Days: Wednesday, August 7th Thursday, August 8th Friday, August 9th Saturday, August 10th
View this program: with abstractssession overviewtalk overview
Making sense of play and players
10:40 | Perma-dying worlds and other mechanics of limiting the access to digital games (abstract) |
11:00 | Failure in Videogames: Similarities and Differences to Textile Craft (abstract) |
11:20 | Living in the Present: Rethinking the Paradox of Suspense through Videogames (abstract) |
Games business
10:40 | Breaking into the Polish Videogame Industry: Education, Informality and Inequality (abstract) |
11:00 | GDC vs. DiGRA: Gaps in Game Production Research (abstract) |
11:20 | Who is a videogame developer? The politics of videogame maker identities (abstract) |
11:40 | Video Games Production Networks in the periphery: the Chilean case (abstract) |
Doing games research
10:40 | Gaming in the Chinese Context (abstract) |
Serious games
10:40 | Learning Through Game Design - Is This Deep Learning? (abstract) |
11:00 | Gamifying Flipped Learning for Promoting Students’ Online Participation (abstract) |
11:20 | Bridging Meaningful Play and Playful Learning - Supporting the Design Process of Gamification in Education (abstract) |
11:40 | Strategies for Endogenous Design of Educational Games (abstract) |
Eiji Ōtsuka
Professor, International Research Center for Japanese Studies
"The Origin of the Media-Mix" (with simultaneous interpretation)
Philosophy and critique
15:00 | Beyond the Wall: The Boundaries of the Neomedieval Town in Single Player Roleplaying Games (abstract) |
15:20 | The Path That Lies Ahead: Intimacy Through Overwhelmedness in The Legend of Zelda: Breath of the Wild (abstract) |
15:40 | Dwelling in Digital Game Worlds (abstract) |
Making sense of play and players
15:00 | Monetising memory? MMOGs, anniversaries, and ownership of the past (abstract) |
15:20 | Defining Gaming Communities: A Super Smash Bros. Ultimate Case Study (abstract) |
15:40 | “For the Horde”: Players’ Collaborative Actions in Massively Multiplayer Online Games (abstract) |
16:00 | Consumptive Play: The Reification of Capitalism in Grand Theft Auto Online (abstract) |
Philosophy and critique
15:00 | Joy Family: Japanese Board Games in the Post-War Shōwa Period (abstract) |
15:20 | Meta/Style: Strategic Histories in Korean Esports (abstract) |
15:40 | Games as a Recall for Popular Memory in Taiwan: Revealing the Procedural Rhetorics in Pan-Political Indie games of Raid on Taihoku and Detention (abstract) |
16:00 | Examining the Gaming Subcultures through the Lens of Finnish Game Journalism: From the 1980s to the 2010s (abstract) |
Games business
15:00 | The Mobile Suit Gundam Franchise: a Case Study of Transmedia Storytelling Practices and the Role of Digital Games in Japan (abstract) |
15:20 | A Recipe for Disaster? The Emerging Ludo Mix and the Outsourcing of Narrative (abstract) |
15:40 | CryptoKitties and the New Ludic Economy: How blockchain introduces value, ownership, and scarcity in the digital world (abstract) |
16:00 | Ludo Mix as an Aesthetic Experience: Designing Games for Franchises (abstract) |
Philosophy and critique
16:30 | Trapped in the Ludo Mix: Kingdom Hearts and the Failed Bildungsroman (abstract) |
16:50 | Play // Make: Media Mix Games as Controlled Open Reading (abstract) |
17:10 | The theme park experience: Kingdom Hearts and the franchise (abstract) |
17:30 | A Ludo Mix Perspective on Dynamic Game Characters (abstract) |
Making sense of play and players
16:30 | Playable Cities Now (abstract) |
16:50 | Playful Explorations of Indigenous Cartography (abstract) |
17:10 | Beyond God’s Eye: on the Reliability of Gameworld Images (abstract) |
17:30 | Promoting Yokosuka via Video Game Tourism: The case of the Shenmue Sacred Spot Guide Map (abstract) |
Games business
16:30 | Indie Game Studios and the Attention Economy: On route to actually participatory media? (abstract) |
16:50 | Diversity and conformism on Twitch. The effects of the labor market for video game live streaming on artistic convention. (abstract) |
17:10 | Automated Inequality: Behind the Apparent Neutrality of Steam’s Algorithmic Culture (abstract) |
17:30 | Challenges and Opportunities for Collective Action in Local Games Industries (abstract) |
Doing games research
16:30 | ‘Next Generation’: towards best practices in preserving, curating and exhibiting videogames (abstract) |
Philosophy and critique
18:00 | “Monopoly” in Merging Digital and Urban Playspaces (abstract) |
18:20 | Negotiating Pedagogy and Play in the Games-as-text English classroom (abstract) |
18:40 | Discourse at play: construction and professionalism of video-based game reviews (abstract) |
Making sense of play and players
18:00 | By Svarog! Slavic Game Renaissance and the Ideology of the Extreme Right (abstract) |
18:20 | Playing Polybius: Navigating Marginalizing Discourses on Youth and Gaming Through Myth Transgression (abstract) |
18:40 | Categorizing Morality Systems Through the Lens of Fallout (abstract) |
Games business
18:00 | Tracing the Histories of Videogame Piracy in Eastern Europe in the 1980s-1990s (abstract) |
Games spectatorship
18:00 | Skill, Streaming and Sociality in Contemporary Esports (abstract) |
Serious games
18:00 | The HOPE Project: from a serious game to an awareness campaign (abstract) |
18:20 | Constructing Haenyeo: Defamiliarzation and Sensemaking in the Game Design Process (abstract) |
18:40 | Exergaming Cognitive Functions: A Virtual Reality-Based Training for Older Adults (abstract) |
19:00 | Designing a Digital Roleplaying Game to Foster Awareness of Hidden Disabilities (abstract) |
View this program: with abstractssession overviewtalk overview
Philosophy and critique
09:00 | Exploring the Role of Narrative Puzzles in Game Storytelling (abstract) |
09:20 | "Is This Really Happening?": Game Mechanics as Unreliable Narrator (abstract) |
09:40 | Mechanical Narrative: The Relationship Between Rules and Narrative in Boardgame Design (abstract) |
10:00 | Character-Driven Narrative Engine. Storytelling System for Building Interactive Narrative Experiences (abstract) |
Making sense of play and players
09:00 | “More interaction, more story, more lore” : motivations related to game-centric transmedia (abstract) |
09:20 | The Uses of Ludobiography: Life Writing and Game Studies (abstract) |
09:40 | YouTubers and Real Games: Examining the Discourse of Play Itself (abstract) |
10:00 | Spatial Narrative Fragments: Contemporary Media Integration and Spatiality in Game Centers through the Case Study of SEGA GIGO Ikebukuro (abstract) |
Philosophy and critique
09:00 | Firmware is Anything But Firm: Remembering and Forgetting the PlayStation Portable Homebrew Software Production Scene (abstract) |
09:20 | Port or conversion? An ontological framework for classifying game versions (abstract) |
09:40 | Slower, Squashed and Six Months Late! Remembering and forgetting Japanese videogames in Europe, 1991-2019 (abstract) |
10:00 | How Theme Park Rides Adapted the Shooting Gallery (abstract) |
Making sense of play and players
09:00 | The Comparative Self: Understanding the Motivation to Play and the Subsequent Video Game Use (abstract) |
09:20 | Challenge Types in Videogame Play (abstract) |
09:40 | Co-Constructing Virtual Identities: Insights from Linguistic Analysis (abstract) |
10:00 | “BECAUSE HE IS GAY LIKE ME (IM NOT JOKING)” THE ROLE OF SEXUAL ORIENTATION OF PLAYABLE HEROES AND PROFESSIONAL PLAYERS IN OVERWATCH FANDOM (abstract) |
Games business
09:00 | Revisiting Playbor: Extending the Ludo Mix into Media Industries (abstract) |
Serious games
09:00 | The Gamification of Tactical Thinking; Linking Gamification with Spatial Concepts. (abstract) |
09:20 | Fast Times in FINAL FANTASY VII: Modern Anxieties, Postmodern Hopes (abstract) |
09:40 | Multimodal analysis of using video game Minecraft to study BA-construction in Chinese (abstract) |
10:00 | Localism with (Serious) Games: Horizontal Channels and Models (abstract) |
Making sense of play and players
10:40 | Gaming DOTA Players: Iterative Platform Design and Capture (abstract) |
11:00 | The data assemblage of play: Videogame data analytics and surveillance (abstract) |
11:20 | “Mute, Report, Block.”: Dissonance in Moderating Overwatch (abstract) |
11:40 | Counting Clicks: Gameplay Metrics, Power and the Body Politics of Competitive Videogames (abstract) |
Philosophy and critique
10:40 | Dragonborn is for Porn. The intertextual semiotics of the TESV: Skyrim fan made pornographic modifications (abstract) |
11:00 | Games on Working, Games on Gaming, Working on Games, and Games on Working on Games: On the self-referentiality that entangles neoliberal play and work (abstract) |
11:20 | Beyond the Recipe: A Critical Analysis of Craft in Games (abstract) |
11:40 | Is this still participation? A case study of the disempowerment of player labourers (abstract) |
Making sense of play and players
10:40 | Remixing Masculinities: Identity and Intersectionality in Video Gaming (abstract) |
Games business
10:40 | The imbalanced state of free-to-play game research: A literature review (abstract) |
11:00 | What do Game Developers Think about Loot Boxes? (abstract) |
11:20 | Analyzing random reward system mechanics and social perception (abstract) |
11:40 | Who Creates Microtransactions: The Production Context of Video Game Monetization (abstract) |
Games spectatorship
10:40 | Live Streaming and Research: New Directions (abstract) |
Computer games and artistic expression
10:40 | Sites of Play: Locating Gameplace in Red Dead Redemption 2 (abstract) |
11:00 | Modding the Waste Land: Intertextual Mutation Between Games and Poems (abstract) |
11:20 | YomeciLand: Found Sound as Play (abstract) |
11:40 | How Musical Leitmotifs Enhance Narration and Evoke Emotion (abstract) |
T.L. Taylor
Professor, Comparative Media Studies, MIT
"Esports in the age of networked broadcast"
Making sense of play and players
14:20 | Cities appropriate Pokémon GO: Remix models for local needs (abstract) |
14:40 | The “not so” Beautiful Game: a study on Brazilian players of the fantasy soccer game Cartola FC (abstract) |
15:00 | Video Game Détournement: Playing Across Media (abstract) |
Making sense of play and players
14:20 | Contested Space in Playable Cities (abstract) |
Games business
14:20 | Authorial Affordance opportunities in App-Assisted Boardgames (abstract) |
14:40 | Hybrid Board Game Design Guidelines (abstract) |
15:00 | Character construction and transnational branding: Super Mario’s 'Italianness' (abstract) |
15:20 | Video game’s intermediality and localization practices (abstract) |
Doing games research
14:20 | Who said anything about games? – Tracing the prehistory of game studies (1980-1996) (abstract) |
14:40 | Describing the Game Studies Canon: A Game Citation Analysis (abstract) |
15:00 | The Current Canon of Games Research: An Analysis of the Most Cited Publications (abstract) |
15:20 | Current Trends of Retro Gaming Research and Ludo Mix in the Context of Retro Gaming (abstract) |
Games spectatorship
14:20 | Game Streaming Revisited: Some Observations on Marginal Practices and Contexts (abstract) |
14:40 | The Affective Messaging of Gameplay Livestream Viewers (abstract) |
15:00 | The Impacts of Live Streaming on the Video Game Industry (abstract) |
IP, law and games
14:20 | Introduction to Chinese Game Policies (abstract) |
14:40 | Meta-analysis and systematic review of recent literature on gaming disorder (abstract) |
15:00 | Boundaries, Trust and Reputation in Virtual and Illicit Markets (abstract) |
15:20 | ROM Hacks, Randomizers, and Retro Games: Challenging Copyright and Remixing Zelda (abstract) |
Making sense of play and players
14:20 | Esports Associationalism (abstract) |
Philosophy and critique
16:00 | Meaningful Transformation: Intraactivity and Video Games (abstract) |
16:20 | Glitches as Fictional (Mis)Communication (abstract) |
16:40 | Radical game fictionalism (abstract) |
17:00 | On the de-familiarizing and re-ontologizing effects of glitches and glitch-alikes (abstract) |
Making sense of play and players
16:00 | Quitting Pokemon Go (abstract) |
16:20 | Mythmaking and codebreaking: The hunt for GTAV’s Bigfoot and/as digital cultural memory (abstract) |
16:40 | Should the Monster Play Fair?: Reception of AI in Alien: Isolation (abstract) |
17:00 | Using physiological response data to examine horror video game enjoyment (abstract) |
Making sense of play and players
16:00 | Gaming, Gambling & the New Monetization of Digital Play (abstract) |
Doing games research
16:00 | Designing Global Empowerment? Self-Narratives of Workshop Facilitators in Culturally Mixed Settings (abstract) |
16:20 | Spatial Reasoning: Re-Coding Spaces for Inclusive Informal Game Making (abstract) |
16:40 | Methods Beyond the Screen: Conducting remote player studies for game design research (abstract) |
17:00 | Integrating Social Justice for Game Design and Development Curricula (abstract) |
Games spectatorship
16:00 | Game Over for Machinima: Fan and Creator Reactions to the Loss of Gaming Culture (abstract) |
16:20 | Audience perception in artistic audiovisual game performances (abstract) |
16:40 | Exploring the Effects of VR Gameplay Videos on Performance and Experience (abstract) |
17:00 | Perceived Buffoonery: Analysing the Appeal of AI vs. AI Spectatorship in Saltybet.com (abstract) |
Computer games and artistic expression / Doing games research
16:00 | Ludonarrative in Game Design Education – a Concrete Approach (abstract) |
16:20 | Complexity, Mystagogy, and the Limits of the ‘Analytical’ Learning Cycle (abstract) |
16:40 | Exploring How Changes in Game Systems Generate Meaning (abstract) |
Philosophy and critique
17:30 | Rock Stars & Plastic Guitars: Designing & Playing with Captured Experiences in Music Videogames (abstract) |
17:50 | Musicking with Digital Games (abstract) |
18:10 | Bad Vibrations: The Auditory Experience of Digital Dark Tourism (abstract) |
Making sense of play and players
17:30 | From Artifact to Auto Chess: Dota 2’s Meta Media Mix (abstract) |
17:50 | An Attempt to Develop SIR (“shit-game is real”) Index (abstract) |
18:10 | Effects of Game Design Features on Player-Avatar Relationships and Motivation for Buying Decorative Virtual Items (abstract) |
18:30 | Critical Thinking of ‘Excessive Indulgence of Playing Saps Ambitions (wan wu sang zhi)’: A Research on Urban Adolescents’ Consumption of Peripheral Products of Digital Games in Mainland China (abstract) |
Philosophy and critique
17:30 | Ludic Boredom: Discussing a Manifesto (abstract) |
Making sense of play and players
17:30 | Translating and Localizing Games in Global Contexts (abstract) |
Games business
17:30 | Procedural and Promotional Rhetorics of Participation in Digital Games (abstract) |
17:50 | Evolution of PC Bangs: Traditions and Trends in South Korea (abstract) |
18:10 | The Business Model Network of eSports: The Case of Overwatch (abstract) |
18:30 | Fired in a blog post: The End of Heroes of the Storm Esports (abstract) |
Doing games research
17:30 | Exploring the Third Place: Reconstructing Gamer Subjectivity Through David Lynch’s Iconic Playstation Adverts. (abstract) |
17:50 | Player Persona Research (abstract) |
18:10 | The Relationship between Prior Gaming Experience and Consciousness of Computer Programming or Social Views on Information: An Empirical Study of High School Students in Japan (abstract) |
18:30 | Me, myself and others: Connecting player identification to gaming social capital (abstract) |
View this program: with abstractssession overviewtalk overview
Philosophy and critique
09:00 | Japanese Role-Playing Games in the Ludo Mix: Paradigms, Practices, and Challenges (abstract) |
Making sense of play and players
09:00 | Adapting the Empty Orchestra: the Performance of Play in Karaoke (abstract) |
09:20 | Taiko no Tatsujin: Musical literacy in the Media Mix (abstract) |
09:40 | Every Escape Room in this City: In Search of A Well-Played Game (abstract) |
10:00 | People@Meeple: "it's a community thing" (abstract) |
Philosophy and critique
09:00 | Dawn of Machinic Cyclicality: Life as We Don’t Know It (abstract) |
09:20 | Structuring Gametime. A Typology of the Temporal Constituents of Video Games (abstract) |
09:40 | A Typology of Rumble (abstract) |
10:00 | Towards an analysis of virtual realism (abstract) |
Making sense of play and players
09:00 | Toeing the Gender Line: Unpacking Gendered Video Game Spaces (abstract) |
Doing games research
09:00 | From Technological Revolution to Cultural Obsolescence. NEC’s PC Engine between American erasure and French edification (abstract) |
09:20 | ‘Fuck Game Studies’: (Not)coping and the affective labour of diversity workers in Game Studies (abstract) |
09:40 | How to Reference a Digital Game (abstract) |
Serious games
09:00 | A Challenge of Developing Serious Games to Raise the Awareness of Cybersecurity Issues (abstract) |
09:20 | Sami Game Jam – Learning, Exploring, Reflecting and Sharing Indigenous Culture through Game Jamming (abstract) |
09:40 | "Can you send me a photo?" - A Game-Based Approach for Increasing Young Children’s Risk Awareness to Prevent Online Sexual Grooming (abstract) |
10:00 | Co-creating serious game for sustainability transition: Case study of the Serious Board Game Jam 2018 in Kyoto (abstract) |
Philosophy and critique
10:40 | A TRU Proposal to the Ladies, through #selfcare, Mary Astell, and Xenofeminism (abstract) |
11:00 | Belief-Discordant Alief: A Common Denominator of Fiction and Non-Fictional Games (abstract) |
11:20 | Expressions of care and concern in eco-critical computer game play (abstract) |
11:40 | Only a Game? Player Misery Across Game Boundaries (abstract) |
Making sense of play and players
10:40 | Middle-aged Players & Memorable Moments with Pokémon GO (abstract) |
11:00 | Differences in Player Experiences of Need Satisfaction Across Four Games (abstract) |
11:20 | Different Frames of Players and the Motivation of Prosocial Behavior in Digital Games (abstract) |
11:40 | Epistemological Issues in Understanding Games Design, Play-Experience, and Reportage (abstract) |
Philosophy and critique
10:40 | Dialogue or Monologue? Intertextuality as Allegation in Child of Light and My Memory of Us (abstract) |
11:00 | Beyond Procedurality: Situating The Witness in the Proceduralism Debate (abstract) |
11:20 | A Critical Framework for Games (abstract) |
11:40 | God is a Game Designer – Accelerating ‘Existential Ludology’ (abstract) |
Making sense of play and players
10:40 | You can troll your own way: Defining and discussing toxicity in online games (abstract) |
Games business
10:40 | Game Production beyond the Studio: From Playbour to Gamework (abstract) |
Serious games
10:40 | The experience of procedurality: effects and appreciation of persuasive gameplay rhetoric (abstract) |
11:00 | Gaming my way to recovery: Understanding how to integrate serious video games into youth mental health services (abstract) |
11:20 | Transcultural Learning and Live-Action Role-Play in Japan (abstract) |
11:40 | Fostering ethics and morality in adult learning through gameplay (abstract) |
Tetsuya Mizuguchi
Project Professor, Keio University, Graduate School of Media Design
"The Future of Ludo-Mix"
Making sense of play and players
14:20 | Does Jumin Han Is Gay?: Cultural Hybridity, and the Intimate Economies of Otome Games in English (abstract) |
14:40 | From Otome Road to #OtomeArmada: Towards a History of Otome Games and Gaming Cultures (abstract) |
15:00 | Playing with character information - Akihabara’s bishōjo-visual novel ludo-mix (abstract) |
15:20 | Playing for Love in the Age of Messaging Apps: Mystic Messenger and its Online Youth Fandom (abstract) |
Philosophy and critique
14:20 | The Marketing of a Controversial Identity: A Case Study on Chinese Parents (abstract) |
14:40 | Loot boxes in Germany: political players, public perception and legislation (abstract) |
15:00 | Games and Gestures - Remarks on Emotes in Digital Online Games (abstract) |
15:20 | Emergent Threat or Residual Trace: Reassembling the Indie Sector as an Interdependent Sociotechnical Practice (abstract) |
Making sense of play and players
14:20 | Locating transgressions: Transgressive Play and Transgressive Aesthetics (abstract) |
Games business
14:20 | On the Local Value of Game Jam Games: Beyond Learning from the Process (abstract) |
14:40 | At Your Service: Event-Based Design in Japanese Mobile Games (abstract) |
15:00 | A Taxonomy of Game Engines and the Tools that Drive the Industry (abstract) |
15:20 | New Media Ecosystems: Amazon and the Advancing Game Economy (abstract) |
Doing games research
14:20 | ctrl+R: Reflections on Prompting Reflective Game Design (abstract) |
14:40 | Teaching Industry Professional Adjuncts to Teach Videogame Development: No Tweed Allowed (abstract) |
15:00 | In Situ: Researching corporate diversity initiatives with game developers (abstract) |
15:20 | GAMERella, Community Outreach and Inclusive Design (abstract) |
Games spectatorship / Serious games
14:20 | Esports of Empire: The Platformization of ‘StarCraft’ (abstract) |
14:40 | The Awakening of the Goddess in Competitive League of Legends (abstract) |
15:00 | No Rivalry Without Commentary: Misja Esport Case Study (abstract) |
15:20 | The interaction of discourse and acts: Games spectating as communication rituals in China (abstract) |
Making sense of play and players
16:00 | Building a Gamer: Player Preferences and Motivations Across Gender and Genre (abstract) |
16:20 | Male and Female Game Players’ Preferences for Game Characters and Real-world Personalities in Japan (abstract) |
16:40 | Ready to Rumble: Hypermasculine Touch and Nintendo’s HD Rumble (abstract) |
17:00 | Romance Never Changes…Or Does It?: Fallout, Queerness, and Mods (abstract) |
Philosophy and critique
16:00 | Observant play: colonial readings in Breath of the Wild (abstract) |
16:20 | Processes of Roling: Mechanisms for Adopting Subjectivities in the Gameworld (abstract) |
16:40 | Consciously working on one’s game: the mutual constitution of habitus and identity (abstract) |
17:00 | Polygonal Modeling: The Aestheticization of Identity (abstract) |
Games business
16:00 | Into the Meta Mix: Kingdom Hearts and the transnational remediation and adaptation of Japanese and American IP (abstract) |
Games spectatorship
16:00 | The Unintended Consequences of Using Twitch as a University Professor (abstract) |
16:20 | Framing Esports in Chinese University Campuses (abstract) |
16:40 | Schoolyard Riot: League of Legends and High School Esports (abstract) |
Computer games and artistic expression
16:00 | The politics of game canonization: Tales from the frontlines of creating a national history of games (abstract) |
16:20 | The materiality on the hermeneutics of Chinese character-based playable media (abstract) |
16:40 | Game jockey as an intermediary between DJ practice and video games (abstract) |
View this program: with abstractssession overviewtalk overview
Philosophy and critique
09:00 | Is There a Playfulness of Empathy? A Multidisciplinary Perspective (abstract) |
Philosophy and critique
09:00 | Woke (Pro)Gaming: Or, Why We Need Critical Esports Studies (abstract) |
Making sense of play and players
09:00 | Free-to-Play: Converging or changing games, meaning and ways of play? (abstract) |
Doing games research
09:00 | What a mess…: Navigating media mixes in the archive (abstract) |
Computer games and artistic expression
09:00 | Replaying the Past: Wholesome Nostalgia or Morbid Melancholia? (abstract) |
09:20 | Dancing with the Hands: Frictions with Videogames, Dance and Gender (abstract) |
09:40 | Visualizing Diversity: A Character Design Tool For Creative Reflection (abstract) |
10:00 | Return of the “video” game: Extracting FMV design knowledge for future games (abstract) |
Yosuke Hayashi
Managing Director of KOEI TECMO GAMES