Days: Monday, July 1st Tuesday, July 2nd Wednesday, July 3rd Thursday, July 4th Friday, July 5th
View this program: with abstractssession overviewtalk overview
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.
This workshop will introduce TikTok as a way to engage with game culture and audiences, and guides workshop participants in playful exploration and experimentation of the highly popular short video platform.
The objective of this workshop is to describe what is known about crunch and other psychosocial risk factors related to work in game development as well as to provide information and strategies to professionals in the industry to deal with these issues.
Our workshop proposes a Remote Reality Game for DiGRA participants, half of the participants should be in Guadalajara and half of them call in from around the world. Participants are paired and become one character with two bodies: player and avatar.
In this workshop, we will use breaching experiments (Crabtree, 2004) and artistic interventions as a heuristic device (i.e., an experiential learning tool) to explore visible and invisible barriers to ludic engagement in public places near the conference venue.
Is for a synchronous, web-based virtual workshop. Based on status as contingent faculty, neither organizer can attend in-person based on limited or no travel funding. We believe this workshop could provide great value to people attending or presenting remotely as part of other talks and panels.
The goal of the workshop is to explore the design space informing contemporary immersive and mixed reality design from the perspective of folklore and analog gaming traditions, such as role-playing and journaling games. While connected to the idea of Pervasive Games, games that take place in real-world spaces (Montola), this practice is more aligned with the trend of solo role-playing games, where the play itself can be an act of reality crafting and mixing.
This workshop responds to the question: why isn’t the hegemonic RPG Dungeons & Dragons (D&D) the site of more work by writers interested in transformative and subversive play? In January 2023, Wizards of the Coast released its System Reference Document (SRD), a base collection of rules for D&D, under a CC-BY 4.0 license. The SRD, combined with two self-publishing platforms, Drivethru RPG and DM’s Guild, offers opportunities for independent writers to reach a vast audience of gamers.
In this workshop we address these problems by exploring formalism as a design philosophy (rather than a method) to help designers create unconventional games. Formalism forms an excellent framework for design, since it is specific in its focus on the ways games trigger a defamiliarizing experience, i.e., moments where games break expectations, yet broad enough to account for the design of a wide variety of analogue and digital games.
This workshop aims to draw out these interdisciplinary and inter-generational connections between game studies and Latin America, in order to understand complex world interactions among epistemological fields and the diverse ways game studies knowledge is appropriated and developed in different cultures.
From the interest to investigate about the challenges that come from working with and from video games in Latin America, we found important to know in depth the aspects that involve the worlds of work and video games.
The workshop will provide a unique opportunity for participants to engage in physical activities practised for centuries, offering a hands-on experience beyond theoretical knowledge. By actively participating in these games, individuals will be able to grasp the cultural nuances, strategic elements, and values embedded in them, fostering a more profound connection to the roots of this subcontinental culture.
Every year there are dozens of doctoral students and other early career scholars who attend the DiGRA conference for the first time. Many of them do not get much support from their home institution or department, and in this respect the DiGRA conference and the enveloping international community can play a more significant role than we sometimes think of. To better identify the central needs and the required support structures, we propose a DiGRA mentoring programme.
Participants will come to the workshop with an ongoing or upcoming project in mind and leave with an ADE plan to embed anti-racism, decolonization, and EDI into the research questions, execution of project (including methodologies and organization of the lab or team), and knowledge dissemination strategy.
This workshop invites scholars to explore the complexities and implications of the post-Anthropocene in order to expand our understanding of how digital games can engage with, and respond to, the challenges of the present moment, and the anxieties and opportunities presented by our uncertain futures. Crucially, we ask: how does thinking about the confluence of these ‘posts’ in games influence critical thinking and theory?
One of the main challenges in smart cities is to improve or adapt the behavior of citizens for good actions that impact their overall quality of life. This workshop offers a set of presentations on how different playgrounds in urban physical or digital spaces can help to create a better city. Looking at different dimensions of a city, such as education, healthcare, cybersecurity, mobility, and economy, we present in the workshops different examples and assets to help cities to become better spaces for living.
The workshop “Research Groups on Video Games in Latin America” focuses on providing a space for each research group to present their past and ongoing projects, as well as their lines of research. The main objective is to foster collaboration among different researchers, promoting the exchange of ideas and the establishment of collaborative links in the field of research. The workshop will be mainly conducted in Spanish.
View this program: with abstractssession overviewtalk overview
11:00 | Journey to the Centre of Videogame History: Reconciling Vernacular Practices and Material Collections (abstract) |
11:00 | Game Studies Scrimmage (abstract) |
11:00 | Games and Colonialism: Expanding Studies in Research, Design, and Reception (abstract) |
11:00 | Speculation by Design: Speculative Media and Productivity in Online 'Playgrounds' (abstract) |
11:00 | “You can be sexy AND powerful!”: Gender Presentation in Video Games using Genshin Impact as an Example (abstract) |
11:30 | Shifting Patterns of Female Representation Across Assassin’s Creed (abstract) |
12:00 | Kidnapping Women, Conquering Countries: Female (Under-)Representation in Asterix Video Games (abstract) |
11:00 | Cursed: A Ludic Genealogy of the Myth of El Dorado (abstract) |
11:30 | History, Time and the Past in Radiant Historia (abstract) |
12:00 | Restorative vs. Reflective Nostalgia in Arcade Paradise (abstract) |
12:30 | What Is a National Video Game? (abstract) |
11:00 | Mazy Playgrounds: Constraints and Countergaming in Choose Your Own Adventure (abstract) |
11:30 | Exploring the Perspectives of Digital Natives and Digital Immigrants on Virtual Reality as a Playground in Museums (abstract) |
12:00 | Dou Dizhu For All: An Accessible Card Game for Visually Impaired Persons in China Powered by ChatGPT’s Language Model (abstract) |
14:30 | Games Built the Computer: Inverting our Histories of Games (abstract) |
15:00 | Videogames and Public Play in the Late 1970s: the Case of TV POWWW! (abstract) |
15:30 | Transmedia in the Early 1980s: Breaking out of the Computer Monitor with the Games by Mel Croucher and Automata UK (abstract) |
14:30 | Colossal Spiders, Saxophones and Petri Dishes: Defining Virtual Worlds (abstract) |
15:00 | Arguing for False Moral Dilemmas in Games (abstract) |
14:30 | Crunch on the Playground: Long Hours of Work in Game Development (abstract) |
15:00 | What is it like to be a Danish Game Maker? What the Game Industry in Denmark tells us about Game Production (abstract) |
15:30 | Interviewed Workers and Industry Worldviews at Ubisoft Montréal’s Assassin’s Creed (abstract) |
14:30 | Playgrounding with Tamagotchis: A Collaborative Autoethnography (abstract) |
15:00 | Becoming, Circumstances and Practice: A Collective Biography of 3 Games Lecturers (abstract) |
15:30 | The Player-Leader Heuristic - A Theoretical Framework for Analyzing Representations of Leadership in Videogames (abstract) |
14:30 | Breaking the Fourth Wall: Spectating as Metagaming in Inscryption (abstract) |
15:00 | Metanarrative Horror: The Existential Dread of Choice (abstract) |
15:30 | Remakes, Remasters, and Paratextual Revisits (abstract) |
14:30 | Transmedia Imperialism: Hogwarts Legacy and the Cultural Politics of Diversity (abstract) |
15:00 | Merging Ludus and Mimesis: Playful Engagements with NPCs on TikTok (abstract) |
15:30 | The BookTok to Player Pipeline: TikTok and the Baldur’s Gate 3 Fandom (abstract) |
14:30 | Differential Impact of the Positive and Negative Image of Digital Games on University Students’ Computational Thinking (abstract) |
15:00 | Wanting Playfulness to Counter Fatigue from Virtual Meetings: Associations with Social Interaction Anxiety and Workaholism (abstract) |
15:30 | Playing the Hidden Curriculum: Designing Games to Materialize and Question the Unwritten Rules in Higher Education Classrooms (abstract) |
14:30 | Shapeless (abstract) |
14:35 | 1001 Nights: AI-native Narrative Game Driven by Large Language Models (abstract) |
14:40 | Unsweet Tea: Games as Bodies (abstract) |
14:45 | Renewable Artgames Residency: A zine (abstract) |
14:50 | What Is It Like to Play like a Dog? (abstract) |
14:55 | City Residuals (abstract) |
15:00 | Playscape (abstract) |
15:05 | Dynamical-meaning Focused Design: Overcoming Ludonarrative Dissonance (abstract) |
15:10 | Frame 352: Making Folklore (abstract) |
15:15 | Fringe Game Craft: An Exploration of Fantasy Consoles and Exotic Game Tools (abstract) |
15:20 | MA Pitch (Draft) (abstract) |
15:25 | Escaping Moloch’s Gauntlet: Undergraduate Pedagogical Perspectives in Minecraft (abstract) |
16:30 | Culturalization or Deculturalization? Looking at Smash Brother Franchise from a Fandom Perspective (abstract) |
17:00 | God’s Playground: On Polish History, Games, and Discourses (abstract) |
17:30 | A Mythology of Raids: How Raiding Persists as a Cultural Phenomenon of Torturous Play (abstract) |
16:30 | Propping Up Play: Game Objects, Affordances, and Perceptual Multiplicity (abstract) |
17:00 | Frameplaying: the photographic configurative act in the Gran Turismo series photo modes (abstract) |
17:30 | A Beginner’s Guide to Painted Worlds: The Haunted Mansion, Dark Souls III, and the Playground of Interpretation (abstract) |
16:30 | Elapse: Overcoming Ludonarrative Dissonance with Intentional Design (abstract) |
17:00 | Towards Qualia-Driven Design (abstract) |
17:30 | Roll 20 for a Successful Compile: A Game Development RPG (abstract) |
16:30 | Masculinity in Gaming Communities: An Analysis of Costume Play Meme (abstract) |
17:00 | Reflecting on Pride at Play (abstract) |
17:30 | Queer Players' Strategies for Queering Character Interactions (abstract) |
16:30 | Video Games as Participatory Playgrounds for Civic Imaginations on War: The Case of Laika: Aged Through Blood (abstract) |
17:00 | Poverty (Is All Fun) and Games (abstract) |
17:30 | A Body Without End: The Trans Twine Games of Porpentine Charity Heartscape (abstract) |
16:30 | Playbour or Leisure: Unveiling Subjectivity in Chinese Digital Game Labor Landscape (abstract) |
17:00 | Understanding Content Creation: An Exploration of the Social, Technical, and Professional Elements of Video Game Content Creation (abstract) |
16:30 | Framework-based Roguelike Game for AI/ML Education (abstract) |
17:00 | Can Games Be AI Explanations? An Exploratory Study of Simulation Games (abstract) |
17:30 | ChatGPT – The Future of Queer Play? (abstract) |
16:30 | A Renewable Artgames Residency: Exploring Sustainable Practices for Art Game Design (abstract) |
17:00 | “El Niño’s Finger”: A Lightweight H5 Game Using Conceptual Metaphors to Reflect Ecological Thought (abstract) |
17:30 | Rhizomatic Playgrounds and Virtual Machine Ecologies in Horizon: Forbidden West (abstract) |
View this program: with abstractssession overviewtalk overview
11:00 | Translating Japanese Videogame Theory (abstract) |
11:00 | Rubble Playgrounds (abstract) |
11:00 | Building from the (Play)ground Up: Finding Sustainable Game Industry Futures (abstract) |
11:00 | Exploring Puerto Rico’s Impact in Video Game Studies (abstract) |
11:00 | Eques Polonus Sum. Intentional and Accidental Tropes of Polish Heritage in Sienkiewicz-themed Digital Games (abstract) |
11:30 | Gods, Kings, and Historians: History and the Dual Diegesis of Crusader Kings in the Assemblage of Play (abstract) |
12:00 | Protest Video Games in the Popular Uprising in Chile: Analysis of their Discourses and Contributions to the Discussion on Political Video Games in Contemporary Social Movements. (abstract) |
12:30 | How Latinidad and Border Politics Construct Cyberpunk 2077 (abstract) |
11:00 | Navigating the Virtual Playground: How Do Players Choose What, When, and How to Play? (abstract) |
11:30 | Motivational Landscapes of ARG Players: A Self-Determination Theory Perspective (abstract) |
12:00 | Playing by the Rules of The Dominant Player (abstract) |
11:00 | ‘Jogos de Mesa contra Fake News’: Reflections on Serious Analogue Games for Media Literacy (abstract) |
11:30 | Newsgames as a Case Study for The Value and Challenges of Archiving Digital Games (abstract) |
12:00 | Is Games Journalism In Crisis? Examining The Shifting Gaming Media Ecosystem (abstract) |
11:00 | Translating Playing Fields: Digital and the Physical Playgrounds (abstract) |
11:30 | The Universe Peoples: Towards a Symptomatic Deep Ecology in OReilly’s Everything (abstract) |
12:00 | Let’s Play Illiberal Democracy: Authoritarian Political Simulators as Playgrounds of History (abstract) |
14:30 | Game as History: How does Pentiment Recreate a Vivid Sixteenth-century Central European Everyday Life? (abstract) |
15:00 | Building The Fun Palace: A 1960s Minecraft SMP Experience (abstract) |
15:30 | Translating Cultural Memory in Video Games: Realism and Localization of Chinese Parents (abstract) |
14:30 | The Ludic Unconscious: Towards a ‘Symptomatic Reading’ of Play and Narrative in the Watch Dogs Series (abstract) |
15:00 | Order in Chaos: Toward a Theory of Videoludic Noise (abstract) |
15:30 | A Bechdel Test for Computer Games? (abstract) |
14:30 | Making a Virtual Playground: Values-Based Game Design in Meeting Platforms (abstract) |
15:00 | Illegal Loot Box Advertising on Social Media: An Analysis of Meta and TikTok Ad Libraries (abstract) |
15:30 | Reset and Replay: Planning Game Industry Events Post-Pandemic (abstract) |
14:30 | Class Tourism, Empathy Machines, and Videogames (abstract) |
15:00 | Can I Play with God? Case Study of Baldur’s Gate III Inability to Support a Religious Identity Play (abstract) |
15:30 | Play to Make a City. Cultural-historical Identities and Affordances in Videogame Versions of Hong Kong (abstract) |
14:30 | Ludic Interventions in Studying Urban Play: Learning from Lack of Participation (abstract) |
15:00 | Play, Politics and Public Space: An Analysis of Cultural and Biopolitical Concerns in the Design for Urban Play in Copenhagen (abstract) |
15:30 | Competitiveness and Meritocracy in Super Smash Bros. Ultimate: An Ethnography of Gaming Practices in Santiago, Chile (abstract) |
14:30 | Synchronizing Measurements of Emotional Arousal and Facial Emotion Expression of Players during a Physical Play Sessions (abstract) |
15:00 | Demystify the Concept of Beginner Village in Chinese Role-playing Games: A Discourse Analysis (abstract) |
16:30 | Tracing the Demographics of Video Game Players in Latin America (abstract) |
17:00 | Envisioning the Region through Coffee Brewing: Toge Productions and Community Building in Southeast Asia (abstract) |
17:30 | Tabletop Role-Playing Games in Chile: Early History, Context, and Adoption (abstract) |
16:30 | Playgrounds of Whiteness: Confronting Epistemic Bias in European Game Studies (abstract) |
17:00 | ‘Hey! You’re not supposed to be here!’: Simulated Trespass and Intrusion in Virtual Playgrounds (abstract) |
17:30 | Crime and Deviance in Esports: A Routine Activities Theory Approach (abstract) |
16:30 | “We want to give others the same chance we had”: When Indie Developers Become Money Capitalists (abstract) |
17:00 | Playgrounds as ‘Workgrounds’: How Real-money Trading Transforms the Gaming Experience (abstract) |
17:30 | Playing with Capitalism: Metareference, Comedy, and Coziness in Turnip Boy Commits Tax Evasion (Snoozy Kazoo 2021) (abstract) |
16:30 | Grounds for Coping: When and Why Women Gamers Employ Different Harassment Management Strategies (abstract) |
17:00 | Empowerment Playgrounds: The Rise of Feminist Ideology in Female-Leading Indie Game Community (abstract) |
17:30 | Toxicity in Video Games: An Approach through Multicausality (abstract) |
16:30 | A Stray Autoethnography: Becoming-animal, or Anthropomorphic Humanism? (abstract) |
17:00 | Salmon Grief in Sámi Digital Games (abstract) |
17:30 | Terribly Bored Lizards: Speculating with the Captive Animal in Jurassic World: Evolution (2019) (abstract) |
16:30 | Exploring Character Bleed in Dungeons & Dragons: Impacts of Personality Design (abstract) |
17:00 | Machine Learning Analysis of Player Reviews and Video Game Development: What Information is useful for Games Developers? (abstract) |
17:30 | Learning to Code Games and Politics: An Examination of Misinformation in Scratch Studios (abstract) |
16:30 | Game Design Education for AAA, Creativity, or Critical Thinking (abstract) |
17:00 | The Inadvertent Construction of Leaders in Digital Games (abstract) |
17:30 | CosTechPlay: Towards a Teaching Concept that brings Cosplay to Schools (abstract) |
View this program: with abstractssession overviewtalk overview
11:00 | Game Studies from the Southern Cone: Interdisciplinary Insights and Innovations (abstract) |
11:00 | Who Can Play in the Game Studies Playground? (abstract) |
11:00 | Playful Latinidades: Rasquache Methods, Latinx Migrations, and Antifascist Design (abstract) |
11:00 | Subjective Experience of Rule-Based Immersion in Abstract Strategy Tabletop Games (abstract) |
11:30 | Developing a Theory of Player Intent in Board Games (abstract) |
12:00 | Creative Playgrounds : Authors and Boardgames in the Making (abstract) |
12:30 | Exploring Empathy Assessment in a Role-Play Format within Indian context (abstract) |
11:00 | Love and Other Terrors: Intimacy and Vulnerability in English-Language Dating Simulators and Romance Games (abstract) |
11:30 | Corporeal Capture: The Rhetoric of Boundaries in Procedurality (abstract) |
12:00 | 1-Bit Skin: Materializing Abjection in World of Horror (2023) (abstract) |
12:30 | The [C]rime of the Ancient Mariner: Locating the Playgrounds of Trauma and its Sublimation in the Mariner’s Journey and Dark Souls (abstract) |
11:00 | Visceral Rhetoric for a Post-Factual Society (abstract) |
11:30 | At the Push of a Button: Player/Avatar Fusion and the ‘Gestural Potential’ of Video Game Music (abstract) |
12:00 | The Gender Expression Influencing Factors: Understanding the Gender Expression in Avatar Customization (abstract) |
12:30 | Personality, Fantasy, and Spirituality: Comparing Analog Role-players to Other Populations (abstract) |
11:00 | Grieving World of Warcraft’s Chinese Server Shutdown (abstract) |
11:30 | Road to Acceptance: A Gamified VR Narrative Journey Through the Stages of Grief (abstract) |
12:00 | Game Jams and ‘Heavy’ Topics: Navigating Anxiety through Game Creation (abstract) |
12:30 | Coworking in a Playground: Wellbeing Effects of Playful Design (abstract) |
11:00 | Playing Beyond the Academy: Playgrounds as Sites for Alternative Community (abstract) |
14:30 | Good Gamer, Good Citizen: Representing Video Games in Chinese Television (abstract) |
15:00 | Tim the Tatman, Fall Guys, & Dude Bro Streamers: Unpacking Hegemonic Masculinity on Twitch (abstract) |
15:30 | What Fantasy Soccer Offers Game Studies (abstract) |
14:30 | Beyond Huizinga and Caillois: French Play Studies Before Game Studies (abstract) |
15:00 | From Nothingness to Game: Understanding the Emergence of Videogames through Posthumanism and Nishida Kitaro (abstract) |
14:30 | Gamblification of Video Games: the Introduction of Gambling in Digital Leisure and its Consequences (abstract) |
15:00 | Compliance with Loot Box Regulation in the UK, the Netherlands, China, South Korea, and Taiwan (abstract) |
15:30 | Gambling as a Playground for Adults? Or the Interconnection between Games & Gambling (abstract) |
14:30 | Firewatch: (Studying) the Anatomy of a Game Design Process (abstract) |
15:00 | Workshopping with the Acculturative Game Design Framework (abstract) |
15:30 | Child Appropriate Game Design: Year 1 Findings (abstract) |
14:30 | Who Owns the Gamespace? Negotiating Spatial Agency in Video Games (abstract) |
15:00 | Playgrounds of Authority: Space, Power, and Agency in Dying Light (abstract) |
15:30 | Gran Turismo 7 and Me: An Autoethnographic Approach to Ludic Subjectivity (abstract) |
14:30 | Highly-reflective screens: game centers as self-reflexive objects in digital games (abstract) |
15:00 | Pierced Windscreens and Virtual Agency: Reckless Driving Gaming As a “safe” Playground for Vehicular Carnage (abstract) |
15:30 | The Fearful Realism: Chinese Horror Indie Games and the Realist Horror (abstract) |
16:30 | Greek Game Developers’ Opinions on the Representation and Reception of (Ancient) Greece in Games: An Exploratory Interview Pilot Study (abstract) |
17:00 | Studying the Ground of Play: Towards Ludological Semiotics of Playful Traces (abstract) |
17:30 | Puja, Pandals and Paratextual Playgrounds: A Case Study of Durga Puja 2023 in Kolkata, India (abstract) |
16:30 | Drifting in the Trees: Creating Playgrounds with Recreational Urban Tree Climbing (abstract) |
17:00 | Observant Play and Modding: The Postcolonial, Environmentalist Playthrough of Minecraft (abstract) |
17:30 | Radical Digital Fishing: From Minigames to Bad Environmentalism (abstract) |
16:30 | Patterns for Designing Poetic Gameplay (abstract) |
17:00 | Making Sense of ‘Game Feel’ through Affective Science (abstract) |
17:30 | Choosing Who to Sacrifice: Embodying Death in Indie Video Games (abstract) |
16:30 | Queering Data and Dating: AroAce Modding and File System Playgrounds in Stardew Valley (abstract) |
17:00 | Playable Archive: The management of data in the FIFA/EA Sports franchise. (abstract) |
17:30 | From Modding To AI Generators: The Shifting Landscape of Remix Culture and Intellectual Property (abstract) |
16:30 | Reality Dating Show Game Analysis (abstract) |
17:00 | Gaming the Future: How Games Help Us Play What’s to Come (abstract) |
17:30 | Big Brother Meets Joystick: Ethical Perspectives on Surveillance Imagery in Digital Games (abstract) |
16:30 | Experiencing the 'Love Fantasy' Playground: Cosplay/Crossplay and Affective Experiences in Female Gamers Practice (abstract) |
17:00 | Bodies Whithin Virtuality and Reality: Assemblages Between Affect and Videogames (abstract) |
17:30 | Furry Ex Machina: How does VRChat allow for modern instances of digital identity generation and immersion in the furry fandom? (abstract) |
16:30 | The Changing Art of ”Housery” in The Age of VAR (abstract) |
17:00 | Pass and Play in Mixed Reality: Unconventional use of a MR headset as a shareable display (abstract) |
View this program: with abstractssession overviewtalk overview
11:00 | Digitizing Shining Path - The Struggle for Peru: Reclaiming and Reconstructing the Peruvian Armed Conflict (abstract) |
11:30 | The Battle Game at the Bannockburn Experience (abstract) |
12:00 | A [W]hole in One. Balkanization, Empire, and the Apocalypse as Playground in 'Golf Club Nostalgia' (abstract) |
12:30 | Play as Apparatus and Ludic “Asianness” as Diffracted Realities (abstract) |
11:00 | The Past as Playground (abstract) |
11:00 | Critical Video Game Engine Studies (abstract) |
11:00 | Temporality of Play: Time in Digital Playgrounds (abstract) |
11:30 | Lost in Paradise! Open-World Landscapes as Baroque Pleasure Gardens (abstract) |
12:00 | “Just like amma used to make”: Venba and Packaging the Aesthetics of Diaspora (abstract) |
11:00 | Greening Vvanderfell. An Ecocritical Retrospective on The Elder Scrolls III: Morrowind (abstract) |
11:30 | Dinosaurs in Your Playgrounds: Remediating the Anthropocene and Othering in Jurassic World: Evolution (abstract) |
12:00 | The Sim Who Sold the World. Distorted Environmentalism in Sims 4: Eco Lifestyle (abstract) |
11:00 | Own-experience Learning in a Digital Playground: Measuring Children’s Causal Reasoning Using Video Games (abstract) |
11:30 | ‘I like to feel strong but not to kill’: An Exploration of Age 4 to 10 Girls’ Console Game Experiences in China (abstract) |
12:00 | Are you Lázaro? Picaresque Childhood in Baldur’s Gate 3 (abstract) |
12:30 | Nancy Drew Video Games and the Spaces of Girlhood Play (abstract) |
11:00 | Attention-Based Initiative In Real Time Strategy (abstract) |
11:30 | Predictability in Competitive Video Games: Effects of Strategic Equilibrium on Player Agency (abstract) |
12:00 | The Dynamic Roles of Home Bases: Finding Home in Game Worlds (abstract) |
12:30 | In the Flux: A Constructivist Perspective on Effort and Emotions in Tabletop Games (abstract) |
11:00 | The Other Playground: Negotiating Precarity in Dark Souls III Player vs Player Encounters (abstract) |
11:30 | Poly-Pervasive Playgrounds and Pitfalls: A Deployment Autoethnography of What We Take With Us (abstract) |
12:00 | Lefebvre at the arcade: Understanding gaming houses as esports’ playgrounds (abstract) |
12:30 | Embodiment of User-Generated Content in Electronic Game: A Case Study of the Party Game Eggy Party (abstract) |