post-apocalyptic story in which human society has been severely decimated by the Cordyceps infection and where nature has made an astonishing return. This paper examines the ecological rhetoric of The Last of US by laying emphasis on the empirical player’s emancipated involvement in the gameworld (virtualized storyworld) and how s/he engages in a creative dialectic with the implied player. In suggesting the utopian enclave of a life in balance with nature, The Last of US scrutinises the ills of our empirical present and lays a negative image on the latter. As such, The Last of Us is a magnificent example of the video game dystopia and succeeds in triggering a powerful aesthetic response in the empirical player, which might result in a call to action in the real world. |
18:15 | Environmental Storytelling, Ideologies And Quantum Physics: Narrative Space And The BioShock Games SPEAKER: Samuel Zakowski |
17:45 | From practice-based game research to game design as a cultural technique SPEAKER: Stefan Werning |
17:45 | The Activity of Play SPEAKER: Martin Pichlmair |
18:05 | Baby gamers? Theorizing the ‘Haptic Habitus’ of Very Young Children, Parents and Touchscreen Technologies SPEAKER: unknown |