DIGRA 2022: THE 14TH DIGITAL GAMES RESEARCH ASSOCIATION CONFERENCE
PROGRAM

Days: Thursday, July 7th Friday, July 8th Saturday, July 9th Sunday, July 10th Monday, July 11th

Thursday, July 7th

View this program: with abstractssession overviewtalk overview

10:00-19:00 Session 1A: Doctoral Consortium

The PhD Consortium is a space where PhD students can present their on-going research, while getting detailed and insightful feedback from their peers and from senior colleagues. Participants share their research in advance before meeting in the room and their allocated time is used for questions and discussions. It is meant to be a friendly, participative environment the improve their projects, seek for guidance, and consolidate the strong points of their work.

Location: Room 010
10:00
Doctoral Consortium Introduction (abstract)
10:30
Beyond Escapism: How do Players Use Games to Cope with Stress? (abstract)
11:00
The Impact of Cultures and the COVID-19 pandemic on Gaming Motivation (abstract)
11:30
Video Games and Architecture - Towards a Common Spatial Analysis (abstract)
12:00
Need Frustration in Video Game Play and in Daily Life (abstract)
12:30
Seeing Without Sight: Alternative Methods for Digital Interaction (abstract)
13:00
Doctoral Consortium Lunch Break (abstract)
14:30
Cuteness and the Popular Aesthetics of Videogames (abstract)
15:00
What Drives Primary School Students to Play Fortnite? (abstract)
15:30
Developing Moral Engagement Through Systemic Play (abstract)
16:00
Barriers to Learning in Play: Hegemonic, Negotiated, and Oppositional Use of Digital Games (abstract)
16:30
Avant-Garde and Games: on Connections between Avant-Garde and Contemporary Digital Games (abstract)
17:00
Making Sense of DualSense (abstract)
17:30
Virtual Contact Hypothesis – How Game Characters Impact Players’ Attitudes Toward Out-Groups (abstract)
18:00
Cultivating the Play Community: Live Action Role Play in Melbourne (abstract)
18:30
Metareference in Videogames: Theory, Typology, Analysis (abstract)
10:00-19:00 Session 1B: WORKSHOP: The State of the Avatar

“Avatar theory,” or the study of avatars and related phenomena (player figures, playable characters, player-controlled components, etc.) is continuously expanded as scholars dive deeper into the configurations of interaction with and within digital games and the worlds they project. The topic has been approached from a variety of perspectives, ranging from theoretical investigations rooted in phenomenology (Klevjer, 2007; Vella, 2015; Kania, 2017) and game design (Jørgensen, 2013; Willumsen, 2018) to theatre and puppetry (Blanchet, 2008; Westecott, 2009; Georges, 2012) and player engagement (Linderoth, 2005; Bayliss, 2007; Lankoski, 2011), to name a few. Research from psychological and social-scientific angles (Waggoner 2009; Ducheneaut et al 2009; Yee 2014) has also considered the significance of avatarial engagement on personal and social identities. At the same time, the term has been criticized for being a cultural appropriation of a Hindu object of worship (de Wilt et al., 2019), and the expansive nature of the avatar, as indicated by the great diversity in theories, suggest that it might be time to organize existing theories to be able to compare and discuss whether and how the term can be productively used in future studies of digital games.

Thus, the workshop will bring together different researchers interested in exploring the avatar and related concepts, to examine, compare, and debate the uses and applications of the different approaches and how the community of scholars studying games may best handle the present challenges to avatar theory.

Location: Room 011
10:00-15:00 Session 1C: WORKSHOP: Politicizing Agency in Digital Play After Humanism

Guided by the pragmatism of the feminist eco-humanities, this workshop will deploy theories and consider methods (Hamilton and Taylor 2017) to politicize ways of conceptualizing, designing, and organizing games for agency beyond human centrism. How can critical game scholars address and advocate for more inclusive, democratic, and sustainable forms of play, understood as performative outcomes of an array of interdependencies between humans, environments and non-human entities? As an artistic and economic expression of the mediated technicity of our current age, videogames crystalize the conundrum of individual agency that has beset our screens and bedevilled our politics. Videogames also embed critiques of this conundrum that are often ambivalent but occasionally trenchant. How can critical game scholarship on post-human agency intervene in pressing debates about persuasive technologies’ manipulation of human volition and its long shadow over the mechanisms and institutions of collective decision-making that constitute democracy?

Location: Room 017
10:00-14:00 Session 1D: WORKSHOP: Japanese Game Centres as Urban Play Spaces

The game centres of urban Japan in the latter third of the 20th century were the sites of convergence of a playful urbanism with a new design culture, the emerging game industry. This workshop welcomes proposals for work from a wide range of disciplinary perspectives on the social, cultural and industrial histories of the game centre and arcade game industries in Japan from the 1960s to the early 1990s. We are especially interested in design history and urban studies perspectives.

Location: Room 020
10:00-14:00 Session 1E: WORKSHOP: Gameplay Design Patterns Approaches

Gameplay design patterns were introduced as a game design approach in the early 2000s (Kreimeier 2002; Holopainen and Björk 2003; Björk, Lundgren, & Holopainen 2003) with the first major pattern collection published in 2004 (Björk and Holopainen 2004). Since then the approach has gained some momentum in both academia and industry with considerable variation in the details and aims (e.g., Björk and Holopainen, 2006; Barney 2020; FDG Workshop on Design Patterns for Games series.) The authors are planning to release an open access anthology collecting various patterns approaches to coincide with the 20th anniversary of Patterns in Game Design (Björk and Holopainen 2004). The authors are running a series of workshops for developing the contents for the anthology and this would be the first one.

Location: Room 008
10:00-12:00 Session 1F: WORKSHOP: Game Education in Pandemic Times

This 2-hour hybrid workshop aims to address the challenges that game educators have faced during the recent lockdowns due to worldwide COVID19 regulations, and invites them to share the creative solutions, newly invented practices and novel insights that they may have derived from having to teach their game design courses online.

The workshop will consist of two parts: in the first half the workshop coordinators and a number of selected participants will provide 5-10 minute presentations. The second half of the workshop will focus on further dialogue between participants, with smaller groups dedicated to discussing the challenges they have faced during their game courses, as well as solutions, practices and novel insights they may have gathered on those aspects.

Participants are requested to provide short biographical information, explaining their interests and their level of knowledge about this topic, and if possible also 2-3 examples of challenges, solutions and/or insights they consider relevant to share in this session. The workshop is open to everyone working in this field or interested in the topic. Participants who have submitted examples of their own experiences in advance may be invited to give a short presentation at the start of the workshop

The major objective of this workshop is sharing of ideas and experiences, which will ideally lead to a collective publication in which we will present our insights to the broader game community. In this publication, we hope to come up with a number of suggestions about practices of game education that originated during lockdown, but that have also proven to be useful in post-pandemic times.

Location: Room 018
11:00-14:00 Session 2: WORKSHOP: Anthropocene Games

Like other disciplines, game studies is also compelled to confront the impact of the Anthropocene on the production, circulation, and reception of video games: in the economic, material and technological dimension (environmental crisis, biodegradation, material shortages); in the sphere of the political and social economy (collapse of specific consumerist forms and social structures, global migration, environmental impact on societies); and in the cultural dimension (what game texts say about the human relationship with the planet and other species and how they do that, how game-related practices are entangled with the Anthropocenic processes and phenomena). To illuminate these issues, and more, the workshop seeks presentations engaging the various intersections of video games and the Anthropocene.

Location: Room 012
13:00-19:00 Session 3: WORKSHOP: Game Culture In National Context

The aim of this workshop is to critically scrutinize the relationship between digital games and national cultures. We would like to consider the presence of nationalistic game-related rhetoric in traditional media and on digital platforms, as well as the influence of the national cultures over game design practices and game content (e.g. due to both legal restrictions and ideological influence). For this purpose, we identify “national culture” as official cultural policy of the nation-state. This encompasses but is not limited to: official symbols such as the flag, the coat of arms and the anthem; the geography as divided by state borders; the history as presented in schools and public sphere; the literary and artistic cannon; the state-sanctioned language dialect; the officially cultivated ethos; the national stereotypes allowed in the public sphere; and all other cultural factors forming the basis for the imagined national community (Anderson 2006, Bhabha 2013), national mythologies and invented traditions (Hobsbawm  1994, Zubrzycki 2011) and practices of low-key, banal nationalism (Billig 1995, Edensor 2002).

Location: Room 018
15:00-19:00 Session 4A: WORKSHOP: Bringing Together, Diversifying, And Decolonizing Game Worlds

This Diversity Working Group workshop will promote current and emerging research on diversity in game studies, including but not limited to race, gender, sexuality, class, caste, disability, nationality, decoloniality, and other related topics. Workshop presenters will share their work with an audience of colleagues and experts, and participants will discuss current trends and network to better support diverse work in game studies. Presenters and participants will also help guide future initiatives and planning for the DiGRA Diversity Working Group, and will have the opportunity to propose new projects and collaborations.

Location: Room 020
15:00-19:00 Session 4B: WORKSHOP: Looking For The Endgame: Re-Envisioning The Role Of Senior Professors

Research on games is a relatively new field, but still sufficiently established that the original trailblazers now are well-established researchers and scholars, swamped by university and community service, with major responsibilities to students, colleagues, organisations, employers, and society. Simultaneously this group is still so young that there are very few true seniors, emeriti professors, who might act as inspiration and support for scholars deeply embedded in the wide range of activities of an academic who is the most senior in their field at their institution. In the time-poor lives of senior academics, inspiration, innovation, and space for further growth is rare and precious, and this workshop aims at finding ways to share the tips and tricks our fellows use.

Location: Room 008
15:00-18:00 Session 4C: WORKSHOP: Incorporating Emotional Transition Pattern Graph in Metaphor-Based Game Design: A Practical Experience

Game design is a process used for creating games. Some authors create games by using as a reference another well-done game and adjusting its metaphor (Battistella & Wangenheim, 2016). However, such games lack detailed information related to the method used and the way the method was implemented for creating the new game incorporating emotional design (Gomez, 2010; Marfisi-Schottman et al., 2010; Ahmad et al., 2014; Zin et al., 2009; Morales, 2015). We propose the Metaphor-based Game Design (MBGD) as a method for creating games by changing the metaphor of an existing game and creating a new game with a new theme (Begy, 2010). Such a method was represented by using the quintessence kernel including a description of the practices, activities, work products, activity spaces, game design phases, roles, and competencies required for accomplishing the method activities (Henao,2019). In addition, MBGD comprises an emotional design by incorporating the emotional transition pattern graph (ETPG) based on narrative events (Kim & Doh, 2016).

Location: Room 012
16:00-19:00 Session 5: WORKSHOP: The “Plumbing” of the Metaverse

As global media industries continue their push towards “metaverses” of persistent, real-time networked 3D environments, game engines and their attendant data infrastructures are becoming increasingly entangled throughout our media ecosystem. In response, engine development companies such as Epic Games and Unity Technologies are investing more money and development labor to integrate databases, file formats, web protocols, and translational algorithms into their engines to allow media platforms to share data and media assets seamlessly. Some of these efforts are institutional: Epic and Unity, for example, have spent billions acquiring technology companies that can enhance easy asset portability across platforms, including photogrammetry company Quixel and Weta Digital’s tech division, respectively. Other efforts are technological: graphics company NVIDIA’s “Universal Screen Description” (USD) file formats promise interoperability among various 3D design platforms, including game engines, VR/XR renderers, and web-based spatial graphical interfaces. NVIDIA has described these hybrid technical-institutional partnerships as constructing the “plumbing” of the metaverse (NVIDIA 2020). Our focus on “plumbing” mobilizes games researchers to interpret and intervene in the techniques, technologies, and practices that enable massive real-time 3D digital spaces to flow and transact. Interrogating these platforms through the problematic of “plumbing,” this workshop invites games researchers to understand how digital systems are designed to regulate technical interoperability, to map how power and capital become centralized and distributed throughout the back end of the metaverse, and to politicize how social practices and subjectivities are negotiated through technological architecture. The workshop will be structured around presentations of position papers around the following themes: (1) Realism—how race, gender, orientation, and ability will be computationally rendered; (2) Platforms—how game engines undergird the metaverse’s assemblage of play as sociotechnical tools that consolidate power; (3) Vignettes of metaverses as an exercise in future-thinking as a counterpoint to corporate prognostications of the metaverse. 

Location: Room 017
20:00-23:59 Warm-Up Party at Cybermachina

After the workshop day of the conference, we invite you to blow off some steam in a place well-known to all regulars of Kraków game studies conferences: Cybermachina pub at Stolarska 11. There you can either chill out over drinks (that’s on us!), or play one of multiple digital games available, solo or with friends. 

Due to the limited space the attendance might be limited as well: please check availability and register for the event at the reception desk!

Friday, July 8th

View this program: with abstractssession overviewtalk overview

10:30-11:00Coffee Break
11:00-13:00 Session 7A: Philosophy and Theory of Play & Games

In-person session, with all presentations delivered on site

Location: Room 008
11:00
The Implied Designer and the Experience of Gameworlds (abstract)
11:30
Playing or Being Played? Choice and Agency in Videogames: Reflecting on the Witcher III: The Wild Hunt (2016) (abstract)
12:00
Human, Machine, Play: Donna Haraway in/and Game Studies (abstract)
11:00-13:00 Session 7B: Game Analyses, Criticism and Interpretation

Remote session, with all presentation delivered online

Location: Room 010
11:00
Imperialism and Reverse Colonization in Mass Effect: Andromeda - A Reappraisal (abstract)
11:30
Counter fictions from the margins (abstract)
12:00
“Emergent countries play, too!”: A decolonial take on the history of videogames through the Zeebo platform (abstract)
12:30
Japanese ludiquity: spatial reframing of Play in Japan (abstract)
11:00-13:00 Session 7C: Game History and Cultural Context

Remote session, with all presentation delivered online

Location: Room 011
11:00
From Trash to Treasure: Exploring how video games are moving from popular culture to cultural heritage (abstract)
11:30
Stories and Changing Social Norms: Representation of Gender in Video Games from 2007 to 2017 (abstract)
12:00
Animal Ethics in Digital Games (abstract)
12:30
Computer Games as Social Sculptures: Toward a Reevaluation of the Social Potential of Games and Play (abstract)
11:00-13:00 Session 7D: Play and Players

Hybrid session, with presentations delivered both in person and online

Location: Room 012
11:00
Speedruns as assemblage: Witnessing reterritorialization through developer reaction videos (abstract)
11:30
Monetization and Gamification in Twitch Game Live Streaming (abstract)
12:00
Living on Twitch: An Ethnography of Fatigue (abstract)
12:30
Cheating the Cheaters: A Look Inside the Toxic Culture of Game Cheating Communities (abstract)
11:00-13:00 Session 7E: Game Design, Production and Distribution

Hybrid session, with fully-online panel and presentation deliver in person and online

Location: Room 017
11:00
Game Development Studies: Illuminating National Video Game Industries (abstract)
12:30
Key Aspects of Game Design Research – A Scoping Review (abstract)
11:00-13:00 Session 7F: Serious Games and Education

Remote session, with all presentation delivered online

Location: Room 018
11:00
Digital games as persuasion spaces for political marketing. The case of Fortnite and Joe Biden’s campaign (abstract)
11:30
Playful Politics and Political Play: Conceptualizing Videogames as a Political Arena (abstract)
12:00
Lessons Learned in the Rise and Fall of Newsgames as a Genre (abstract)
12:30
The Game Narrative Renaissance: A Call for a Dedicated Game Writing Pedagogy (abstract)
13:00-14:00Lunch Break
14:00-15:30 Session 8A: Philosophy and Theory of Play & Games

Remote session, with all presentation delivered online

Location: Room 008
14:00
The Tragedy of the Art Game (abstract)
14:30
Towards a Language for Artistic Realism (abstract)
15:00
The Playful Attitude and the Critical Attitude (abstract)
14:00-15:30 Session 8B: Game Analyses, Criticism and Interpretation

Hybrid session, with presentations delivered on site and online

Location: Room 010
14:00
Anthropocene Now: The Rhetoric of Climate Change in Anno 2070 (2011) and Fate of the World: Tipping Point (2011) (abstract)
14:30
Sustainability in City-Building Games (abstract)
15:00
Analyzing the Climate Scenarios Conveyed in Civilization VI: Gathering Storm in Comparison to Frostpunk and the Anno Series (abstract)
14:00-15:30 Session 8C: Game History and Cultural Context

In-person session, with all presentations delivered on site

Location: Room 011
14:00
But Our Princess is on Another Platform... (abstract)
14:30
From Arbitration to Celebration – The Rise of the UK Videogame Magazine (abstract)
15:00
Using Characterization Theory to Study the History of Video Game Characters (abstract)
14:00-15:30 Session 8D: Play and Players

In-person session, with all presentations delivered on site

Location: Room 012
14:00
Patches and Player Community Perceptions: Analysis of No Man's Sky Steam Reviews (abstract)
14:30
ROOK – Urban Play and Data Visualization (abstract)
15:00
Procedural Content Generation, Player Agency, and Playfulness in Survival-Crafting Game Astroneer (abstract)
14:00-15:30 Session 8E: Game Design, Production and Distribution

In-person session, with all presentations delivered on site

Location: Room 017
14:00
Adaptation and Artistic Translation: Localization of "The Witcher 3: Wild Hunt" in the Context of National Cultures (abstract)
14:30
Video game localization: A contigency-based approach (abstract)
15:00
OneHue: A One Parameter Interface Game Translation (abstract)
14:00-15:30 Session 8F: Serious Games and Education

Hybrid panel, with panelists both in person and online

Location: Room 018
14:00
Teaching and Learning with Games across Disciplines (abstract)
14:00-16:00 Session 8G: Local DiGRA Chapters Summit

A gathering of local DiGRA chapters representatives to discuss challenges and opportunities for more decentralized DiGRA and local activities. All DiGRA local chapter members are welcome!

Location: Room 020
15:30-16:00Coffee Break
16:00-17:30 Session 9A: Philosophy and Theory of Play & Games

Remote session, with all presentation delivered online

Location: Room 008
16:00
From Cyborgs to Digital Companion Species: Reimagining Player-Game Relations (abstract)
16:30
Pixels, performances, and failures – Defining non-human agency in video game performances (abstract)
17:00
Bakhtin’s Artificial Intelligence: Toward a Poetics of Object-Oriented Storytelling (abstract)
16:00-17:30 Session 9B: Game Analyses, Criticism and Interpretation

In-person session, with all presentations delivered on site

Location: Room 010
16:00
(In)Visible Walls: Borders in Video Games as Myths of the Present (abstract)
16:30
Cowboys, Outlaws, Ghouls and Spacefarers: The American Frontier within and without the United States (abstract)
17:00
Techno-Giants: The Giant, the Machine and the Human (abstract)
16:00-17:30 Session 9C: Game History and Cultural Context

Remote panel, with all panelists participating online

Location: Room 011
16:00
Versioning Worlds: Digital Histories, Temporalities, and Change (abstract)
16:00-17:30 Session 9D: Play and Players

Remote session, with all presentation delivered online

Location: Room 012
16:00
Playing A|part Together in Animal Crossing: New Horizons During the COVID-19 Pandemic (abstract)
16:30
Emotional Labor in the Paid Co-playing Practice (abstract)
17:00
“It Sucks for Me, and It Sucks for Them”: The Emotional Labor of Women Twitch Streamers (abstract)
16:00-17:30 Session 9E: Serious Games and Education

Hybrid panel, with panelists both in person and online

Location: Room 017
16:00
Green Games. (Un)Sustainability of Digital Play. (abstract)
16:00-17:30 Session 9F: Serious Games and Education

In-person session, with all presentations delivered on site

Location: Room 018
16:00
Roleplaying the Future of Surveillance (abstract)
16:30
Play Everywhere: Can We Play (in) Auschwitz? (abstract)
17:00
“It’s about fate, among other things” - Digital games, dialogical teaching, and ethics (abstract)
17:30-18:00Coffee Break
18:00-19:00 Session 10: KEYNOTE: Mike Pondsmith

Remote keynote speech

Location: Aula 039
18:00
Designing The Dark Future (abstract)
20:00-23:59 Welcome Drinks in Kufle i Widelce

After the first day of the conference there will be a welcome reception with light snacks and drinks, a perfect opportunity to catch up with the long-missed friends and to make new ones! This relaxed event will take place at Kufle i Widelce (literally: Pints and Forks), a gastropub specializing in Polish craft beers (don’t worry, there are also gluten-free and non-alcoholic drinks available!) at Czysta 3 street, just a few paces from the conference venue.

Saturday, July 9th

View this program: with abstractssession overviewtalk overview

09:30-10:30 Session 11: KEYNOTE: Magdalena Zdrodowska

In-person keynote speach

Location: Aula 039
09:30
Dis/cinema. What critical disability studies can bring to audiovisual studies (abstract)
10:30-11:00Coffee Break
11:00-13:00 Session 12A: Philosophy and Theory of Play & Games

Hybrid session, with talks delivered both in person and online

Location: Room 008
11:00
Designing Games as Playable Concepts: Five Design Values for Tiny Embedded Educational Games (abstract)
11:30
Playful Practices in Ancient Greek Philosophy (abstract)
12:00
Play as Research in the Work of George Brecht (abstract)
12:30
The Rhythms of Gameplay Between Stable Forms and Changing Flow (abstract)
11:00-13:00 Session 12B: Game Analyses, Criticism and Interpretation

In-person session, with all presentations delivered on site

Location: Room 010
11:00
Ergodic Characterization: A Methodological Framework For Analyzing Games Set in Classical Antiquity (abstract)
11:30
Situational analysis as a method for qualitative inquiry of games (abstract)
12:00
Ludomythologies: myths in the present and of the present in contemporary games (abstract)
12:30
MMAJams - Multi-Method Analysis of Games inResearch and Education (abstract)
11:00-13:00 Session 12C: Game History and Cultural Context

Hybrid session, with hybrid panel and in-person presentation

Location: Room 011
11:00
‘DiGRA India – Gaming the “Sleeping Giant”’ (abstract)
12:30
An Overview of Institutional Support for Game Students in Higher Education (abstract)
11:00-13:00 Session 12D: Play and Players

Hybrid session, with presentations delivered on site and online

Location: Room 012
11:00
Game production in Greece: What we have learnt so far (abstract)
11:30
An interrogation of the policy values underpinning the new Irish tax incentive policy for digital games (abstract)
12:00
Indie Game Developers in Germany: Between Creativity and Making Money (abstract)
12:30
The “National Video Game”: Production, Reception and Consumption of the Italian Video Game (abstract)
11:00-13:00 Session 12E: Game Design, Production and Distribution

Remote session, with all presentation delivered online

Location: Room 017
11:00
An Empirical Taxonomy of Monetized Random Reward Mechanisms in Games (abstract)
11:30
Liminality, Embodiment and Metamorphosis: Applying The Transformative Power of Ceremonial Magic to Mixed Reality Games Design (abstract)
12:00
Towards a Model of the Design Process for Games (abstract)
PRESENTER: John P. Healy
12:30
A Data-driven Model for Mobile Game New Version Update Evaluation (abstract)
11:00-13:00 Session 12F: Serious Games and Education

Remote session, with all presentation delivered online

Location: Room 018
11:00
Boal on a Boat – Teaching Critical Game Making (abstract)
11:30
Experimenting with Endogenous Design for Digital Therapy Games (abstract)
12:00
HurricaneLog: A humanitarian logistics game on hurricane preparedness and response operations (abstract)
12:30
Design of a Serious Game for Cybersecurity Ethics Training (abstract)
13:00-14:00Lunch Break
14:00-16:00 Session 13A: Philosophy and Theory of Play & Games

Hybrid session, with presentation delivered both in-person and online

Location: Room 008
14:00
Understanding Liveness in Theatre, LARP and Games (abstract)
14:30
On the Maintenance of Meaning: A Deleuzian View on Proceduralism (abstract)
15:00
A Walk in a Box: Understanding Board Game Immersion (abstract)
15:30
Child’s Play and Survival: Examining Children’s Games in the Squid Game (abstract)
14:00-16:00 Session 13B: Game Analyses, Criticism and Interpretation

Hybrid session, with presentations delivered both in person and online

Location: Room 010
14:00
“Fear the Old Blood”: The Gothicism of Bloodborne (abstract)
14:30
Multimodal Framework for Enhancing RPG Playfulness through Avatar Acting Affordances (abstract)
15:00
Control (2019) and Concrete: The Haunting Thingness of Digital Assets (abstract)
15:30
On Pilgrimage: Post-Apocalyptic Wandering in Death Stranding and The Last of Us Part II (abstract)
14:00-16:00 Session 13C: Game History and Cultural Context

Hybrid session, with hybrid panel and remote presentation

Location: Room 011
14:00
Celebrity and Games (abstract)
15:30
What the spectator expects in the game of watching: Twitch.tv, materiality, and game consumption through and beyond spectatorship (abstract)
14:00-16:00 Session 13D: Play and Players

In-person session, with all presentations delivered on site

Location: Room 012
14:00
The role of practices and time modes in the production of commented gameplay videos. A qualitative interrogation of German let’s players (abstract)
14:30
Comparing actual and virtual movement in a play anywhere mobile AR location-based story (abstract)
15:00
“Mirror Dwellers”: Social VR, Identity and Internet Culture (abstract)
15:30
Digital Gaming During the Early COVID-19 Pandemic: Healthy Escapism and Social Connectedness (abstract)
14:00-16:00 Session 13E: Game Design, Production and Distribution

In-person session, with all presentations delivered on site

Location: Room 017
14:00
Never good enough: The status, role, and thoughts of the Czech female game journalists (abstract)
14:30
What is a Game Autrice? The Auteur Theory and Female Game Developers (Muriel Tramis’s Example) (abstract)
15:00
True names: strategies of anonymity in Game Workers Unite UK (abstract)
15:30
Raising Voices: What Life Is Strange Voice Actor Recasting Can Tell us about Video Game Labor (abstract)
14:00-16:00 Session 13F: Serious Games and Education

Remote session, with all presentation delivered online

Location: Room 018
14:00
Magical Mirrors and I: Interweaving learning with mirror play (abstract)
14:30
Gadding About GeoGuessr: Reorienting Ourselves to Worlds Explored (abstract)
15:00
Using digital escape games for financial literacy: an experimental study at the museum (abstract)
14:00-18:00 Session 13G: WORKSHOP: MMAJam

While many analytical lenses exist for games (e.g. Lankoski and Björk 2015) most of the time, there are only enough resources to pick a single one. We propose a multi-method analysis (MMA) to gain a broader understanding and to overcome the limitations of individual methods. In order to make MMAs a practical and accessible option this workshop introduces a new format, the ‘analysis jam’ (MMAJam).

Location: Room 020
16:00-16:30Coffee Break
16:30-18:00 Session 14A: Philosophy and Theory of Play & Games

Remote panel, with all panelists participating online

Location: Room 008
16:30
Broadcast Bodies: Gender and Sexuality in Video Game Live Streaming (abstract)
16:30-18:00 Session 14B: Game Analyses, Criticism and Interpretation

Remote session, with all presentation delivered online

Location: Room 010
16:30
From Stand Alone Complex to Automata Complex: Multimedial Entanglements in Ghost in the Shell and Collective Engagement in Nier: Automata (abstract)
17:00
Crash-N-Comedy: Slapstick Comedy in Crash Bandicoot N.Sane Trilogy and Crash Tag Team Racing (abstract)
17:30
Tracking Pokémon Sleep (abstract)
16:30-18:00 Session 14C: Game History and Cultural Context

Hybrid panel, with participants both online and in-person

Location: Room 011
16:30
Moving Targets: The Shifting Ground of Casual Games (abstract)
16:30-18:00 Session 14D: Play and Players

Remote session, with all presentation delivered online

Location: Room 012
16:30
Playful Experiences with Games: Empirical Findings from the Playful Life Project (abstract)
17:00
Examining the Flow Experience in Final Fantasy XIV Online through the Lens of Player Personality and Motivation to Play (abstract)
17:30
Requirements analysis and speculative design of support tools for TTRPG game masters (abstract)
16:30-18:00 Session 14E: Game Design, Production and Distribution

Remote panel, with all panelists participating online

Location: Room 017
16:30
Research Creation in Games (abstract)
16:30-18:00 Session 14F: Serious Games and Education

In-person session, with all presentations delivered on site

Location: Room 018
16:30
Using Transformative Learning Theory to Frame and Observe Learning Processes in Digital Games (abstract)
17:00
Accessible Design of Serious Games for People with Intellectual Disabilities in Inclusive Vocational Education (abstract)
17:30
Seeing With Sound: Creating Audio Only Games (abstract)
20:00-23:59 Night at Manggha Museum

For the evening of July 9 we invite you to a party in the exquisite site of Manggha: the Museum of Japanese Art and Technology at Marii Konopnickiej 26, one of the most impressive examples of postmodern architecture in the city. The beloved museum provides not only a spectacular view of Wawel Castle on the opposite bank of Vistula river but also a peaceful garden. DiGRA participants will also get exclusive access to the main temporary exhibition, devoted to cats in Japanese and European art and culture.

Sunday, July 10th

View this program: with abstractssession overviewtalk overview

09:30-10:30 Session 15: KEYNOTE: Rilla Khaled

In-person keynote speech

Location: Aula 039
09:30
Fictional Functions and Functional Fictions: Designing for Speculative Play (abstract)
10:30-11:00Coffee Break
11:00-13:00 Session 16A: Philosophy and Theory of Play & Games

Hybrid session, with presentations delivered both in person and online

Location: Room 008
11:00
The Digital Game Analysis Protocol (DiGAP): Facilitating Transparency in Games Research (abstract)
11:30
Landscape game spaces: Understanding experiences of video game spaces through the concept of Topological Space (abstract)
12:00
A Framework for Choice Hermeneutics (abstract)
12:30
Systematic Approach to Ludonarratological Analysis of Story Beats in Video Games (abstract)
11:00-13:00 Session 16B: Game Design, Production and Distribution

Hybrid session, with presentations delivered both in person and online

Location: Room 010
11:00
Against “Dark Game Design Patterns” (abstract)
11:30
Practical Considerations for Values-Centred Pervasive Games (abstract)
12:00
Designing Fun: A Method to Identify Experiential Elements in Analog Abstract Games (abstract)
12:30
Navigating Existential, Transformative Game Design (abstract)
11:00-13:00 Session 16C: Game History and Cultural Context

Hybrid session, with presentations delivered both in person and online

Location: Room 011
11:00
Playing For Keeps: Digital Games to Preserve Indigenous Languages & Traditions. (abstract)
11:30
The Unheard India in Raji: An Ancient Epic Remediating Orientalism and Patriarchy In Games from the Global South (abstract)
12:00
Square-Enix’ Orient: East Asian Chronotopes in Final Fantasy XIV (abstract)
12:30
On, Off and In the Map: Materialising Game Experiences Through Player Cartography (abstract)
11:00-13:00 Session 16D: Play and Players

Remote session, with all presentation delivered online

Location: Room 012
11:00
Analysis of pay-what-you-want donation behavior in game communities on social live streaming services (abstract)
11:30
Esports Viewer Perspectives on Cheating in Competition (abstract)
12:00
Podcasts and Play: Examining the formats of gaming podcasts (abstract)
12:30
We are Alone but not Alone ——Exploring Motivations for Paying Others to Playing Video Games Together (abstract)
11:00-13:00 Session 16E: Game Design, Production and Distribution

Remote session, with all presentation delivered online

Location: Room 017
11:00
Networked Player Participation makes all the Difference – A Comparison of Warhammer 40k analog and on Tabletop Simulator (abstract)
11:30
“LET ALL PARTAKE IN THE SUFFERING”: MÖRK BORG as a Visual-Material Toolkit for Fan Remix (abstract)
12:00
Towards a Hybrid Media Ecosystem of Tabletop Gaming (abstract)
12:30
The Critical Role of Media Representations, Reduced Stigma, and Increased Access in D&D’s Resurgence (abstract)
11:00-13:00 Session 16F: Serious Games and Education

Remote session, with all presentation delivered online

Location: Room 018
11:00
Serious Game Jam Operation Manual: Prototype Development and Evaluation (abstract)
11:30
Examining Misinformation and Disinformation Games: Dichotomies and Context (abstract)
12:00
Poligaming in the Media. Digital games used by media outlets to frame political communication (abstract)
12:30
Debriefing tactics: A study of interaction in game-based military education (abstract)
13:00-14:00Lunch Break
14:00-16:00 Session 17A: Philosophy and Theory of Play & Games

Remote session, with all presentation delivered online

Location: Room 008
14:00
Reconceiving the Fictionality of Game Worlds: Money in Osadchuk’s Mirror World as an Affective Point of Entry (abstract)
14:30
Escape game: from observation to participatory research (abstract)
14:00-16:00 Session 17B: Game Analyses, Criticism and Interpretation

In-person session, with all presentations delivered on site

Location: Room 010
14:00
It's a Monster's World (abstract)
14:30
Vegetal Horrors: Blair Witch, Darkwood and Non-human Turn Game Studies (abstract)
15:00
Unfamiliar Feminine Spaces in Gone Home’s Environmental Storytelling (abstract)
15:30
Prosthetic Metaphors, Rejection, and Representation in Games (abstract)
14:00-16:00 Session 17C: Game History and Cultural Context

Hybrid session, with panel and presentation by both in person and online participants

Location: Room 011
14:00
The evolution of cyberpunk realia in video games (abstract)
14:30
Surviving Whiteness in Videogames (Panel) (abstract)
14:00-16:00 Session 17D: Play and Players

Hybrid session, with presentations delivered both in person and online

Location: Room 012
14:00
Gender Asymmetries in the Digital Games Sector in Portugal (abstract)
14:30
Making Sense of Lived Experiences with Opioid Addiction through Autobiographical Game Design and Game Jamming Practices (abstract)
15:00
Considering the Person in the Puzzle: Challenging common assumptions about Sudoku player (abstract)
15:30
“Overwatch is anime” - Exploring an alternative interpretational framework for competitive gaming (abstract)
14:00-16:00 Session 17E: Game Design, Production and Distribution

Hybrid session, with presentations delivered both in person and online

Location: Room 017
14:00
What are the odds? Lower compliance with Western loot box probability disclosure industry self-regulation than Chinese legal regulation (abstract)
14:30
It all starts with a name: Mapping the terms used by researchers to describe gambling-like elements in digital games (abstract)
15:00
Data-driven Analysis Platform for Indie Mobile Game Publishing (abstract)
15:30
The Impact of Kickstarter on Board Game Design (abstract)
14:00-16:00 Session 17F: Serious Games and Education

Hybrid session, with presentations delivered both in person and online

Location: Room 018
14:00
Multilingual Persuasion Detection: Video Games as an Invaluable Data Source for NLP (abstract)
14:30
Does Co-discovering Educational Games Design Process between Game designers and Teachers Converge? (abstract)
15:00
The Principal Characteristics of a Serious Game to Ensure Its Effective Design (abstract)
15:30
Exploring Relevance, Meaningfulness, and Perceived Learning in Entertainment Games (abstract)
16:00-16:30Coffee Break
16:30-18:00 Session 18A: Philosophy and Theory of Play & Games

Session cancelled due to illness and other unforeseen circumstances

Location: Room 008
16:30-18:00 Session 18B: Game Analyses, Criticism and Interpretation

In-person session, with presentations delivered in person

Location: Room 010
16:30
In defence of the n00b: Game analysis, ludic literacy and the novice player. (abstract)
17:00
Rethinking failure: Applying Gordon Calleja’s Model of Player Involvement to NieR: Automata (abstract)
17:30
Exergaming at home and in formal education: How can it become (more) effective? (abstract)
16:30-18:00 Session 18C: Game History and Cultural Context

Remote session, with all presentation delivered online

Location: Room 011
16:30
Genesis of a Gaming Culture: a Historical Analysis Based on the Computer Press in Portugal (abstract)
17:00
FEAR, GREED, AND THE EXCLUSION OF THE ‘LOCAL’ IN THE FORMATION OF A GLOBAL GAMING INDUSTRY IN ISRAEL (abstract)
17:30
Blizzlike, Game Plus, and Funservers: An Analysis of World of Warcraft Private Servers (abstract)
16:30-18:00 Session 18D: Play and Players

In-person session, with all presentations delivered on site

Location: Room 012
16:30
What Makes Us Able to Play Critically? (abstract)
17:00
“Not my proudest fap” - Among Us porn videos and audience reception (abstract)
17:30
Patreon and Porn Games: Crowdfunding Games, Reward Categories and Backstage Passes (abstract)
16:30-18:00 Session 18E: Game Design, Production and Distribution

In-person panel, with all participants present on site

Location: Room 017
16:30
Loot boxes in video games: What do we know so far and what should we study in the future? (abstract)
16:30-18:00 Session 18F: Mixed

Remote session, with all presentation delivered online

Location: Room 018
16:30
Mechanics on the Blockchain: A Taxonomy of NFTs in Games (abstract)
17:00
How is the Gacha System Reported on in Japan? (abstract)
17:30
Final Fantasies: Final Fantasy III/VI Authenticity Hacks (abstract)
20:00-23:59 Conference Dinner at Folwark Zalesie

For DiGRA Gala Diner, the final social event of the conference, we’ll take you out of town, into a picturesque countryside just south of Kraków, to a peaceful Folwark Zalesie. There you will be able to relax over quality food and wine right by the forest and appreciate the majestic Tatra mountains towering over the horizon. 

Buses for the Gala Dinner will leave at 19:00 from the parking in front of the main conference building.

Monday, July 11th

View this program: with abstractssession overviewtalk overview

09:30-10:30 Session 19: KEYNOTE: Esther MacCallum-Stewart

Remote keynote speech

Location: Aula 039
09:30
‘Your Turn to Role’. Actual Plays and Player Behaviour (abstract)
10:30-11:00Coffee Break
11:00-13:00 Session 20A: Philosophy and Theory of Play & Games

Hybrid session, with presentations delivered both in person and online

Location: Room 008
11:00
Retraining player habits in Magic: the Gathering Arena (abstract)
11:30
D&D Beyond the Table: How D&D Beyond Bridges the Gap Between Tabletop and Digital Games (abstract)
12:00
"Why Do You Play Dungeons & Dragons [D&D]?": Investigating Motivations for Play in Non-Digital Games (abstract)
12:30
The Rogue and the City: Thieves World and the expanding role of Literature in Tabletop Roleplaying (abstract)
11:00-13:00 Session 20B: Game Analyses, Criticism and Interpretation

Hybrid session, with presentations delivered both in person and online

Location: Room 010
11:00
Storygameness: Understanding Repeat Experience and the Desire for Closure in Storygames (abstract)
11:30
How Visual Novel Games colonize sexuality to situating sexualities (abstract)
12:00
Final Fantasy VII Remake: In Search of Queer Celebration (abstract)
11:00-13:00 Session 20C: Game History and Cultural Context

Hybrid session, with presentations delivered both in person and online

Location: Room 011
11:00
Playing through a protest (abstract)
11:30
Technicity of esports as a technoculture: through the case study of LCK (abstract)
12:00
An Exploitation Ecosystem model for fan-based labour in the games industry (abstract)
12:30
Exploring Women´s Participation, Gender Discrimination, and Sexual Harassment in the Mexican Video Game Industry (abstract)
11:00-13:00 Session 20D: Play and Players

Remote session, with all presentation delivered online

Location: Room 012
11:00
Videogaming as Craft Consumption (abstract)
11:30
Social aspects in game accessibility research: a literature review (abstract)
12:00
Gaming for All: Discourse and Identity amongst Difabled Gamers in Indonesia (abstract)
11:00-13:00 Session 20E: Game Design, Production and Distribution

Remote session, with all presentation delivered online

Location: Room 017
11:00
Gamechangers of 40k - The Professionalization and Commodification of Warhammer 40k (abstract)
11:30
Exploring Video Game Brand Authenticity (abstract)
12:00
Questioning alternative and standard game controllers through hegemonic models (abstract)
12:30
Now It’s Impersonal: On Player Decentered Design (abstract)
11:00-13:00 Session 20F: Serious Games and Education

Hybrid session, with presentations delivered both in person and online

Location: Room 018
11:00
Habit and perception towards games and game-based learning in India: A survey study of awareness and experience with digital games (abstract)
11:30
A Study on the Relationship between Motivation for Gaming and Creativity in Students who Major in Video Games Development or Design (abstract)
PRESENTER: Masanori Fukui
12:00
Creating Meaningful Games through Values-centred Design Principles (abstract)
12:30
Play Arcs: Structuring Player Stories for Co-­Design & Content Generation in Persistent Game Worlds (abstract)
13:00-14:00Lunch Break
14:00-16:00 Session 21A: Philosophy and Theory of Play & Games

Hybrid session, with presentations delivered both in person and online

Location: Room 008
14:00
Comedy and the Dual Position of the Player (abstract)
14:30
All Possible Worlds: Leibniz and the Origins of European Game Studies (abstract)
15:00
Posthumanist Attitude Towards Animals in Digital Games (abstract)
15:30
Born in Fair Haven: Procedural Generation of Cultural Sign Systems (abstract)
14:00-16:00 Session 21B: Game Analyses, Criticism and Interpretation

Hybrid session, with the panel combining both in-person and online participants, and the presentation delivered in-person

Location: Room 010
14:00
Panel: Hybrid Tabletop Game (abstract)
15:30
The Aesthetics of Human Body in eSports-related Paratexts (abstract)
14:00-16:00 Session 21C: Game History and Cultural Context

Hybrid session, with the panel combining both in-person and online participants, and online presentation

Location: Room 011
14:00
Bringing Worlds Together… Sometimes: North American Game Journalists and their Relationship with the Public (abstract)
15:30
The Technical, Social, and Cultural Affordances of Intellivision (abstract)
14:00-16:00 Session 21D: Play and Players

Remote session, with all presentation delivered online

Location: Room 012
14:00
Male Gamers, Identity and Masculinity (abstract)
14:30
Dating in Video Games: The Role of Game Features (abstract)
15:00
Queer Bodies, Kinky Machines: Pain as Meaningful Play (abstract)
15:30
TankSpanking and HealSluts: Kink Cultures and BDSM in Gaming (abstract)
14:00-16:00 Session 21E: Game Design, Production and Distribution

In-person session, with all presentations delivered on site

Location: Room 017
14:00
LoBoF v0.1: Illustrating Loot Box Diversity in a Featural Model, with Emphasis on Player Behavior (abstract)
14:30
Opening Pandora's loot box: Weak links with gambling and player opinions on probability disclosures in China (abstract)
15:00
Why microtransactions may not necessarily be bad: a criticism of the consequentialist evaluation of video game monetisation (abstract)
15:30
Cryptomarkets Gamified: What Can We Learn by Playing Cryptokitties? (abstract)
16:00-16:30Coffee Break
20:00-23:59 Afterparty in Boardowa Cafe

If you’re staying in Kraków the night after the conference, you can join us in Boardowa – a board game cafe at Topolowa 52. During this informal and semi-official afterparty, you’ll have the opportunity to relax, unwind, play some fun games and say your final goodbyes – before next year’s DiGRA!