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09:30-19:15 Session P2: Posters & Demos

Posters & Demos

Please see session P1, Monday's Poster & Demo session for details. 

Location: 1F06 (Environmental Studies 2 Lab): Posters & Demos
10:00-11:00 Session K1: Opening Ceremony and Keynote Session - Lev Manovich

Welcome to the City of Dundee by Lord Provost Bob Duncan

Keynote Address by: Lev Manovich, Professor of Computer Science, City University, New York, author of seminal work “The Language of New Media”

“What can Digital Humanities, Computational Social Science, and Cultural Analytics contribute to Game Studies?”

William Huber (Abertay University, UK)
Location: Lecture Theatre 3
11:00-17:45 Session W6: Workshop: Teaching Games Studies - from beginner to advanced pedagogies

We are delighted to announce the next event in our series of workshops focusing on teaching game studies. Prior iterations have been held at past DiGRA and FDG conferences, and more than 100 participants have attended and taken part in a variety of activities. This workshop will be a half-day event, during the afternoon of August 2, 2016. It will include both open and closed sessions. Our open session will be available on a drop-in basis to anyone wishing to attend: no prior submission is required, and no advance notification is needed. For the closed sessions, we invite submissions.  See the workshop webpage for more information.

Location: Room 2G12
11:00-17:45 Session W7: Workshop: Morality Play - the design of games for moral engagement

Questions of morality are a pervasive topic for media and the arts. Across every medium we see artists engaging audiences with challenging moral questions concerning topics such as war, crime, corruption, fidelity and the abuse of power. Questions of morality have long been central to how we understand ourselves, our lives, and our cultural contexts; and in turn our art forms have reflected, embodied, and challenged beliefs about right and wrong.  Read more about this workshop.

Location: Room 2G13
11:30-13:00 Session S1
Location: Lecture Theatre 3
Stephanie de Smale (Utrecht University, Netherlands)
Game Essays as Critical Media and Research Praxis
Patrick Prax (Uppsala University, Sweden)
Alejandro Soler (Uppsala University, Sweden)
Critical Alternative Journalism from the Perspective of Game Journalists
SPEAKER: unknown
11:30-13:00 Session S2
Location: Lecture Theatre 1
Sarah Christina Ganzon (Concordia University, Canada)
Free Love: Fan Translations, Piracy and Japanese Women's Games in English.
11:30-13:00 Session S3
Location: Lecture Theatre 2
James Ryan (University of California, Santa Cruz, USA)
Eric Kaltman (University of California, Santa Cruz, USA)
Timothy Hong (University of California, Santa Cruz, USA)
Katherine Isbister (University of California, Santa Cruz, USA)
Michael Mateas (University of California at Santa Cruz, USA)
Noah Wardrip-Fruin (University of California, Santa Cruz, USA)
GameNet and GameSage: Videogame Discovery as Design Insight
SPEAKER: James Ryan

ABSTRACT. The immense proliferation of videogames over the course of recent decades has yielded a discoverability problem that has largely been unaddressed. Though this problem affects all videogame stakeholders, we limit our concerns herein to the particular context of game designers seeking prior work that could inform their own ideas or works in progress. Specifically, we present a tool suite that solicits text about a user's idea for a game to generate an explorable listing of the existing games most related to that abstract idea. From a study in which 182 novice game designers used these tools to find games related to their own, we observe a demonstrated utility exceeding that of the current state of the art, which is the coordinated usage of assorted web resources. More broadly, this paper provides the first articulation of videogame discovery as an emerging application area.

Gabriella Barros (New York University, USA)
Antonios Liapis (University of Malta, Malta)
Julian Togelius (New York University, USA)
Playing with Data: Procedural Generation of Adventures from Open Data
SPEAKER: unknown
11:30-13:00 Session S4
Location: Room 2G14
Lukas C. Gerber (Stanford University, Bioengineering Department, USA)
Honesty Kim (Stanford University, Bioengineering Department, USA)
Ingmar H. Riedel-Kruse (Stanford University, Bioengineering Department, USA)
Interactive biotechnology: Design rules for integrating living matter into digital games
SPEAKER: unknown
Lukas C. Gerber (Stanford University, Bioengineering Department, USA)
Michael C. Doshi (Stanford University, Bioengineering Department, USA)
Honesty Kim (Stanford University, Bioengineering Department, USA)
Ingmar H. Riedel-Kruse (Stanford University, Bioengineering Department, USA)
BioGraphr: Science Games on a Biotic Computer
SPEAKER: unknown
11:30-13:00 Session S5
Location: Room 2F11
Xavier Ho (The University of Sydney, Australia)
Nia Wearn (Staffordshire University, UK)
Mahli-Ann Butt (University of New South Wales, Australia)
Joe Baxter-Webb (Independent Scholar, UK)
Foaad Khosmood (California Polytechnic State University, USA)
Rewards and Motivations in Game Jams
SPEAKER: unknown
11:30-13:00 Session S6
Location: 1F01 - Environmental Studies Lab 1
Paul Martin (University of Nottingham Ningbo China, China)
Realism and the everyday in digital games
SPEAKER: Paul Martin
Lars de Wildt (KU Leuven, Netherlands)
Stef Aupers (KU Leuven, Belgium)
Creeds, Souls & Worlds of Worship: Players’ Appropriations of Religious Worldviews through Forums
SPEAKER: Lars de Wildt
Sian Beavers (Open University, UK)
Elizabeth Fitzgerald (Open University, UK)
Perceptions, Perspectives and Practices: A Study of the Players of Historical games.
SPEAKER: unknown
14:00-15:30 Session S10
Location: Room 2G14
Kelly Bergstrom (York University, Canada)
“You don’t ever stop playing EVE Online, you just take a break”: Rethinking what it means to quit a Massively Multiplayer Online Game
Ben Egliston (University of Sydney, Australia)
Observing from the fringes: Data logging in multiplayer videogames as methodology
SPEAKER: Ben Egliston
Casey O'Donnell (Michigan State University, USA)
Platforms in the Cloud: On the Messy Ephemerality of Platforms
14:00-15:30 Session S11
Location: Room 2F11
Sam Roberts (University of Southern California, USA)
James Cox (University of Southern California, USA)
Tracy Fullerton (University of Southern California, USA)
Game Design Adaptation Strategies for Literary and Classical Texts
SPEAKER: unknown
14:00-15:30 Session S12
Location: 1F01 - Environmental Studies Lab 1
Gordon Calleja (University of Malta, Malta)
From Breaking to Making
Richard Lemarchand (University of Southern California, USA)
Martzi Campos (University of Southern California, USA)
Where You’re Looking, Who You’re With and How You Get There: Designing a Virtual Reality Art Game for Inclusion and Emotion
SPEAKER: unknown
Miguel Sicart (IT University of Copenhagen, Denmark)
Playful Loops: Design Concepts for Playable Interactions
SPEAKER: Miguel Sicart
14:00-15:30 Session S7
Location: Lecture Theatre 3
Mahli-Ann Butt (UNSW, Australia)
Thomas Apperley (UNSW, Australia)
Vivian James – The politics of GamerGate’s Avatar
Thomas Apperley (UNSW Australia/The University of Melbourne, Australia)
Gaming’s secret public: Nerdcore porn and the in/visible body of the female gamer
Paolo Ruffino (The University of York, UK)
Parasites to Gaming: Learning from GamerGate
SPEAKER: Paolo Ruffino
14:00-15:30 Session S8
Location: Lecture Theatre 1
Kendra Cooper (UT-Dallas, USA)
Shaun Longstreet (Marquette University, USA)
Can Challenges in Serious Educational Games be Modelled as Components with Learning Theory Foundations?
SPEAKER: unknown
Wallace McNeish (Sociology Division Abertay University, UK)
Stefano de Paoli (Sociology Division Abertay University, UK)
Developing the Developers: Education, Creativity and the Gaming Habitus
SPEAKER: unknown
Rainforest Scully-Blaker (Concordia University, Canada)
Smash Mods, Smash Creativity: Nintendo, Project M, and Enclosure
14:00-15:30 Session S9
Location: Lecture Theatre 2
Alessandro Canossa (Northeastern University, USA)
Truong-Huy Nguyen (Texas A&M University-Commerce, USA)
Magy Seif El-Nasr (Northeastern University, USA)
G-Player: Exploratory Visual Analytics for Accessible Knowledge Discovery
Aaron Isaksen (New York University, USA)
Andy Nealen (NYU, USA)
A Statistical Analysis of Player Improvement and Single-Player High Scores
SPEAKER: unknown
16:00-17:30 Session S13
Location: Lecture Theatre 3
Laura Levy (Georgia Institute of Technology, USA)
Joann Moore (ACT, Inc., USA)
Ruitao Liu (ACT,inc, USA)
Jason Way (ACT, Inc., USA)
Jeff Wilson (Georgia Institute of Technology, USA)
Jeremy Johnson (Georgia Institute of Technology, USA)
Amy Lambeth (Georgia Institute of Technology, USA)
Rob Solomon (Georgia Institute of Technology, USA)
Maribeth Gandy (Georgia Institute of Technology, USA)
Grouches, Extraverts, and Jellyfish: Assessment validity and game mechanics in a gamified assessment
SPEAKER: Laura Levy
Tony Morelli (Central Michigan University, USA)
Kevin Andrews (Central Michigan University, USA)
Taylor Ripke (Central Michigan University, USA)
Analysis of Game Console Accessibility for Users who are Blind
SPEAKER: unknown
16:00-17:30 Session S14
Location: Lecture Theatre 1
Philipp Jordan (University of Hawaii at Manoa, USA)
Wayne Buente (University of Hawaii at Manoa, USA)
Paula Alexandra Silva (Maynooth University, Ireland)
Howard Rosenbaum (Indiana University Bloomington, USA)
Selling out the magic circle: free-to-play games and developer ethics
Panagiotis Koutsouras (University of Nottingham, The Mixed Reality Lab, UK)
Sarah Martindale (University of Nottingham, Horizon Digital Economy, UK)
Andy Crabtree (University of Nottingham, Mixed Reality Lab, UK)
"We Don’t Sell Blocks:” Exploring Minecraft’s Commissioning Market
SPEAKER: unknown
16:00-17:30 Session S15
Location: Lecture Theatre 2
Fraser Allison (The University of Melbourne, Australia)
Marcus Carter (The University of Melbourne, Australia)
Martin Gibbs (The University of Melbourne, Australia)
A History of Voice Interaction in Games

ABSTRACT. In this paper, we present a periodised history of voice interaction in digital games, drawing on a platform studies approach to highlight the ways voice interaction has been both enabled and constrained by game platforms, and how this has contributed to the design patterns for voice interface in games. We identify six distinct, overlapping phases in the development of voice interaction for games.

Mona Bozdog (Abertay University, UK)
Dayna Galloway (Abertay University, UK)
I Cried to Dream Again: Discovery and Meaning-Making in Walking Simulators
SPEAKER: unknown
Aida Azadegan (The Open University, UK)
Kendra Cooper (Bournemouth University, UK)
On a Design Approach for Collaborative Decision Making Games: A Preliminary Validation Study
SPEAKER: unknown
16:00-17:30 Session S16
Location: Room 2G14
Joanna Kucharska (Jagiellonian University, Poland)
Magdalena Bednorz (Department of American and Canadian Studies, University of Silesia, Poland)
If Only For a Knight: Romantic Subplots in cRPGs in the Light of Courtly Love Trope
SPEAKER: unknown
Tomasz Majkowski (Jagiellonian University in Krakow, Poland)
Immersive lore-friendliness. Game modifications as intertextual tropes
Jan Svelch (Charles University, Czech Republic)
Paratextuality 2.0: Updating Genette’s Framework for Complex Game Systems
SPEAKER: Jan Svelch
16:00-17:30 Session S17
Location: Room 2F11
Sonia Fizek (Abertay University, UK)
Anne Dippel (Friedrich-Schiller University Jena, Germany)
Ludification of work or Labourisation of play? On work-play interferences.
SPEAKER: unknown
David Melhárt (University of Copenhagen, Denmark)
Frustration and Adaptation: Orientational Shifts in Motivation

ABSTRACT. The talk presents the findings of a research concerning how players react to frustrating game segments in inherently enjoyable gameplay and what keeps players motivated in these scenarios. The study found its motivation in the fact that the prominent literature is lacking a deeper understanding of micro changes in motivation during video game play.

The research utilised semi-structured interviews with 9 young (age M=26) male participants and template analysis as its methodological framework.

The result of the study is a theoretical model of a process of orientational shifts in situational motivation. It shows how we can use the motivational system of Hierarchical Model of Motivation (based on Self-Determination Theory) to understand micro changes in motivation during gameplay, and how this could be understood in terms of the attentional and informational processing system, present in Flow Theory.

The model provides a clear vocabulary that can complement the fast paste and complex environment of video games while help comprehending the players’ subjective experience and intentions.

Bjarke Liboriussen (University of Nottingham Ningbo China, China)
Charismatic Leadership and Digital Games
16:00-17:30 Session S18
Location: 1F01 - Environmental Studies Lab 1
Marcel Pufal (University of California, Irvine, USA)
Joshua Tanenbaum (University of California, Irvine, USA)
Surviving Fallout 4: A Design Fiction
SPEAKER: Marcel Pufal
Aphra Kerr (National University of Ireland Maynooth, Ireland)
Production Logics in Digital Games
SPEAKER: Aphra Kerr
17:45-19:15 Session S19
Location: Lecture Theatre 3
Janne Paavilainen (University of Tampere, Finland)
Kati Alha (University of Tampere, Finland)
Hannu Korhonen (University of Tampere, Finland)
Review of Social Features in Social Network Games
Kate Compton (University of California, Santa Cruz, USA)
Heather Logas (University of California, Santa Cruz, USA)
Joseph C. Osborn (University of California, Santa Cruz, USA)
Chandranil Chakrabortti (University of California, Santa Cruz, USA)
Kelsey Coffman (University of California, Santa Cruz, USA)
Daniel Fava (University of California, Santa Cruz, USA)
Dylan Lederle-Ensign (University of California, Santa Cruz, USA)
Zhongpeng Lin (University of California, Santa Cruz, USA)
Jo Mazeika (University of California, Santa Cruz, USA)
Afshin Mobramaein (University of California, Santa Cruz, USA)
Johnathan Pagnutti (University of California, Santa Cruz, USA)
Huascar Sanchez (University of California, Santa Cruz, USA)
Jim Whitehead (University of California, Santa Cruz, USA)
John Murray (SRI, USA)
Brenda Laurel (University of California, Santa Cruz, USA)
Design Lessons From Binary Fission: A Crowd Sourced Game for Precondition Discovery
SPEAKER: unknown
17:45-19:15 Session S20
Location: Lecture Theatre 1
Mark J. Nelson (Falmouth University, UK)
The Tapper Videogame Patent as a Series of Close Readings
William Goddard (RMIT University, Australia)
Alexander Muscat (RMIT University, Australia)
Designing Unconventional Use of Conventional Displays in Games: Some Assembly Required
SPEAKER: unknown
17:45-19:15 Session S21
Location: Lecture Theatre 2
Dooley Murphy (University of Copenhagen, Denmark)
Spatial Presence, Psychophysiology, and Game(play) Emotions
SPEAKER: Dooley Murphy
Rainforest Scully-Blaker (Concordia University, Canada)
On Becoming “Like eSports”: Twitch as a Platform for the Speedrunning Community
Emilie Reed (University of Abertay, UK)
Aesthetics of Speedrunning
SPEAKER: Emilie Reed
17:45-19:15 Session S22
Location: Room 2G14
Gerald Farca (University of Augsburg, Germany)
Charlotte Ladevèze (University of Augsburg, Germany)
The Journey to Nature: The Last of Us as Critical Dystopia
SPEAKER: Gerald Farca

ABSTRACT. As an instance of the critical dystopia, The Last of Us lets the player enact a post-apocalyptic story in which human society has been severely decimated by the Cordyceps infection and where nature has made an astonishing return. This paper examines the ecological rhetoric of The Last of US by laying emphasis on the empirical player’s emancipated involvement in the gameworld (virtualized storyworld) and how s/he engages in a creative dialectic with the implied player. In suggesting the utopian enclave of a life in balance with nature, The Last of US scrutinises the ills of our empirical present and lays a negative image on the latter. As such, The Last of Us is a magnificent example of the video game dystopia and succeeds in triggering a powerful aesthetic response in the empirical player, which might result in a call to action in the real world. 

Samuel Zakowski (Ghent University, Belgium)
Environmental Storytelling, Ideologies And Quantum Physics: Narrative Space And The BioShock Games
17:45-19:15 Session S23
Location: Room 2F11
Stefan Werning (Utrecht University, Netherlands)
From practice-based game research to game design as a cultural technique
17:45-19:15 Session S24
Location: 1F01 - Environmental Studies Lab 1
Martin Pichlmair (ITU Copenhagen, Denmark)
The Activity of Play
Darshana Jayemanne (Abertay University, Australia)
Bjorn Nansen (Melbourne University, Australia)
Baby gamers? Theorizing the ‘Haptic Habitus’ of Very Young Children, Parents and Touchscreen Technologies
SPEAKER: unknown