লেখাপড়া আর খেলাপড়া

In DiGRA India’s first post in an Indian language, Souvik Mukherjee writes in Bengali about the role of videogames in culture with an emphasis on narrative multiplicity, involvement, and the procedural rhetoric of the game that serve to influence the shaping of the player’s opinions. Mukherjee highlights the importance for both the Humanities and theContinue reading “লেখাপড়া আর খেলাপড়া”

The Crafted Knit

[The following post is Abhishek K.’s runners-up entry for the 2022 Blog article writing competition organized by DiGRA India] Is time a chain? Bound by its physicality, its inevitable aches and sorrows, not having time to rest, or more crucially, play. A shame, and seemingly, there’s nothing to be done about it. Time’s there toContinue reading “The Crafted Knit”

Video Games and Ludic Times: Gaming Era, Decade and Millennial

[The following post is Achintya Debnath’s runners-up entry for the 2022 Blog article writing competition organized by DiGRA India] It goes without saying that time and game have a primitive relation tracing back to origins in the initial forms of hymns, rituals, songs and paintings. The primitive relation became much more engaging with the reminiscenceContinue reading “Video Games and Ludic Times: Gaming Era, Decade and Millennial”

Game Development, Speedrunning and the Correct way to play a game

[The following post is Ishan Purkait’s winning article for the 2022 Blog article writing competition organized by DiGRA India] Watching a world-record speedrun of his game Getting over it with Bennett Foddy, Bennett Foddy began talking about the relationship between speedrunners and game developers, likening it to the way a master craftsman( the developer) mightContinue reading “Game Development, Speedrunning and the Correct way to play a game”

Meghna Jayanth’s DiGRA India 2021 Keynote: White Protagonism and Imperial Pleasures in Game Design

Note: This text was originally published on Meghna Jayanth’s medium, and has been reposted with author permission. – The text from my Keynote at DIGRA India’s 2021 Conference on 20th November 2021 As I attempted to structure and restructure this talk — trying to organise the various imperial pleasures in game design I wanted to talk about.Continue reading “Meghna Jayanth’s DiGRA India 2021 Keynote: White Protagonism and Imperial Pleasures in Game Design”

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”

Video Game Development in India: A Cultural and Creative Industry Embracing Regional Cultural Heritage(s)

Congratulations to our Board Member Dr. Souvik Mukherjee (The Centre for Studies in Social Sciences, Kolkata, India) who recently co-authored an article with Dr. Xenia Zeiler (University of Helsinki, Helsinki, Finland) titled “Video Game Development in India: A Cultural and Creative Industry Embracing Regional Cultural Heritage(s)”. The article was published in the journal Games andContinue reading “Video Game Development in India: A Cultural and Creative Industry Embracing Regional Cultural Heritage(s)”

Gris and the Gray Dress: When Clothes Act as Traversal Tools

Congratulations to our Board Member Poonam Chowdhury who recently presented a paper titled “Gris and the Gray Dress: When Clothes Act as Traversal Tools” at the “Affecting Game Space: Theory and Practice” Conference hosted by the University of Edinburgh’s Game Worlds Cluster, Centre for Data, Culture and Society, on the 3rd of September, 2021. The conference took placeContinue reading “Gris and the Gray Dress: When Clothes Act as Traversal Tools”

“Call Me Kakolookiyam”: Oedipal Fantasy in Prince of Persia: The Sands of Time

Hiranya Mukherjee The narrative of Prince of Persia: The Sands of Time (Ubisoft Montreal, 2003) can beread as an allegory of the Freudian Oedipal fantasy and the subsequent failure of the infant subject in realizing it. In the beginning of the game, the Prince remarks that: Many men that day sought to win honor andContinue reading ““Call Me Kakolookiyam”: Oedipal Fantasy in Prince of Persia: The Sands of Time”