This project has received funding from the European Research Council (ERC) under the European Union’s H2020 ERC-ADG programme (grant agreement No 695528)

Activities


September 2021

Aarseth, E. (2021). ”The Ugly Duckling: How diegetic games resemble but transcend storytelling.” Keynote, Philosophische Fakultät, Christian-Albrechts-Universität zu Kiel.

May 2021

Houe, N. P., Blom, J. (2021). “It’s Just Equipment, Don’t Get Attached: Caring About or Just Using Non-Player Characters” [Paper presentation]. Care and Videogames Conference, Moscow, Russia.

Nielsen, R.K.L. (2021). “Disentangling the mess: The Life and Times of ‘Video Game Addiction’ and ‘Loot Boxes’.” Talk at Games & XR Mitteldeutschland.

April 2021

Vozaru, M. (2021). ”The Game Situation – An object-based method for game segmentation.” Talk at the Interacting Minds Centre, Aarhus University.

March 2021

Aarseth, E. (2021). ”Can ‘interactivity’ be saved? A terminological triage.” Guest lecture, Dept of Philosophy, Università degli Studi di Milano.

February 2021

Nielsen, R.K.L (2021). ”Hvorfor gamer mit barn, og gør det noget?” Online foredrag. Aalborg Bibliotekerne, Danmark.

December 2020

Nielsen, R.K.L (2020). ”Education in eSports.” Paneldebat. Esports Australia Summit 2020.

May 2020

Jørgensen, I.K.H. (2020). “Games as Models,” Presented at Mod Theory Seminar 2020: Online event: https://www.peteracnelson.com/mod-theory

Jørgensen, I.K.H. (2020). ”Robert Louis Stevenson and the aesthetics of the adventure game.” The History of Games Conference 2020.

October 2019

Aarseth, E. “Characters without Signifiers?,” Presented at Character Seminar 2019: Copenhagen, Denmark.

Blom, J. “The Construction of Game Characters,” Presented at Character Seminar 2019: Copenhagen, Denmark.

Nielsen, R.K.L (2019) ”Esports skills are people skills.” Presented at ECGBL 2019. Odense, Denmark.

Nielsen, R.K.L. (2019). ”Loot Boxes – Gambling eller gaming?” Forskning til morgenmad. University of Copenhagen. Copenhagen, Denmark.

September 2019

Jørgensen, I.K.H. (2019). ”The qualifications of games as media.” Presented at The Central and Eastern European Game Studies Conference, CEEGS’2019. Jagiellonian University, Krakow, Poland.

August 2019

Aarseth, E. (2019) “Who said anything about games? – Tracing the prehistory of game studies (1980-1996),” Presented at Digital Games Research Association Conference 2019. Ritsumeikan University: Kyoto, Japan.

Aarseth, E. (2019) “These are not the metadata you’re looking for: Some challenges to game preservation,” Presented at at Digital Games Research Association Conference 2019 workshop, “Meta-data in game studies”‘: Ritsumeikan University: Kyoto, Japan.

Aarseth, E., Garbarczyck, P. (2019) “Game Analysis Workshop,” Workshop hosted at Digital Games Research Association Conference 2019. Ritsumeikan University: Kyoto, Japan.

Aarseth, E., Blom, J., Garbarczyck, P. (2019) “Strategies for Unlocking Content in Nintendo Franchises,” Presented at Digital Games Research Association Conference 2019. Ritsumeikan University: Kyoto, Japan.

Aarseth, E., Garbarczyck, P. (2019) “Port or conversion? An ontological framework for classifying game versions,” Presented at Digital Games Research Association Conference 2019. Ritsumeikan University: Kyoto, Japan.

Blom, J., van Ommen, M., Barnabé, F., & Steinberg, M. (2019), Panel participant: “Japanese Role-Playing Games in the Ludo Mix: Paradigms, Practices, and Challenges,” at Digital Games Research Association Conference 2019. Ritsumeikan University: Kyoto, Japan.

Blom, J., (2019) “The Definition and Construction of Dynamic Game Characters in Digital Games,” Presented at Ropecon ’19: Helsinki, Finland.

Blom, J., (2019) “Characters, Avatars, and Kyara: Games in a Character Ecology,” Presented at Replaying Japan ’19: Kyoto, Japan.

Nielsen, R.K.L. (2019). ”De store spørgsmål om computerspil.” Talk with teachers and pedagogues at Skolen Sorte Hest. Copenhagen, Denmark.

June 2019

Nielsen, R.K.L. (2019). ”Computerspilsafhængighed.” Talk with psychologists. Lolland, Denmark.

April 2019

Aarseth, E. (2019). “Games and Reality”, XIV. Prague Interpretation Colloquium, Philosophical Institute of the Czechoslovac Academy of Sciences, 8-10: Prague, Czech Republic.

Houe, N. P. (2019). “Playing as the Monster: Towards a Typology of Monstrous Player-Characters in Computer Games.” Presented at Games Against Players. European Humanities University: Vilnius, Lithuania.

Nielsen, R.K.L. (2019). “Fortnite – En Enhjørning,” Presented at Mere om børn og unges litteratur: Copenhagen, Denmark.

Vozaru, M. (2019). “An Exploration of the Mechanical and Audio Visual Portrayal of Self-Harm in Video Games,” Games against Players – The 3rd international game studies conference in ludic violence: Vilnius, Lithuania.

March 2019

Aarseth, E. (2019). “Ludoforming,” Architectonics of Game Worlds, workshop, University of Cologne, 18-19: Cologne, Germany.

February 2019

Nielsen, R.K.L (2019) ”Fortnite paradokset.” Vejle bibliotek. Vejle, Denmark.

January 2019

Aarseth, E. (2019). “From games to titles and back again: the fluid ontology of game objects”. Keynote address at International Digital Game Preservation Symposium, Ritsumeikan University: Kyoto, Japan.

December 2018

Debus, M. (2018). “Game Studies Konzepte und Spieleanalyse,” Workshop Participant at JLU Gießen: Hesse, Germany.

November 2018

Blom, J.H., (2018). “The Manifestations of Characters in Games and Manga in the Media Mix”: Comics/Games: Aesthetic, Ludic, and Narrative Strategies, Hanover (Germany).

Nielsen, R.K.L. (2018). “Tanker & Bobler: Spil og Afhængighed,” Presented at Frederiksberg Hovedbibliotek: Frederiksberg, Denmark.

October 2018

Aarseth, E. (2018). “Game Research at ITU: Perspectives on the study of games and play”, Tencent HQ and intranet broadcast: Shenzhen, China.

Aarseth, E. (2018). “Studying Games: Methodological Challenges from a Humanities Perspective.” Keynote address at Annual Conference on Digital Media Studies (DMS’18), Beijing Normal University: Beijing, China.

Nielsen, R.K.L. (2018). “Er der Egentilg Grund Til Bekymring? – Et Forskningbaseret Perspektiv på Computerspilsafhængighed,” Presented at Herning Bibliotekerne: Herning, Denmark.

August 2018

Aarseth, E., (2018). “Structural Evil? Locating violence between mechanics and representation in war games” Culture and Violent Conflict Workshop, Peace Research Institute Oslo (PRIO), August 27th, 2018.

Grabarczyk, P., (2018), From Rogue to lootboxes: two faces of randomness in computer games. Presented at Philosophy of Computer Games 2018, IT University of Copenhagen: Copenhagen, Denmark.

July 2018:

Aarseth, E. & Grabarczyk P., “An Ontological Meta-Model for Game Research,” Presented at Digital Games Research Association Conference Proceedings 2018 – Università di Torino: Turin Italy.

Grabarczyk, P. & Aarseth E., “Port or conversion? An ontological framework for classifying game versions,” Presented at Digital Games Research Association Conference Proceedings 2018 – Università di Torino: Turin Italy.

Debus, M. S. (2018). “Playing with Style: Implied Playstyles as an Analysis Tool for Player Behavior and Metagame Emergence,” Presented at Digital Games Research Association Conference Proceedings 2018 – Università di Torino: Turin Italy.

Jørgensen, IKH, Gualeni, S., Möring, S., and Vella, D. (2018). Panel Participant: “Existential-Phenomenological Approaches to Game Worlds,” at Digital Games Research Association Conference Proceedings 2018 – Università di Torino: Turin, Italy.

June 2018

Aarseth, E. (2018). “Against Gamification: Unmasking the rhetoric of a current fad,” Presented at Current Perspectives in Game Studies Seminar, Spring/Summer 2018: Hong Kong.

Aarseth, E. (2018). “Novel Experiences: Massive Singleplayer Games as a Literary Genre.” Video Games and Literature: Beyond Stereotypes. University of St. Andrews: St Andrews, Scotland.

Blom, J.H. (2018). “What are Game Characters?”: Ritsumeikan University, Kyoto (Japan).

Garbarczyck, P. (2018). “Lootboxes everywhere – gamification through random mechanism rewards,” Presented at Current Perspectives in Game Studies, Spring/Summer 2018: Hong Kong.

Houe, N. P. “Playing as an Other: Towards a Theoretical Framework for Empathy Analysis of Videogames,” Presented at Current Perspectives in Game Studies Seminar, Spring/Summer 2018: Hong Kong.

May 2018

Aarseth, E. (2018). “Ludo-Hermeneutics: Structure, Sign and Play in the Study of Games.” Keynote address at Interpretation Today, Tilburg University: Tilberg, The Netherlands.

Aarseth, E. (2018). “Making Sense of Games and Narrative.” Keynote address at Gaming and the Arts of Storytelling – Abertay University: Dundee, Australia.

Aarseth, E. (2018). “Mechanics as Semantics?– The Problem with the Notion of Procedural Rhetoric” UCSC: Santa Cruz, California.

Blom, J.H., (2018). “Movement in the Media Mix: The Embodiment of Characters in Games and Manga,” Presented at Mechademia 2018: Kyoto, Japan

Blom, J.H., Andlauer, L., Barnabé, F., Mukae, S. (2018). Panel Participant: “Character Construction in Visual Novels as Ergodic Literature,” Presented at Mechademia 2018: Kyoto (Japan).

Nielsen, R.K.L. (2018) ”What’s the problem in problem gaming?” University of Copenhagen. Copenhagen, Denmark.

April 2018

Garbarczyck, P. Karhulahti, M. (2018). “History of Videogame Making from the Viewpoint of Local Multiplayer Design”, Presented at Making Games, The 14th Game Research Lab Spring Seminar, University of Tampere: Tampere, Finland.

Nielsen, R.K.L. (2017). “Hvorfor er det Vigtigt At Kunne Tale om Computerspil? Vold, Afhængighed og Digitale Spil,” Presented at Vallensbæk Kultur – og Borgerhus: Vallensbæk Strand, Denmark.

Nielsen, R.K.L. (2017). “Kan Man Blive Professor i Computerspil? – Spilforskning på IT- Universitet i København,” Presented at eGaming Conference: Gladsaxe, Denmark.

November 2017

Nielsen, R.K.L. (2017). “Hoby or Habbit? — Does game Addiction Exist?,” Presented at 8th Clash of Realities Conference 2017: Cologne, Germany.

October 2017

Aarseth, E. (2017). “The Film/Game Discontinuum: Making Sense of Entertainment Across Media” Cologne Game Lab and Cologne Film Festival: Cologne, Germany.

Aarseth, E. (2017). “Game Studies – between media panics and digital humanities?” DARIAH Nordic Hub Workshop, NTNU: Trondheim, Norway.

Debus, M. S. (2017). “Getting Lost Through Navigation,” Presented at Games and Literary Theory Conference 2017: Montreal, Canada.

Jørgensen, IKH. (2017). Participant in Forskerpraktik 2017, Research ‘traineeship’ for high school students. Nørre Gymnasium and Christianshavn Gymnasium: Copenhagen, Denmark.

Blom, J.H. (2017). Frames of Knowledge: Player and Playable Figure. Paper presented at Games and Literary Theory 2017: Montreal, Canada.

Blom, J.H., Ida K. H. Jørgensen (2017). Polyphonic Representation in Game Narratives. Paper presented at Games and Literary Theory 2017: Montreal, Canada.

September 2017

Aarseth, E., Garbarczyck, P. (2017). “The Death of a Game Genre”, Presented at CEEGS 2017: Trnava, Prague.

Aarseth, E., Garbarczyck, P. (2017). “Ultra-games, games and infra-games: what are we looking at when we address games?”, Presented at CEEGS 2017: Trnava, Prague.

Debus M. S., Krawczyk, S., Garda M. B. (2017). “The Reflexive Turn? An Overview of Recent Debates on the Status of Game Studies”, Presented at CEEGS 2017: Trnava, Prague.

Garbarczyck, P (2017). “Blast from the past: how forgotten mechanics shape VR games?”, Presented at CEEGS 2017: Trnava, Prague.

Nielsen, R.K.L. (2017). Panel Discussion: “Social Media Week Rome: ESports Panel Debate,” Presented at Social Media Week: Rome, Italy.

August 2017

Aarseth, E., and Blom, J.H., (2017). “Replaying Minecraft? Sandbox Building Meets Action JRPGS,” Presented in Replaying Japan: Rochester, New York.

Blom, J.H. (2017). “Characters as Gateways to the Game World,” Presented in Replaying Japan: Rochester, New York.

July 2017

Aarseth E., Blom, J., Debus, M., Grabarczyk, P., Jørgensen, IKH., Nielsen, RKL. (2017). Panel Participant: “A large Scale Games Studies Research Program,” Presented at Digital Games Research Association Conference 2017: Melbourne, Australia.

Aarseth, E. (2017). “Narrative, Quests and Games” Ritsumeikan University: Kyoto, Japan.

Blom, J.H., (2017). “Understanding Games through a Character-World Framework,” Presented at Digital Games Research Association Conference 2017: Melbourne, Australia.

Debus, M. S. (2017). “Classifying Classifications: A Meta-Perspective on Game Classifications,” Presented at Digital Games Research Association Conference 2017: Melbourne, Australia.

Debus, M. S. & Grabarczyk, P. (2017). “What’s important to a game? Adding a Hierarchy to the Cybermedia Model,” Presented at Digital Games Research Association Conference 2017: Melbourne, Australia.

Debus, M & Jørgensen, IKH. (2017). “Zombies, aliens, monsters, and slime: Making sense of the mess through a taxonomy of non-human representations in games,” Presented at Digital Games Research Association Conference 2017: Melbourne, Australia.

Jørgensen IKH. (2017). “A game is a game is a game.” Presented at Digital Games Research Association Conference 2017: Melbourne, Australia.

Jørgensen IKH. (2017). “Adaptations in Play: Strategies of Adaptations in Digital and Non-digital Games,” Presented at the Boardgame Studies Round Table Workshop @Digital Games Research Association Conference 2017: Melbourne, Australia.

Nielsen, R.K.L., and Blom, J.H. (2017). “Crimes Against Pokémon GO: Why Dopamine Does Not Explain the Pleasure of Video Games,” Presented at Digital Games Research Association Conference 2017: Melbourne, Australia.

Nielsen, R.K.L. (2017). “The Problematic Coexistence of ‘Internet Gaming Disorder’ and ESports,” Presented at Foundations of Digital Games, Hyannis, Massachusetts.

Nielsen, R.K.L. (2017). “What would a smart person do? An essay on the perplexing experience of researching something that one does not belief to exist,” Presented at Games Research Methods Symposium – University of Sydney: Sydney Australia.

June 2017

Aarseth, E., Grabarczyk, P., (2017),”When does a game lose its identity? A critical analysis of the notion of a “game port””, DiGRA 2017: Melbourne, Australia.

Nielsen, R.K.L, (2017). “What is Theory,” Presented at City University of Hong Kong.

May 2017

Aarseth, E. (2017). “Does Senet Still Exist? The Ontology of a Game without Rules,” Presented at Boardgame Studies Colloquium XX, University of Copenhagen: Copenhagen, Denmark.

Aarseth, E. (2017). “Ludo-Literacy, Or, The complex cultural objects and practices we for some reason call games.” Keynote address at Cultural Literacy in Europe: Second Biennial Conference: Warsaw, Poland.

Jørgensen, I.K.H. (2017). “Adaptations in Play: Strategies of Adaptation in Digital and Non-digital games,” Presented at Boardgame Studied Colloquium XX, University of Copenhagen: Copenhagen, Denmark

April 2017

Aarseth, E. (2017). “Game Research at ITU: Achievements, Goals, and Grand Challenges” Inaugural (professorship) lecture, IT University of Copenhagen: Copenhagen, Denmark.

Blom, J. & Jørgensen, I.K.H. (2017). “Humor and Satire in the Garbage Guides,” Presented at Spectating Play – 13th Annual Game Research Lab Spring Seminar, Tampere University: Tampere, Finland.

March 2017

Aarseth, E. (2017). “Forskning på spill: avant-garde kultur, digital hjernetrim, eller voldsopium for folket?” Stortingsmeldingen om humaniora – pressekonferanse og symposium, University of Oslo: Oslo, Norway.

Nielsen, R.K.L. (2017). Talk at NGO Center for Ludomani lecture. Copenhagen, Denmark.

January 2017

Aarseth, E. (2017). “Brave New Game Worlds: Ludoformed vs documentary ludic chronotopes”, Matters of Construction: International seminar on world-building in video games. University of Wrocław: Wrocław, Poland.

November 2016

Aarseth, E. (2016). “The Game Studies Diaspora: how to study games in 2020,” Game Studies and the Philosophy of Games seminar, University of Bergen: Bergen, Norway.