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”

Remember localization! Game localization from an indie development perspective – Marcus Toftedahl

Abstract:The game industry is today a global industry, where digital storefronts are used to distribute the digital product you are developing. This presents a number of challenges for a small scale game developer and localization is one. The talk will focus on game localization from an indie game development perspective. The research is based onContinue reading “Remember localization! Game localization from an indie development perspective – Marcus Toftedahl”

Repairing Play: Toward A Black Phenomenology of Play – Aaron Trammell

Abstract:In this talk I offer the term “repairing play” or play that both repairs the damages wrought by colonialism, and is itself a form of reparations, in an effort to consider how we might advance an understanding of play that is inclusive of BIPOC people. I focus in on the Black American experience in orderContinue reading “Repairing Play: Toward A Black Phenomenology of Play – Aaron Trammell”

Counter-Hegemonic Representations of Japanese Cultural Icons in Sekiro: Geoffrey Fernandez

Through fictional or non-fictional narratives, media representations of the past communicate specific interpretations, which lets users negotiate the past’s prospective meanings. Additionally, these cultural constructions of the past are produced and disseminated in the present. Hence, the existing hegemonic power relations influence the depiction and recognition of cultural communities in the construction of the past.Continue reading “Counter-Hegemonic Representations of Japanese Cultural Icons in Sekiro: Geoffrey Fernandez”

Unreal City: Expressions of Tokyo in Video Games – Lakshmi Menon

Abstract:Games today, with advancements in graphic design and capability of the platforms on which they can be played, are almost akin to interactive films- in which the player not only consumes the movie-like storyline, but becomes an active participant in the narrative and its outcomes. Worldbuilding in video games has strong connections with the approachesContinue reading “Unreal City: Expressions of Tokyo in Video Games – Lakshmi Menon”

What/Who is playing Cyborg: An investigation of the ‘Gamer’ as a figure – Prabhash Ranjan Tripathy

Abstract: The current talk is an exploration into the question as to whether the gamer figure that emerged in India in the 1990s can be thought of as a cyborg and if so, then what kind of cyborg is the gamer? Can one think of the gamer-cyborg as a posthuman liberatory figure or is theContinue reading “What/Who is playing Cyborg: An investigation of the ‘Gamer’ as a figure – Prabhash Ranjan Tripathy”

Hitman 2 and its spectre of Mumbai: A lost city in translation – Samya Brata Roy

Abstract: Hitman 2’s Mumbai mission, just like the film Extraction, looks at the oriental space in a similar ‘diseased’ yellow filter which is akin to the Mexico of Breaking Bad. Here, we have the perfect orientalist reduction of a culture. By digitising Mumbai and creating it into a gamic world, it produces a rather lazilyContinue reading “Hitman 2 and its spectre of Mumbai: A lost city in translation – Samya Brata Roy”

Playing Dystopia: Searching for the Neganthropocene in Papers, Please and Orwell

The way we play games and the way games play us is constantly changing. The physical shrinking of space can no longer be compensated by expansive gamescapes which otherwise provided a reprieve from diminishing access to space in 20th and 21st century childhood (Mayra, An Introduction to Game Studies). Gamescapes, increasingly, are becoming neo-explorations ofContinue reading “Playing Dystopia: Searching for the Neganthropocene in Papers, Please and Orwell”

Speaking to the ‘Missing’ Player: Subaltern Poetics in Indian Videogames

The degree of interactivity and agency of the player-character in videogames is often a moot question in Games Studies discourses (Atkins 2002 , Juul 2004, Salen and Zimmerman 2001). The assumption is that whether illusory or real, agency is an important element that drives the plot of digital games. To assume this, however, is toContinue reading “Speaking to the ‘Missing’ Player: Subaltern Poetics in Indian Videogames”