‘The Play’s the Thing’- Technology as Performer: Talk by Padmini Ray Murray on 26th February, 7 p.m

Abstract:In 2020 we created a digital theatrical piece called Abhi.Neta Aayenge which raised interesting and provocative questions about audience agency and the role, quite literally played, by technology and its affordances in making this work. I will be discussing how some of these explorations might have resonances for game design as well our understandings ofContinue reading “‘The Play’s the Thing’- Technology as Performer: Talk by Padmini Ray Murray on 26th February, 7 p.m”

Game Studies research opportunities opening up in India: Souvik Mukherjee

Our Board Member, Dr. Souvik Mukherjee, was interviewed by Edugraph to discuss video game culture and game studies in India. Read the exciting and informative interview here: https://www.telegraphindia.com/edugraph/career/game-studies-research-opportunities-opening-up-in-india-souvik-mukherjee/cid/1846134

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”

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”

‘How Do We Stop Reinventing the Wheel?’ Diversity Work in Game Studies

A talk by DiGRA Diversity Officers, past and present, Dr Cody Mejeur and Dr Mahli-Ann Butt Saturday 18 September 5:30 p.m IST Link: http://meet.google.com/dfd-whjq-tpo ABSTRACTFeaturing DiGRA Diversity Officers past and present, Mahli-Ann Butt and Cody Mejeur (respectively), this talk explores the challenges of diversity work in game studies, including insights, best practices, and emerging trendsContinue reading “‘How Do We Stop Reinventing the Wheel?’ Diversity Work in Game Studies”

Talk by Dr Gagunjoat S. Chhina On “The Indian Video Gaming Parlour: Embodiment, Field and Physical Space”

In my research I set out to analyse the subjective game play experience outside of a Western context focusing on how player experience is framed through different cultural and social conditions in India. My overarching argument is that the practice of video gaming in India is becoming, to a certain extent, more routinized and partContinue reading “Talk by Dr Gagunjoat S. Chhina On “The Indian Video Gaming Parlour: Embodiment, Field and Physical Space””

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”