How to spot game’s nationality (and why it matters) – Tomasz Z. Majkowski

Date: 18th December, Time: 7 p.m Indian Standard Time. Abstract:On the glance, the issue is straightforward: the relationship between digital game and national culture is based on design team’s location. It is, therefore, easy to spot Polish, Norwegian or Korean game: those are produced in their respective countries, according to local laws and regulations. ThisContinue reading “How to spot game’s nationality (and why it matters) – Tomasz Z. Majkowski”

Playing at a Distance. From Interaction to Intra-action in Video Games. Sonia Fizek, Cologne Game Lab, TH Köln

Do we play games or do games play us? Is non-human play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In my talk, I will engage with those and many more daunting questions, embarking on a ludic journey through a variety of play formatsContinue reading “Playing at a Distance. From Interaction to Intra-action in Video Games. Sonia Fizek, Cologne Game Lab, TH Köln”

Apocalyptic Games: Radioactive Masculinity and Cold War Ludic Cultures – talk by Dibyadyuti Roy

Time: Saturday, 9th October, 8:30 p.m Indian Standard Time Abstract: Consequently, in this talk I argue through a historical contextualization of American board games from the Cold War era how radioactive masculinity—a form of hegemonic militarized masculinity contingent on the racialized and gendered bomb (Roy 2016, 2018, 2020)—was operationalized as a heuristic to proliferate containment ideologies, which were centralContinue reading “Apocalyptic Games: Radioactive Masculinity and Cold War Ludic Cultures – talk by Dibyadyuti Roy”

Designing Diegetic Elements in Tangible and Bodily Interactive Narratives – Saumya Gupta

Abstract: Digital mediums (desktops, mobile phones) have been widely used to deliver interactive narratives, but they often create a boundary between the reader and the story, as they demand readers (users) to focus on the screen and interface. In response, the tangible, embedded, and embodied interaction field (TEI) encourages instead, the use of tangible objectsContinue reading “Designing Diegetic Elements in Tangible and Bodily Interactive Narratives – Saumya Gupta”

Fashioning Game Cultures: The Gendered Dynamics of Looking and Feeling Like a Gamer – Tom Apperley

This exploratory talk will consider the role that fashion, and fashion photography has in including women in gaming cultures. This inclusion has often framed women in game cultures as objects to be looked at, yet fashion and clothes also provides people with intimate ways of expressing their sense of connection to, and feeling of belongingContinue reading “Fashioning Game Cultures: The Gendered Dynamics of Looking and Feeling Like a Gamer – Tom Apperley”

“Ludographic Metafiction”, Metaverses, and the Ecocriticism of FFVII: Remake-Darshana Jayemanne and Ruth EJ Booth

This talk explores the concept of “ludographic metafiction” in a reading of the self-reflexive ecocritical themes in Final Fantasy VII: Remake (Square-Enix 2020). Ludographic metafiction modifies Hutcheon’s concept of Historiographic Metafiction’ with Fantasy, Fan and Game Studies perspectives. On the one hand, LM designates the ways that fantastic metafictional and adaptational devices, such as alternativeContinue reading ““Ludographic Metafiction”, Metaverses, and the Ecocriticism of FFVII: Remake-Darshana Jayemanne and Ruth EJ Booth”

Reimagining Board Games: Design Intervention for Indian Craft forms-H.S. Dharmendra

Traditional board games of India are quite simple in their construct. With an exception of few, most of them can be played by instantly conjuring the pattern on the floor with a piece of chalk or charcoal, while pebbles or twigs or colurful bangle slivers become the counters and split tamarind seeds serve as dice.Continue reading “Reimagining Board Games: Design Intervention for Indian Craft forms-H.S. Dharmendra”

Attentat 1942: Designing Serious Game on Contested Past – Vit Sisler

ABSTRACT The talk will critically discuss the possibilities and limitations of video games in dealing with contentious issues from contemporary history. It stems from the speaker’s experience of being a lead game designer of Attentat 1942, an award-winning video game about the Nazi occupation of Czechoslovakia. The talk will revisit the challenges designers faced whenContinue reading “Attentat 1942: Designing Serious Game on Contested Past – Vit Sisler”

Learning through Pivotal Play – Talk by Premeet Sidhu

Meaningful moments in games can impact how people navigate, reflect on, and make sense of their real lives and worlds. However, current definitions limit meaningful play to actions and outcomes taking place within the game space. In this talk I propose and discuss an adjacent definition of pivotal play—appealing, memorable, and transformative play experiences thatContinue reading “Learning through Pivotal Play – Talk by Premeet Sidhu”

Are games good tools? The curious case of games in public policy – Bharath Palavalli

Abstract We often hear –– Games are ancient, an escape from reality, enjoyed by young and old alike, and are wonderful teachers. We have also seen games being used to prepare for wars, make learning fun, or to train for real-life scenarios. What we usually don’t associate games with is public policy. So, what makesContinue reading “Are games good tools? The curious case of games in public policy – Bharath Palavalli”