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Posters & Demos
Please see session P1, Monday's Poster & Demo session for details.
Keynote Address by:
Ju Row Farr, founder member of interactive media artists’ collective Blast Theory
“A Story, A Game, A Conversation”
11:30 | Playing with Meaning: Productive Frictions between Gaming and Dancing SPEAKER: unknown |
12:00 | Creative Communities: Shaping Process through Performance and Play SPEAKER: unknown |
11:30 | ``What is a Super Mario level anyway?'' An Argument For Non-Formalist Level Generation in Super Mario Bros. SPEAKER: Tommy Thompson |
12:00 | Super Mario as a String: Platformer Level Generation Via LSTMs SPEAKER: unknown |
11:30 | Three Shadowed Dimensions of Feminine Presence in Video Games SPEAKER: unknown |
12:00 | LGBTQ Characters and Ambience: LGBTG representation in Grand Theft Auto Series SPEAKER: Adrienne Shaw |
11:30 | A Feasibility Study of Using Interactive Social Story Games to Teach Social Skills to Children with Autism SPEAKER: unknown |
12:00 | Toward Ludic Gerontechnology: a Review of Games for Dementia Care SPEAKER: Claire Dormann |
11:30 | Comparing Gameplay Across Formal and Informal Contexts SPEAKER: unknown |
11:50 | Mainstreaming Games Journalism SPEAKER: unknown |
12:10 | Lineages: Historicising the videogame SPEAKER: Dan Golding |
11:30 | Enter the disagreement matrix or “let’s talk ontology, game studies” SPEAKER: Andreas Gregersen |
11:50 | Gatekeeping Games: A Topographic Consideration of Para-Ludic Borderlands SPEAKER: Daniel Gardner |
12:10 | Progress Wars: Idle Games and the Demarcation of “Real” Games SPEAKER: Sebastian Deterding |
11:30 | Playing Popular Science SPEAKER: Robin J. S. Sloan |
11:30 | Hidden Paratextuality: Concealing the Factual Aspects of Video Games SPEAKER: Jan Svelch |
11:50 | Playing Along to What? Enabling Similarity in Video Game Music SPEAKER: Michiel Kamp |
12:10 | Deep Play and Dark Play in Contemporary Cinema SPEAKER: Mark R Johnson |
14:00 | Singularity: Designing a Cooperative Mixed Reality Game for a Co-located Setting SPEAKER: unknown |
14:20 | Localizing Location-Based Gaming: Situating Australian Urban Play SPEAKER: Kyle Moore |
14:40 | Games to Live With and Die For: Speculations on NikeFuel SPEAKER: Paolo Ruffino |
14:00 | Internally Enacted Narratives: Jonathan Blow’s The Witness SPEAKER: unknown |
14:20 | Source Code and Formal Analysis: A Hermeneutic Reading of Passage SPEAKER: Ea Christina Willumsen |
14:50 | No-one Plays Alone SPEAKER: Chris Bateman |
14:00 | Queering the Body through Parody in Simulation Games SPEAKER: Karina Popp |
14:20 | Gendering Magic – Men, Women and Eldrazi of Magic: the Gathering SPEAKER: Jan Svelch |
14:00 | Playful Animals: An Invitation to Participate SPEAKER: Michelle Westerlaken |
14:20 | This Could Be Us: Networked Intimacy in Single-Player Games SPEAKER: Rob Gallagher |
14:40 | Designing Digital Enrichment for Human-Orangutan Play in the Zoo SPEAKER: Marcus Carter |
14:00 | Twenty-Five Years of Digital Games Research in Poland SPEAKER: Maria B. Garda |
14:20 | Gift players or playbourers? Who is playing citizen science games? SPEAKER: Sonia Fizek |
14:40 | Algorithmic Play in Georges Perec’s Ludic Narratives SPEAKER: Thomas Apperley |
14:00 | Critically Approaching the Playful and Participatory Genealogy of MOBAs SPEAKER: Josh Jarrett |
14:30 | Prank, Troll, Gross and Gore: Performance Issues in Esports Live-Streaming SPEAKER: Veli-Matti Karhulahti |
14:00 | From Game Culture to Playful Culture Studies: Emergence of Ludification SPEAKER: unknown |
14:00 | Press Start and Press On – Navigating Postgraduate Research in Game Studies SPEAKER: unknown |
14:00 | Four Lenses for Designing Morally Engaging Games SPEAKER: unknown |
14:30 | Good Violence, Bad Violence: The Ethics of Competition in Multiplayer Games SPEAKER: Jose Zagal |
14:00 | A Game Within a Bio-Object(s): Redefining a Moment of the Gameplay SPEAKER: Justyna Janik |
14:20 | Operational Logics, Paratexts and the Production of Knowledge: The Diablo III Case SPEAKER: Mateusz Felczak |
14:40 | Video Games as (Dis)Empowerment Devices: Understanding Agency within the Context of Advanced Liberalism SPEAKER: Daniel Muriel |
16:00 | ‘Ruinensehnsucht’ - Longing for Decay in Computer Games SPEAKER: Mathias Fuchs |
16:30 | Paratextual play: Unlocking the nature of making-of material of games SPEAKER: René Glas |
16:00 | Integrating Curiosity and Uncertainty in Game Design SPEAKER: Geoff Kaufman |
16:30 | Making the Familiar Unfamiliar: Techniques for Creating Poetic Gameplay SPEAKER: Alex Mitchell |
16:00 | I Wasn´t Looking at His Nice Ass: Female Gaze and Video Games SPEAKER: Tereza Krobova |
16:20 | A Framework for Understanding Player Experiences with Controversial Game Content SPEAKER: Kristine Jørgensen |
16:40 | Crowdfunding NSFW Video Game Fan Art SPEAKER: Jan Svelch |
16:00 | Using Collaborative Digital Games to Foster Intercultural Interaction SPEAKER: unknown |
16:20 | Playing With Culture - Serious Games for Global Competence SPEAKER: Marko Siitonen |
16:40 | The Persuasive Roles of Digital Games: The Case of Cancer Games SPEAKER: Teresa de La Hera |
16:00 | Who Made That Last Game? The Alternative Chronology of the 8-bit Era in Poland SPEAKER: Maria B. Garda |
16:20 | Nokia N-gage Reconsidered: Mobile Games before They Became Mainstream SPEAKER: Olli Sotamaa |
16:00 | Designing a Serious Game for General Practice Management SPEAKER: Jan Strien |
16:30 | Bridging the Physical Learning Divides: A Design Framework for Embodied Learning Games and Simulations SPEAKER: Edward Melcer |
16:00 | Why Game Production Studies? Why Now? SPEAKER: unknown |
16:00 | Playing Beowulf: Gaming the Library SPEAKER: unknown |
17:45 | First-Person Walkers: Understanding the Walker Experience through Four Design Themes SPEAKER: unknown |
18:15 | Walking Simulators: The Digitisation of an Aesthetic Practice SPEAKER: Rosa Carbo-Mascarell |
17:45 | Breaking New Ground: Indie Community, Flash, and Newgrounds.com SPEAKER: Pierson Browne |
18:05 | Paidia to Ludus, Non-Commodity to Commodity: Uncovering the Residue of Player Developed Custom Game Modes in ‘Zombies’ and ‘ARAMs’ SPEAKER: Josh Jarrett |
18:25 | The Relationships of Co-Creation: Software Modification on Steam SPEAKER: unknown |
17:45 | Playing the System: Comparing the Efficacy and Impact of Digital and Non-digital Versions of a Collaborative Strategy Game SPEAKER: Geoff Kaufman |
18:15 | Spectrum: Exploring the Effects of Player Experience on Game Design SPEAKER: Jean-Luc Portelli |
17:45 | Combining Speech Intervention and Cooperative Game Design for Children with ASD SPEAKER: unknown |
18:15 | Cradle-to-Cradle Game Design: Mixing Games and Reality to Transform Education SPEAKER: unknown |
17:45 | Sarmatian Gamified: Sarmatism in Contemporary Polish Gaming Culture SPEAKER: Maciej Nawrocki |
18:05 | Everyday Racism and the challenges for anti-racist gaming SPEAKER: Robbie Fordyce |
18:25 | Much ado about nothing? Analysis of the Polish internet discourse about "Hatred". SPEAKER: Bartłomiej Schweiger |
17:45 | Sailing the Endless River of Games: The case for Historical Design Patterns SPEAKER: Jesper Juul |
18:05 | The Mechanic Is Not the (Whole) Message: Procedural Rhetoric Meets Framing in Train & Playing History 2 SPEAKER: Sebastian Deterding |
18:25 | Representing Processes. Procedurality in terms of Peirce SPEAKER: Hans-Joachim Backe |
17:45 | The Other Caillois – Games and Culture (SAGE) Summer issue SPEAKER: Paolo Ruffino |
17:45 | Improving Interaction with Non-Player Characters Through Physiological Data SPEAKER: unknown |
18:05 | Little VR Pet Shop: A Reverse Turing Multiplayer Virtual Reality Game SPEAKER: Isabelle Kniestedt |
18:25 | Changing Roles in Gaming: Twitch and new gaming audiences SPEAKER: unknown |
17:45 | A Lightweight Videogame Dialogue Manager SPEAKER: James Ryan ABSTRACT. We present a fully procedural alternative to branching dialogue that is influenced by theories from linguistic pragmatics and technical work in the field of dialogue systems. Specifically, this is a dialogue manager that extends the Talk of the Town framework, in which non-player characters (NPCs) develop and propagate subjective knowledge of the gameworld. While previously knowledge exchange in this framework could only be expressed symbolically, such exchanges may now be rendered as naturalistic conversations between characters. The larger conversation engine currently lacks a player interface, so in this paper we demonstrate our dialogue manager through conversations between NPCs. From an evaluation task, we find that our system produces conversations that flow far more naturally than randomly assembled ones. As a design objective, we have endeavored to make this dialogue manager lightweight and agnostic to its particular application in Talk of the Town; it is our hope that interested readers will consider porting its straightforward design to their own game engines. |
18:15 | Designing Natural-Language Game Conversations SPEAKER: Jonathan Lessard |
17:45 | Building a Game Studies Conference: A Case Study of GAMES & LITERARY THEORY. SPEAKER: unknown |