Days: Monday, August 1st Tuesday, August 2nd Wednesday, August 3rd Thursday, August 4th Friday, August 5th
View this program: with abstractssession overviewtalk overview
09:30 | Playing With Distinctions -
Towards a Theory of Playful Systems ( abstract ) |
Posters and demos
09:30 | TaleBox – a mobile game for mixed-initiative story creation ( abstract ) |
09:30 | A Typology of Verbs Culled From 23,000 Videogame Walkthroughs ( abstract ) |
09:30 | Solving Belief-Driven Pathfinding using Monte-Carlo Tree Search ( abstract ) |
09:30 | From DOOM to Duty: The Evolution of Design Patterns in First Person Shooters. ( abstract ) |
09:30 | Privacy and Security in Crowd-sourcing Projects: Some Issues and Strategies ( abstract ) |
09:30 | ADAMASTOR: A Case Study on Generative Game Design ( abstract ) |
09:30 | BDP-Pac-Man: Evaluating Belief-Driven Pathfinding on Player Experience ( abstract ) |
09:30 | Diversity Scale: an Evaluation Algorithm for Terrain Generators ( abstract ) |
09:30 | ArkaNet: Investigating Emergent Gameplay and Emergence ( abstract ) |
09:30 | Why Do Players Experience Social Anxiety in a Virtual World? ( abstract ) |
09:30 | Game Futures: Methods and tools for forecasting future directions of game products and services ( abstract ) |
09:30 | Good Feedback for bad Players? A preliminary Study of ‘juicy’ Interface feedback ( abstract ) |
09:30 | Digital play, iPad Apps and Young Children's Development ( abstract ) |
09:30 | Shhh! We’re Making Games in the Library and You Can Too ( abstract ) |
09:30 | Game of My Life: Supporting life management skills of young people ( abstract ) |
09:30 | Optikammer - a playable poster ( abstract ) |
09:30 | Indigenous Game Design in Invaders ( abstract ) |
09:30 | Roleplaying Boardgames: A Traitor Among Us. ( abstract ) |
Games have often found inspiration from ancient times to contemporary history. Popular game series such as the Creative Assembly’s Total War or Sid Meier’s Civilisation have provided entertaining alternative simulations to established historical narratives. Playing with the past and connecting it to the present provides a greater understanding and arguably appreciation, of the human condition. For more information, see this workshop's page on the conference website.
This workshop aims to advance knowledge in the field of procedural content generation (PCG) by bringing together leading PCG researchers and facilitating discussion. Because academic workshops are a place for feedback and discussing new ideas, this year’s workshop will allow extra time for comments on each paper and a special demo session for people to discuss ongoing research. For more information, see the workshop's web page.
Games have often found inspiration from ancient times to contemporary history. Popular game series such as the Creative Assembly’s Total War or Sid Meier’s Civilisation have provided entertaining alternative simulations to established historical narratives. Playing with the past and connecting it to the present provides a greater understanding and arguably appreciation, of the human condition. For more information, see this workshop's page on the conference website.
Previous assessments of digital games for the older adult market have focused on their use as a tool to promote aspects of well-being – e.g., fostering social interaction and providing cognitive and physical stimulation. This perspective suggests that the primary means of these games are to encourage older adults to better themselves, which introduces an overly functionalist perspective on play. In this workshop, we aim to shift this perspectives on games for older adults by highlighting the hedonic and eudaimonic (i.e., meaningful) value that they offer. For more infomation, see the workshop's own website.
Social believability is of key interest to computer game studies and development, and believable game characters are of essence for player enjoyment and immersion. Thus, discussing elements of immersion from a research and a design perspective may contribute to developing more entertaining computer games. The purpose of the workshop is to allow discussion on the theories and models for NPC social behavior and social affordances in industry as well as between different but related academic disciplines. The expected outcome is a better understanding of the overlaps and differences within and between these communities. For more information, see the workshop's own website.
10:00 | Performing meaning through authorial games: lessons learned about meaning, aesthetics and play ( abstract ) |
10:30 | Developing Multiliteracies using Digital Games and Digital Literature in Second Language Environments ( abstract ) |
11:30 | Digital Games, Gender, and Cultural Participation: A Study of Finnish Female Gamers ( abstract ) |
11:30 | The Higher Education Video Game Alliance ( abstract ) |
12:00 | Playing at Romance: Women's Games and Global Cultural Flows ( abstract ) |
12:30 | Exploring Narrative in Practice: Interviews with Game Developers ( abstract ) |
14:00 | Arcade Videogame Interface Art, Aesthetics, and Materiality ( abstract ) |
14:30 | Exploration of Open Data through Procedural Content Generation ( abstract ) |
15:00 | A Machine-Learned Framework for Automatic Content Generation, Evaluation, and Critique ( abstract ) |
16:00 | Playing versions of “Japan”: History, politics, and fiction in Japanese video games ( abstract ) |
View this program: with abstractssession overviewtalk overview
Posters & Demos
Please see session P1, Monday's Poster & Demo session for details.
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?”
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.
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.
11:30 | Game Essays as Critical Media and Research Praxis ( abstract ) |
12:00 | Critical Alternative Journalism from the Perspective of Game Journalists ( abstract ) |
11:30 | Free Love: Fan Translations, Piracy and Japanese Women's Games in English. ( abstract ) |
11:30 | GameNet and GameSage: Videogame Discovery as Design Insight ( abstract ) |
12:00 | Playing with Data: Procedural Generation of Adventures from Open Data ( abstract ) |
11:30 | Interactive biotechnology: Design rules for integrating living matter into digital games ( abstract ) |
12:00 | BioGraphr: Science Games on a Biotic Computer ( abstract ) |
11:30 | Realism and the everyday in digital games ( abstract ) |
11:50 | Creeds, Souls & Worlds of Worship: Players’ Appropriations of Religious Worldviews through Forums ( abstract ) |
12:10 | Perceptions, Perspectives and Practices: A Study of the Players of Historical games. ( abstract ) |
14:00 | “You don’t ever stop playing EVE Online, you just take a break”: Rethinking what it means to quit a Massively Multiplayer Online Game ( abstract ) |
14:20 | Observing from the fringes: Data logging in multiplayer videogames as methodology ( abstract ) |
14:40 | Platforms in the Cloud: On the Messy Ephemerality of Platforms ( abstract ) |
14:00 | Game Design Adaptation Strategies for Literary and Classical Texts ( abstract ) |
14:00 | From Breaking to Making ( abstract ) |
14:20 | Where You’re Looking, Who You’re With and How You Get There: Designing a Virtual Reality Art Game for Inclusion and Emotion ( abstract ) |
14:40 | Playful Loops: Design Concepts for Playable Interactions ( abstract ) |
14:00 | Vivian James – The politics of GamerGate’s Avatar ( abstract ) |
14:20 | Gaming’s secret public: Nerdcore porn and the in/visible body of the female gamer ( abstract ) |
14:40 | Parasites to Gaming: Learning from GamerGate ( abstract ) |
14:00 | Can Challenges in Serious Educational Games be Modelled as Components with Learning Theory Foundations? ( abstract ) |
14:20 | Developing the Developers: Education, Creativity and the Gaming Habitus ( abstract ) |
14:40 | Smash Mods, Smash Creativity: Nintendo, Project M, and Enclosure ( abstract ) |
14:00 | G-Player: Exploratory Visual Analytics for Accessible Knowledge Discovery ( abstract ) |
14:30 | A Statistical Analysis of Player Improvement and Single-Player High Scores ( abstract ) |
16:00 | Grouches, Extraverts, and Jellyfish: Assessment validity and game mechanics in a gamified assessment ( abstract ) |
16:30 | Analysis of Game Console Accessibility for Users who are Blind ( abstract ) |
16:00 | Selling out the magic circle: free-to-play games and developer ethics ( abstract ) |
16:30 | "We Don’t Sell Blocks:” Exploring Minecraft’s Commissioning Market ( abstract ) |
16:00 | A History of Voice Interaction in Games ( abstract ) |
16:20 | I Cried to Dream Again: Discovery and Meaning-Making in Walking Simulators ( abstract ) |
16:40 | On a Design Approach for Collaborative Decision Making Games: A Preliminary Validation Study ( abstract ) |
16:00 | If Only For a Knight: Romantic Subplots in cRPGs in the Light of Courtly Love Trope ( abstract ) |
16:20 | Immersive lore-friendliness. Game modifications as intertextual tropes ( abstract ) |
16:40 | Paratextuality 2.0: Updating Genette’s Framework for Complex Game Systems ( abstract ) |
16:00 | Ludification of work or Labourisation of play? On work-play interferences. ( abstract ) |
16:20 | Frustration and Adaptation: Orientational Shifts in Motivation ( abstract ) |
16:40 | Charismatic Leadership and Digital Games ( abstract ) |
16:00 | Surviving Fallout 4: A Design Fiction ( abstract ) |
16:20 | Production Logics in Digital Games ( abstract ) |
17:45 | Review of Social Features in Social Network Games ( abstract ) |
18:15 | Design Lessons From Binary Fission: A Crowd Sourced Game for Precondition Discovery ( abstract ) |
17:45 | The Tapper Videogame Patent as a Series of Close Readings ( abstract ) |
18:15 | Designing Unconventional Use of Conventional Displays in Games: Some Assembly Required ( abstract ) |
17:45 | Spatial Presence, Psychophysiology, and Game(play) Emotions ( abstract ) |
18:05 | On Becoming “Like eSports”: Twitch as a Platform for the Speedrunning Community ( abstract ) |
18:25 | Aesthetics of Speedrunning ( abstract ) |
17:45 | The Journey to Nature: The Last of Us as Critical Dystopia ( abstract ) |
18:15 | Environmental Storytelling, Ideologies And Quantum Physics: Narrative Space And The BioShock Games ( abstract ) |
17:45 | From practice-based game research to game design as a cultural technique ( abstract ) |
17:45 | The Activity of Play ( abstract ) |
18:05 | Baby gamers? Theorizing the ‘Haptic Habitus’ of Very Young Children, Parents and Touchscreen Technologies ( abstract ) |
View this program: with abstractssession overviewtalk overview
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 ( abstract ) |
12:00 | Creative Communities: Shaping Process through Performance and Play ( abstract ) |
11:30 | ``What is a Super Mario level anyway?'' An Argument For Non-Formalist Level Generation in Super Mario Bros. ( abstract ) |
12:00 | Super Mario as a String: Platformer Level Generation Via LSTMs ( abstract ) |
11:30 | Three Shadowed Dimensions of Feminine Presence in Video Games ( abstract ) |
12:00 | LGBTQ Characters and Ambience: LGBTG representation in Grand Theft Auto Series ( abstract ) |
11:30 | A Feasibility Study of Using Interactive Social Story Games to Teach Social Skills to Children with Autism ( abstract ) |
12:00 | Toward Ludic Gerontechnology: a Review of Games for Dementia Care ( abstract ) |
11:30 | Comparing Gameplay Across Formal and Informal Contexts ( abstract ) |
11:50 | Mainstreaming Games Journalism ( abstract ) |
12:10 | Lineages: Historicising the videogame ( abstract ) |
11:30 | Enter the disagreement matrix or “let’s talk ontology, game studies” ( abstract ) |
11:50 | Gatekeeping Games: A Topographic Consideration of Para-Ludic Borderlands ( abstract ) |
12:10 | Progress Wars: Idle Games and the Demarcation of “Real” Games ( abstract ) |
11:30 | Playing Popular Science ( abstract ) |
11:30 | Hidden Paratextuality: Concealing the Factual Aspects of Video Games ( abstract ) |
11:50 | Playing Along to What? Enabling Similarity in Video Game Music ( abstract ) |
12:10 | Deep Play and Dark Play in Contemporary Cinema ( abstract ) |
14:00 | Singularity: Designing a Cooperative Mixed Reality Game for a Co-located Setting ( abstract ) |
14:20 | Localizing Location-Based Gaming: Situating Australian Urban Play ( abstract ) |
14:40 | Games to Live With and Die For: Speculations on NikeFuel ( abstract ) |
14:00 | Internally Enacted Narratives: Jonathan Blow’s The Witness ( abstract ) |
14:20 | Source Code and Formal Analysis: A Hermeneutic Reading of Passage ( abstract ) |
14:50 | No-one Plays Alone ( abstract ) |
14:00 | Queering the Body through Parody in Simulation Games ( abstract ) |
14:20 | Gendering Magic – Men, Women and Eldrazi of Magic: the Gathering ( abstract ) |
14:00 | Playful Animals: An Invitation to Participate ( abstract ) |
14:20 | This Could Be Us: Networked Intimacy in Single-Player Games ( abstract ) |
14:40 | Designing Digital Enrichment for Human-Orangutan Play in the Zoo ( abstract ) |
14:00 | Twenty-Five Years of Digital Games Research in Poland ( abstract ) |
14:20 | Gift players or playbourers? Who is playing citizen science games? ( abstract ) |
14:40 | Algorithmic Play in Georges Perec’s Ludic Narratives ( abstract ) |
14:00 | Critically Approaching the Playful and Participatory Genealogy of MOBAs ( abstract ) |
14:30 | Prank, Troll, Gross and Gore: Performance Issues in Esports Live-Streaming ( abstract ) |
14:00 | From Game Culture to Playful Culture Studies: Emergence of Ludification ( abstract ) |
14:00 | Press Start and Press On – Navigating Postgraduate Research in Game Studies ( abstract ) |
14:00 | Four Lenses for Designing Morally Engaging Games ( abstract ) |
14:30 | Good Violence, Bad Violence: The Ethics of Competition in Multiplayer Games ( abstract ) |
14:00 | A Game Within a Bio-Object(s): Redefining a Moment of the Gameplay ( abstract ) |
14:20 | Operational Logics, Paratexts and the Production of Knowledge: The Diablo III Case ( abstract ) |
14:40 | Video Games as (Dis)Empowerment Devices: Understanding Agency within the Context of Advanced Liberalism ( abstract ) |
16:00 | ‘Ruinensehnsucht’ - Longing for Decay in Computer Games ( abstract ) |
16:30 | Paratextual play: Unlocking the nature of making-of material of games ( abstract ) |
16:00 | Integrating Curiosity and Uncertainty in Game Design ( abstract ) |
16:30 | Making the Familiar Unfamiliar: Techniques for Creating Poetic Gameplay ( abstract ) |
16:00 | I Wasn´t Looking at His Nice Ass: Female Gaze and Video Games ( abstract ) |
16:20 | A Framework for Understanding Player Experiences with Controversial Game Content ( abstract ) |
16:40 | Crowdfunding NSFW Video Game Fan Art ( abstract ) |
16:00 | Using Collaborative Digital Games to Foster Intercultural Interaction ( abstract ) |
16:20 | Playing With Culture - Serious Games for Global Competence ( abstract ) |
16:40 | The Persuasive Roles of Digital Games: The Case of Cancer Games ( abstract ) |
16:00 | Who Made That Last Game? The Alternative Chronology of the 8-bit Era in Poland ( abstract ) |
16:20 | Nokia N-gage Reconsidered: Mobile Games before They Became Mainstream ( abstract ) |
16:00 | Designing a Serious Game for General Practice Management ( abstract ) |
16:30 | Bridging the Physical Learning Divides: A Design Framework for Embodied Learning Games and Simulations ( abstract ) |
16:00 | Playing Beowulf: Gaming the Library ( abstract ) |
16:00 | Digital Detritus: What Can We Learn From Abandoned Massively Multiplayer Online Game Avatars? ( abstract ) |
16:30 | Selling the Imperium: Changing Organisational Culture and History in EVE Online ( abstract ) |
17:45 | First-Person Walkers: Understanding the Walker Experience through Four Design Themes ( abstract ) |
18:15 | Walking Simulators: The Digitisation of an Aesthetic Practice ( abstract ) |
17:45 | Breaking New Ground: Indie Community, Flash, and Newgrounds.com ( abstract ) |
18:05 | Paidia to Ludus, Non-Commodity to Commodity: Uncovering the Residue of Player Developed Custom Game Modes in ‘Zombies’ and ‘ARAMs’ ( abstract ) |
18:25 | The Relationships of Co-Creation: Software Modification on Steam ( abstract ) |
17:45 | Playing the System: Comparing the Efficacy and Impact of Digital and Non-digital Versions of a Collaborative Strategy Game ( abstract ) |
18:15 | Spectrum: Exploring the Effects of Player Experience on Game Design ( abstract ) |
17:45 | Combining Speech Intervention and Cooperative Game Design for Children with ASD ( abstract ) |
18:15 | Cradle-to-Cradle Game Design: Mixing Games and Reality to Transform Education ( abstract ) |
17:45 | Sarmatian Gamified: Sarmatism in Contemporary Polish Gaming Culture ( abstract ) |
18:05 | Everyday Racism and the challenges for anti-racist gaming ( abstract ) |
18:25 | Much ado about nothing? Analysis of the Polish internet discourse about "Hatred". ( abstract ) |
17:45 | Sailing the Endless River of Games: The case for Historical Design Patterns ( abstract ) |
18:05 | The Mechanic Is Not the (Whole) Message: Procedural Rhetoric Meets Framing in Train & Playing History 2 ( abstract ) |
18:25 | Representing Processes. Procedurality in terms of Peirce ( abstract ) |
17:45 | The Other Caillois – Games and Culture (SAGE) Summer issue ( abstract ) |
17:45 | Improving Interaction with Non-Player Characters Through Physiological Data ( abstract ) |
18:05 | Little VR Pet Shop: A Reverse Turing Multiplayer Virtual Reality Game ( abstract ) |
18:25 | Changing Roles in Gaming: Twitch and new gaming audiences ( abstract ) |
17:45 | A Lightweight Videogame Dialogue Manager ( abstract ) |
18:15 | Designing Natural-Language Game Conversations ( abstract ) |
17:45 | Building a Game Studies Conference: A Case Study of GAMES & LITERARY THEORY. ( abstract ) |
View this program: with abstractssession overviewtalk overview
Posters & Demos
Please see session P1, Monday's Poster & Demo session for details.
Keynote Address by:
Richard Bartle, Professor and Principal Teaching Fellow, University of Essex; creator of MUD and author of “Designing Virtual Worlds.”
“Bidirectional Research (Illustrated using an Unconventional Example)”
11:30 | "Who Am 'I' In The Game?": A Typology of Modes of Ludic Subjectivity ( abstract ) |
12:00 | 4x Gamer as Myth ( abstract ) |
11:30 | Playful Fandom: Gaming, Media and the Ludic Dimensions of Textual Poaching ( abstract ) |
12:00 | Playing RPG Maker? Amateur Game Design and Video Gaming ( abstract ) |
11:30 | World-Class Bullet Hell play with Mark Johnson ( abstract ) |
11:30 | “Speaking intelligently?” What do we understand about narratives in video games (and what not)? ( abstract ) |
11:30 | Religion and Games – Perspectives on a New Research Field ( abstract ) |
14:00 | Rapidly-Exploring Random Tree approach for Geometry Friends ( abstract ) |
14:30 | Discovering Social and Aesthetic Categories of Avatars: A Bottom-Up Artificial Intelligence Approach Using Image Clustering ( abstract ) |
14:00 | Grounded Theory in Games Research: Making the Case and Exploring the Options ( abstract ) |
14:30 | The Diversity of Attitudes towards Play at the Workplace – A Case of an Academic Community ( abstract ) |
14:00 | Collegiate E-sports as Work or Play ( abstract ) |
14:30 | Conventions within eSports: Exploring Similarities in Design ( abstract ) |
14:00 | Delicate Subjects: Vulnerability and validation in action adventure games ( abstract ) |
14:20 | Emptiness Beckons: The Allure of Space in Speculative Game Fictions ( abstract ) |
14:00 | Dark game design patterns in online games: exploitation, loyalty and engagement ( abstract ) |
14:20 | Design Paradigms and Principles for Free-to-Play Games: A Developer Interview Study ( abstract ) |
14:00 | Conceptualizing Social and Political Conflict in Games: Hegemony, Agonism and the Post-Political in Crusader Kings II, Democracy 3 and SimCity ( abstract ) |
14:20 | Game Design as Experiment: Jewish Labour Movements in 1910s Montreal ( abstract ) |
14:40 | Players Disempowering the Past: Play as Deconstructionist History ( abstract ) |
14:00 | The Inclusive Schoolmaster: Embedding Gender Studies, Critical Race Theory and Issues of Inclusivity and Diversity in Games Curriculum ( abstract ) |
16:00 | Player Rating Algorithms for Balancing Human Computation Games: Testing the Effect of Bipartiteness ( abstract ) |
16:30 | Behaviour Change Wheel Driven Normative Feedback in a Serious Game for Energy Conservation ( abstract ) |
16:00 | You Say Jump, I Say How High? Operationalising the Game Feel of Jumping ( abstract ) |
16:30 | The Impact of Co-Located Play on Social Presence and Game Experience in a VR Game ( abstract ) |
16:00 | Anti-inspiration in Independent Games ( abstract ) |
16:20 | Metagaming and Subversive Play in League of Legends ( abstract ) |
16:40 | Resisting Patches and Errata: Motivations and Tactics ( abstract ) |
16:00 | When Lions Speak: Representations of Non-Human Avatars in Digital Games ( abstract ) |
16:20 | Players, Diverse Bodies and Embodied Interpretation: Issues in Research Design ( abstract ) |
16:40 | “GAME OVER, MAN. GAME OVER”: UNDERSTANDING THE LIMITATIONS OF EGO-CENTRIC VIDEOGAME DESIGN AND ANALYSIS THROUGH ADAPTATIONS OF ALIEN ( abstract ) |
16:00 | Knowing Societies Through Game Communities: Bringing Anthropology and Game Studies into Conversation ( abstract ) |
16:00 | Increasing coherence in 'impact': crossing disciplines and framing ( abstract ) |
16:20 | Game Preservation within a Dutch Audiovisual Heritage Institution ( abstract ) |
16:40 | Burying E.T. the Extra-Terrestrial: Undoing Game Archaeology ( abstract ) |
16:00 | “Its’a Me, Mario!”: Costumed Gaming’s Effects on Character Identification ( abstract ) |
16:20 | Engaging Elements in a Commercial Game ( abstract ) |
16:40 | Debris: Exploring the video game values that can help reduce mental illness stigma ( abstract ) |
16:00 | Video Games in Psychology: A Survey of Psychological Research in Interactive Media ( abstract ) |
View this program: with abstractssession overviewtalk overview
Posters & Demos
Please see session P1, Monday's Poster & Demo session for details.
10:00 | Developing Ideation Cards for Mixed Reality Game Design ( abstract ) |
10:30 | Game Jams as an opportunity for Industry Development ( abstract ) |
10:00 | Squeezing and extending the platform: The case of the Sinclair ZX Spectrum ( abstract ) |
10:20 | Format(ive) Wars: Formation of the British Videogames Industry in the 1980s ( abstract ) |
10:00 | Critical Acclaim and Commercial Success in Mobile Free-to-Play Games ( abstract ) |
10:00 | Finding Meaning in Abstract Games: A Deep Reading of Sage Solitaire ( abstract ) |
10:30 | Enacting aporia: Roger Caillois’ game typology as formalist methodology ( abstract ) |
10:00 | The Emancipated Player ( abstract ) |
10:30 | An Impression of Home: Player Nostalgia and the Impulse to Explore Game Worlds ( abstract ) |
10:00 | What Does it Mean to be Orlanthi? Hermeneutic Challenge in King of Dragon Pass ( abstract ) |
10:30 | Constructing the Female Gamer: Cheritz, Korean Women’s Games and the Romance of Global Capitalism ( abstract ) |
10:00 | Designing for constructive failure: reflections on the design and execution of an introduction to simulation gaming ( abstract ) |
10:20 | For a Proportion Principle-based Gameplay Design ( abstract ) |
10:40 | Playful Fabrication: Speculative Game Designs for 3D Printers ( abstract ) |
Keynote Address by:
Jo Twist, CEO, Ukie
“Fixing the pipeline: the future of the UK games industry”