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BEGIN:VEVENT
DTSTART;VALUE=DATE:20220420
DTEND;VALUE=DATE:20220424
DTSTAMP:20260502T220833
CREATED:20211011T185321Z
LAST-MODIFIED:20220419T144213Z
UID:774-1650412800-1650758399@blogit.itu.dk
SUMMARY:Game Analysis Perspectives (GAP)
DESCRIPTION:Call for Papers\nConference and Special Issue of Game Studies\nCopenhagen\, April 20–23rd\, 2022\n \nThe Game Studies journal and the Making Sense of Games (MSG) project invite research contributions to a double-blind peer-review\, single-track conference on the theories\, methods and practices of game analysis. The conference is hosted by the Center for Computer Games Research at the IT University of Copenhagen in April\, 2022. We invite full papers and extended abstracts. \nThe ten best peer-rated full papers will be published in the journal and will have one presenting author’s travel expenses each covered by the conference. \nPlease see the updated conference page for a full program\, information about the venue\, and other relevant information. \nWhat is game analysis?\nGame analysis is the backbone of the field of game studies. Despite this\, game analysis is seldom articulated as an actual skill that should be practiced with thought and care. While most researchers indeed analyze games\, and there is no shortage of analytical frameworks\, there are few good actual methodologies on the subject. The result of this lack is\, at best\, that game analysis becomes tacit knowledge that researchers can practice but not describe\, therefore making it difficult for students and newcomers to enter the field\, and at worst\, that game analysis becomes an inadvertent and unreflected practice leading to poor research. \nDeveloping good practices for game analysis faces ontological\, epistemological\, and methodological challenges. First\, games are complex phenomena that can be approached in numerous ways\, as Lankoski and Björk’s (2015) collection of game research methods makes evident. Indeed\, while the field of game studies may share a common object of study on a colloquial level\, upon closer look\, existing game analyses frame their object of study as differently as formal structures (Zagal et al.\, 2007)\, media (Babecki\, 2018)\, culturally encoded objects (Consalvo & Dutton\, 2006; Flanagan\, 2009)\, texts (Fernández-Vara\, 2019; Carr\, 2019)\, social artifacts (Malaby\, 2007)\, and playable artifacts (Leino\, 2012) to name only a few examples. These various framings not only focus on different aspects of games but carry with them distinct epistemological assumptions. Second\, game analysis is further complicated by the active role of the analyst who often\, but not always\, takes part\, not only as an interpreting participant\, but also more concretely as an operator of the game whose choices make a material difference on the object of analysis. Third\, games have proved to lend themselves well to multi-disciplinary research\, and as Aarseth (2015) points out\, game studies is a field with no common set of methods. Beyond the usual divide between quantitative and qualitative research\, scholars have applied different methodologies such as grounded-theory inspired inquiries onto games (e.g.\, Zagal et al.\, 2007)\, as well as more hermeneutics-oriented ‘playing research’ (Aarseth\, 2003; Leino\, 2012). Deterding (2017) has called on scholars to genuinely embrace this interdisciplinarity of games studies by exploring novel couplings between theory and method. How this translates into game analysis remains to be seen. \nWhile the lack of common methods may be a premise and a productive force to the analysis of games\, it calls for methodological transparency and asks game scholars to consider and explore the presumptions\, purpose\, and limitations of their analytical approaches. Beyond this\, game analysis also raises more practical concerns: What data from the game should be gathered and how? How do we account for the researcher’s choices of manipulation and interpretive horizon? How do we make sense of game data and arrive at sound analyses and interpretations? Given that our access to a game is partial\, when have we gathered and analyzed sufficient parts of the game? \nTo explore these issues and more\, the organizing committee invites submissions on topics including\, but not limited to: \n\nThe role of analysis in game research.\nThe function of theory in game analysis.\nExamples and discussions of successful analyses.\nMeta-methodologies for game analysis.\nThe relation between analysis and criticism.\nThe framings of games in analysis models.\nThe limits of game analysis.\nPractical as well as theoretical considerations in game analysis.\nHarnessing analysis methods from other fields.\nThe role of game genre in analysis.\n\nSubmissions will be selected based on their quality and relevance to the topic of game analysis. As full-paper submissions will also be considered for publication in Game Studies\, we encourage authors to check past issues of the journal to have a clearer idea about what we are looking for. \nAbout the conference and venue\nThe conference will be held in Copenhagen. It is funded by the European Research Council through the ERC AdG project Making Sense of Games (MSG) and supported by the IT University of Copenhagen. Attendance will be free of charge for the public and authors. Lunches and the conference dinner will be free for presenters and up to two co-authors. One author from each of the accepted full-paper submissions will have their traveling expenses – including transportation and accommodation – covered by the organizers. \nMore details to follow on this web page. \nSubmission guidelines\nFull paper submissions should be max. 8000 words (excluding references) and adhere to the submission guidelines of Game Studies – The international journal for computer games research. \nExtended abstracts should be between 800-1500 words (excluding references). \nBoth full papers and extended abstracts will undergo double-blind peer-review and should be fully anonymized (no reference to the personal information of the authors or their previous works). Submissions that are not anonymized will not be considered for review. \nAuthors cannot submit more than one paper or extended abstract as main author and presenter\, but may co-author as many full papers and extended abstracts as they please. \nIf an author has submitted more than one full paper/extended abstract\, only the first submission will be reviewed. \nOnly full papers will be considered for publication in Game Studies. Full papers that are not selected for the special issue could still be accepted for presentation\, if there is room in the conference schedule. Only the abstracts will be published on the conference website. \nPlease send your submissions to GAP22SUB@gmail.com. \nImportant dates\nSubmission opens: January 5th. \nSubmission deadline: January 15th. \nAccepts/rejects sent: March 1st. \nJournal publication: To coincide with the conference starting date. Both extended abstracts and full paper abstracts will be published on the conference website. \nDeadlines are based on the Anywhere on Earth (AoE) timezone. \nAcknowledgment\nThis conference is made possible by the European Research Council (ERC) under the European Union’s H2020 ERC-ADG program (grant agreement No 695528). \nOrganizing committee and contact details\nConference Chair: Espen Aarseth\, IT University of Copenhagen \nProgram Chair: Ida K.H. Jørgensen\, IT University of Copenhagen \nSpecial issue editors: Aarseth and Jørgensen \nConference Logistics Chair and Special Issue Editorial Assistant: Frederik Bakkerud\, IT University of Copenhagen \nFor inquiries about the conference and the special issue\, please contact Bakkerud at bakk@itu.dk. \nReferences\nAarseth\, E. (2003). Playing Research: Methodological approaches to game analysis. Proceedings of the Digital Arts and Culture Conference (pp. 28–29). \nAarseth\, E. (2015). Meta-Game Studies. Game Studies\, 15(1). \nBabecki\, M. (2018). Digital games as a research subject in the discipline of media science. Media Studies\, 72(1). \nCarr\, D. (2019). Methodology\, Representation\, and Games. Games and Culture\, 14(7–8). \nConsalvo\, M.\, & Dutton\, N. (2006). Game analysis: Developing a methodological toolkit for the qualitative study of games. Game Studies\, 6(1). \nDeterding\, S. (2017). The Pyrrhic Victory of Game Studies: Assessing the Past\, Present\, and Future of Interdisciplinary Game Research. Games and Culture\, 12(6)\, 521–543. \nFernández-Vara\, C. (2019). Introduction to Game Analysis. Routledge. \nFlanagan\, M. (2009). Critical Play: Radical Game Design. MIT press. \n‪Lankoski\, P.\, & Björk\, S. (Eds.). (2015). Game Research Methods: An Overview. ETC Press. \nLeino\, O.T. (2012). Death Loop as a Feature. Game Studies\, 12(2). \nMalaby\, T.M. (2007). Beyond Play: A New Approach to Games. Games and Culture\, 2(2). \nZagal\, J.P.\, Mateas\, M.\, Fernández-Vara\, C.\, Hochhalter\, B.\, & Lichti\, N. (2007). Towards an Ontological Language for Game Analysis. In S. de Castell\, & J. Jenson (Eds.)\, Worlds in Play: International Perspectives on Digital Games Research (pp. 21-36).
URL:https://blogit.itu.dk/msgproject/event/gap-2022/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Auditorium 3\, Copenhagen\, S Copenhagen\, 2300\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;VALUE=DATE:20220419
DTEND;VALUE=DATE:20220421
DTSTAMP:20260502T220833
CREATED:20220425T170048Z
LAST-MODIFIED:20220425T171656Z
UID:913-1650326400-1650499199@blogit.itu.dk
SUMMARY:Hermeneutics of games and play seminar
DESCRIPTION:In the study of games\, hermeneutics has long been recognized as an important theoretical perspective through which to understand the interpretation of games. That said\, there is no consensus on the role of hermeneutic interpretation in playing games\, and game scholars (e.g.\, Aarseth 2003\, Aarseth and Möring 2020\, Arjoranta 2011\, Arsenault and Perron 2008\, Karhulahti 2012\, Kłosiński 2018\, 2021\, Leino 2012\, Majkowski 2017\, Martin 2019\, Möring 2013\, Salin 2018) have applied several existing hermeneutic approaches and theories to different aspects of games\, play\, and player (implied or actual). \nTherefore\, the time is right to evaluate the state of the art with regard to the hermeneutics of games and play and consider unresolved issues and questions yet to be asked. Is there a ‘ludo-hermeneutics’ and if so\, what does it look like? If not\, could such a theory be synthesized from existing research\, and do we need one altogether? In continuation\, what is the object of existing or future ludo-hermeneutics? Is it the game\, objects\, or events within the game\, or perhaps the player or the playing practice? Can hermeneutic analysis of games be used to understand other domains of knowledge\, such as simulations and virtual worlds? Given Wittgenstein’s account of games as phenomena with family resemblances\, is it even possible to imagine one unifying hermeneutic of games\, or do we need multiple? What is the role of media and technology in ludo-hermeneutics? How can ludo-hermeneutics be employed in practical game analysis or applied in critical theory of games? Finally\, while game scholars often engage the hermeneutics of Heidegger (2010) and Gadamer (2013)\, is there anything to be gained from bringing other approaches into the discussion such as critical hermeneutics (Roberge 2011; Thompson 1981)\, material hermeneutics (e.g.\, Verbeek 2021) as well as feminist (e.g.\, Code 2003; Warnke 1993) or Marxist (e.g.\, Jameson 2015) approaches? \nWith this seminar\, we wish to bring together scholars working with hermeneutic perspectives on games and play\, with the purpose of exploring common grounds\, differences\, and future directions. As we intend to foster in-depth peer discussion\, this will be a closed seminar with a limited number of participants. Participants are invited to submit position papers\, each of which will be given half an hour for presentation and half an hour for subsequent discussion. It is our aim that these position papers will later be published in an anthology of game hermeneutics. \nThe seminar is organized by Ida Jørgensen and Espen Aarseth in connection with the ERC Horizon 2020 research project Making Sense of Games. \nProgram:\nTuesday\, April 19th\n10.30-11.00: Welcome and Introductions. \n11.00-11.45: Presentation by Olli Leino “Existential Hermeneutics for Games Played by Other People” \n11.45-12.30: Presentation by Jonne Arjoranta “Is there one hermeneutics of games or many?” \n12.30-13.30: Lunch and Coffee \n13.30-14.15: Presentation by Sebastian Möring “Game Hermeneutics” \n14.15-15.00: Presentation by Alexey Salin “The Act of Playing” \n15.00-15.15: Coffee break \n15.15-16.00: Presentation by Michał Kłosiński “The threefold structure of digital game hermeneutics” \n16.00-16.45: Presentation by Nele van de Mosselaer “On the Significance and Meaning of Games as Intentional-Communicative Artefacts” \n  \nWednesday\, April 20th\n10.00-10.45: Presentation by Paul Martin “Interpretants in digital games” \n10.45-11.30: Presentation by Hans-Joachim Backe “The Superstructure of Hermeneutic Games” \n11.30-12.15: Presentation by Tomasz Majkowski “Faith-Based Suspicion” \n12.15-13.15: Lunch and coffee \n13.15-14.00: Presentation by Veli-Matti Karhulathi “Justify Game Hermeneutics” \n14.00-14.45: Presentation by Ida Jørgensen “Why hermeneutics (should) matter in studies of gender in games” \n14.45-15.00: Coffee break \n15.00-15.45: Presentation by Alexandra Prokopek “Avant-Garde and Non-organic Digital Games” \n15.45-16.30: Presentation by Espen Aarseth “ The games that stare at players: Player hermeneutics in intrinsic-evaluation games” \n16.30-17.00: Concluding discussion and closing remarks.  \n 
URL:https://blogit.itu.dk/msgproject/event/hermeneutics-of-games-and-play-seminar/
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20191206T140000
DTEND;TZID=UTC:20191206T160000
DTSTAMP:20260502T220833
CREATED:20200908T041658Z
LAST-MODIFIED:20200908T041734Z
UID:668-1575640800-1575648000@blogit.itu.dk
SUMMARY:Talk: Fanny Barnabé on video game tutorials
DESCRIPTION:This talk will present the results of an ongoing research on video game tutorials\, studied from a narratological and rhetorical perspective. Although being a widespread feature of video games\, tutorials have been little studied in the field of game studies so far. The few research works on that topic address it indirectly\, either as a game design issue (how to design a good tutorial?) or as an illustration of a broader problem (educational sciences\, especially\, find interest in video games’ “tutorial strategies”). These studies have surely laid a solid foundation for future research\, but none of them developed a systematic approach of tutorials or a theoretical framework able to map their ludo-narrative properties. Yet\, since learning video game rules is done through experimentation\, is integrated into the playing activity (or even into the narrative) and is often the first interaction that the player has with the game world\, tutorials constitute a node where many central issues for the understanding of video games are concentrated.\nThe research presented in this talk takes as a starting point a database of video game tutorials that I am currently building and exploiting following the method of correspondence analysis. I will show how this database can be used as a descriptive tool to determine the broad lines of opposition that differentiate categories of tutorials. In a second step\, I will approach the diegetic ambiguity of tutorials through the analysis of a sub-corpus of games using characters to convey the instructions to the player. In tutorials\, indeed\, the game addresses directly the player through hybrid expressions\, mixing references to the fictional world and to the player’s empirical gesture (such as “press B to run”). The integration of these user instructions in the game world implies\, in other words\, the production of many metalepses (Genette\, 2004) and mises en abyme – metadiscursive processes thus instituted into narrative conventions in video games. For these reasons\, these passages represent an ideal gateway to study the “narrativization” mechanisms of rules and the construction of video game characters.\n \nBIO\nFanny Barnabé is an FNRS Postdoctoral Researcher at the University of Liège (Belgium) and a member of the Liège Game Lab. Her research focuses on video game narration (to which she devoted the book Narration and Video Game: For an Exploration of Fictional Universes)\, on the different forms of détournement (or remix) of video games (topic of her PhD dissertation) and on video game tutorials. She also studied video game paratext during a one-year research stay at the Ritsumeikan Center for Game Studies in Kyoto (Japan)\, under the supervision of Professor Hiroshi Yoshida.\n \n 
URL:https://blogit.itu.dk/msgproject/event/talk-fanny-barnabe-on-video-game-tutorials/
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=Europe/Paris:20191031T103000
DTEND;TZID=Europe/Paris:20191101T150000
DTSTAMP:20260502T220833
CREATED:20191118T231351Z
LAST-MODIFIED:20191119T092017Z
UID:603-1572517800-1572620400@blogit.itu.dk
SUMMARY:Character Seminar 2019
DESCRIPTION:Event Description\nITU Copenhagen and the ERC Making Sense of Games research project are proud to host their first Character Seminar. The aim of the Character Seminar is to take preliminary steps towards a general field of character studies. While the focus of the MSG project is on characters in games\, the Character Seminar aims for a more generalized perspective. The seminar examines characters from many different cultural genres\, including games\, literature\, television\, film\, comics\, historiography\, news\, sports\, and more. A host of cross-disciplinary experts researching characters are invited to participate\, including Susana Tosca (Roskilde University)\, Lukas R. A. Wilde (Tübingen University)\, Joleen Blom (IT University of Copenhagen)\, Hans-Joachim Backe (IT University of Copenhagen)\, Jan-Noël Thon (University of Bergen)\, Paolo Bertetti (University of Siena)\, Fredrik Breien (University of Bergen)\, Nicolle Lamerichs (Utrecht University)\, James Phelan (Ohio State University)\, Ida Broni Christensen (IT University of Copenhagen)\, and Espen Aarseth (IT University of Copenhagen). \nProgram\nThursday October 31st\n10:30 – 11:00\nOPENING \n11:00 – 12:00\nSESSION 1 \nSusana Tosca\n“The many faces of Toshizō Hijikata.\nA performative transmedial character in Hakuoki fan fiction” \nLukas R.A. Wilde\n“Interacting with Mascot Characters:\nFrom Representation to Assemblage Theory” \n12:00 – 13:00 – Lunch \n13:00 – 14:00\nSESSION 2 \nJoleen Blom\n“The Construction of Game Characters” \nHans-Joachim Backe\n“Horsemen\, Spacemen\, and Cavemen\nOn Composite Avatars” \n14:00 – 14:30 – Break \n14:30 – 15:30\nSESSION 3 \nJan-Noël Thon\n“Transmedia Figures/Transmedia Characters:\nDrawing Distinctions and Staging Re-Entries” \nPaolo Bertetti\n“The contribution of Semiotics to a transmedia theory of Character” \nFriday November 1st \n11:00 – 12:00\nSESSION 4 \nFredrik Sundt Breien\n“Testing and Evaluating a Ludo-Narrative Design Process\nto Optimize Positive Effects from Narratives\nin Digital Game-Based Learning” \nNicolle Lamerichs\n“Feelings and Characters:\nA Framework for Affective Reception and Play” \n12:00 – 13:00 – Lunch \n13:00 – 14:00\nSESSION 5 \nJames Phelan\n“Character as Rhetorical Resource:\nMimetic\, Thematic\, and Synthetic in Fiction and Non-Fiction” \nIda Broni Christensen\n” ”Right-Hand Pixels”:\nControlling Companion Characters\nin Single-Player\, Quest-Based Videogames” \n14:00 – 14:30 – Break \n14:30 – 15:00\nSESSION 6 \nEspen Aarseth\n“Characters without Signifiers”15:00 \nCLOSING REMARKS
URL:https://blogit.itu.dk/msgproject/event/character-seminar-2019/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Copenhagen\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=Europe/Helsinki:20190911T170000
DTEND;TZID=Europe/Helsinki:20190911T190000
DTSTAMP:20260502T220833
CREATED:20190911T102033Z
LAST-MODIFIED:20190911T102033Z
UID:590-1568221200-1568228400@blogit.itu.dk
SUMMARY:Computerspil: Problem eller nyskabende kultur?
DESCRIPTION:Digitale spil er en fast del af medie- og kulturlivet\, men vækker også bekymringer om afhængighed og moralsk forfald. Bliv klogere på\, hvad forskningen viser om computerspil\, når IT-Universitetet inviterer til et gratis og åbent arrangement om spillenes betydning for samfundet onsdag d. 11. september kl. 17-19. \nEngang var det rockmusik\, tegneserier og film – i dag er computerspil den mest udskældte og omdiskuterede kulturelle genre. For selvom hver anden dansker jævnligt spiller digitale spil\, bliver spillene ofte stadig set som noget negativt eller endda farligt. \nMen hvad er egentlig computerspillenes rolle i vores samfund? Hvad er de vigtigste tendenser inden for spil lige nu\, og hvordan påvirker spillene mennesker og kultur på godt og ondt? \nKom og hør om spil anno 2019 på IT-Universitetet\, hvor du i fire korte oplæg får præsenteret den nyeste forskning inden for samfund\, køn\, afhængighed og det gode liv i forhold til digitale spil: \n∙ SPILLENES BETYDNING FOR SAMFUNDSUDVIKLINGEN\nv. Espen Aarseth\, professor på IT-Universitetet \nSpil er avantgarde i forhold til mainstreamkulturen. Hør\, hvordan spil gennem tiden har været på forkant med og formet den teknologiske og kulturelle udvikling. \n∙ MERE END AFHÆNGIGHED – FORRETNINGSMODELLER OG SOCIALE DYNAMIKKER I DIGITALE SPIL\nv. Rune Kristian Lundedal Nielsen\, adjunkt\, IT-Universitetet \nWHO vil gøre computerspilafhængighed til en officiel diagnose. Forskningen viser dog\, at afhængighed ikke nødvendigvis er årsagen til\, at nogle spiller meget. Computerspil handler for mange om fællesskab og socialt samvær – og det udnytter spilproducenterne til at skabe profit. \n∙ COMPUTERSPIL SOM KØNSPOLITISK KAMPPLADS\nv. Ida Kathrine Hammeleff Jørgensen\, ph.d.-studerende\, IT-Universitetet \nMange forbinder computerspil med hårdtpumpede muskelmænd og barmfagre sexobjekter. Derfor er det heller ikke overraskende\, at spil er genstand for en kønspolitisk debat\, hvor fronterne er trukket skarpt op. Bliv klogere på debatten om kønsfremstilling i computerspil. \n∙ COMPUTERSPIL OG DET GODE LIV\nv. Miguel Sicart\, lektor\, IT-Universitetet \nHvilken rolle har digitale spil i jagten på det gode liv? Den nye opmærksomhedsøkonomi kræver en ny form for dannelse\, hvis vi vil undgå selv at blive til produkter. \nEfterfølgende vil der være debat og uddybning af oplæggene modereret af ordstyrer Thomas Vigild\, leder af linjen for Spiludvikling på Vallekilde Højskole og mangeårig spilformidler. \nTilmeld dig arrangementet her: https://www.eventbrite.com/e/computerspil-problem-eller-nyskabende-kultur-registration-68256397723 \nOBS: Vi forbeholder os ret til at tage et no-show fee på 250 kr. ved manglende afbud senest 24 timer før arrangementet.
URL:https://blogit.itu.dk/msgproject/event/computerspil-problem-eller-nyskabende-kultur/
LOCATION:Auditorium 1\, IT University of Copenhagen\, Rued Langgaards Vej 7\, Copenahgen\, 2300\, Denmark
ORGANIZER;CN="Miruna Vozaru":MAILTO:mivo@itu.dk
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=Europe/Helsinki:20190910T160000
DTEND;TZID=Europe/Helsinki:20190910T180000
DTSTAMP:20260502T220833
CREATED:20190910T075333Z
LAST-MODIFIED:20190910T075333Z
UID:585-1568131200-1568138400@blogit.itu.dk
SUMMARY:Talk: Warren Sack - The Software Arts
DESCRIPTION:The Center for Computer Games Research invites you to a talk by Warren Sack on Tuesday\, the 10th of September\, at 16:00 in Auditorium 3. \nThe subject of Warren Sack’s talk will be The Software Arts\, a book recently published in the MIT Press “Software Studies” series. Sack offers an alternative history of software that traces its roots to the step-by-step descriptions of how things were made in the workshops of eighteenth-century artists and artisans. He illustrates how software was born of a coupling of the liberal arts and the mechanical arts and argues that the arts are at the heart of computing. The Software Arts is an invitation to artists and humanists to see how their ideas are already at the very center of software; and an invitation to computer scientists to envision how they are artists and humanists too. \nWarren Sack is a media theorist\, software designer\, and artist whose work explores theories and designs for online public space and public discussion. He is Chair and Professor of Film + Digital Media at the University of California\, Santa Cruz where he teaches digital arts and digital studies. He has been a visiting professor in France at Sciences Po\, the Fondation Maison des sciences de l’homme\, and Télécom ParisTech. His artwork has been exhibited by SFMoMA (San Francisco)\, the Whitney Museum of American Art (New York)\, the New Museum of Contemporary Art (New York)\, the Walker Art Center (Minneapolis)\, and the ZKM (Karlsruhe\, Germany). His scholarship and research has been supported by the Paris Institute for Advanced Study\, the American Council of Learned Societies\, the Sunlight Foundation\, and the National Science Foundation. Warren received his PhD from the MIT Media Lab and was an undergraduate at Yale College.
URL:https://blogit.itu.dk/msgproject/event/talk-warren-sack-the-software-arts/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Auditorium 3\, Copenhagen\, S Copenhagen\, 2300\, Denmark
ORGANIZER;CN="Miruna Vozaru":MAILTO:mivo@itu.dk
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=Europe/Helsinki:20190625T150000
DTEND;TZID=Europe/Helsinki:20190625T170000
DTSTAMP:20260502T220833
CREATED:20190910T075714Z
LAST-MODIFIED:20190910T075714Z
UID:588-1561474800-1561482000@blogit.itu.dk
SUMMARY:B. Perron talk-J. Henriot: Ace of Heart of French Play Studies
DESCRIPTION:The Center for Computer Games Research invites you to a talk by Bernard Perron on Tuesday\, the 25th of June\, at 15:00 in Aud 3. \nBernard Perron is Full Professor of Cinema and Video Game at the University of Montreal\, Canada. He has written Silent Hill: The Terror Engine (2012) in the Landmark Video Games book series he is co-editing. He has edited Horror Video Games: Essays on the Fusion of Fear and Play (2009). Among others\, he has also co-edited The Video Game Theory Reader I (2003)\, The Routledge Companion to Video Games Studies (2014)\, and Video Games and the Mind: Essays on Cognition\, Affect and Emotions (2016). \nThe talk\, titled Jacques Henriot: the Ace of Heart of French Play Studies\, will explore the works of French philosopher Jacques Henriot\, who became in\, in 1983\, the founder of the first graduate program in the sciences of play at Université Paris 13. While his famous compatriot Roger Caillois has also dealt with the psychological attitudes needed to play a game\, this attitude was at the center of Henriot’s thoughts. For Henriot\, “playing” has always been more important than “game”. Although his two books “Le Jeu” (1969) and “Sous couleur de jouer: la métaphore ludique” (1989) are not translated\, he is a theoretician deserving to be known. \nThe talk will take place in Aud 3\, on the 25th of June\, at 15:00. \nHope to see you there!
URL:https://blogit.itu.dk/msgproject/event/b-perron-talk-j-henriot-ace-of-heart-of-french-play-studies/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Auditorium 3\, Copenhagen\, S Copenhagen\, 2300\, Denmark
ORGANIZER;CN="Miruna Vozaru":MAILTO:mivo@itu.dk
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=Europe/Helsinki:20190617T100000
DTEND;TZID=Europe/Helsinki:20190618T163000
DTSTAMP:20260502T220833
CREATED:20190521T105057Z
LAST-MODIFIED:20190521T105057Z
UID:505-1560765600-1560875400@blogit.itu.dk
SUMMARY:Seminar: The Triple-A Classroom - Using Commercial Games in School
DESCRIPTION:Seminar topic:\nWe know everyone plays games\, but what does it mean? And how do we equip students to critically think about the games they see and use in everyday life? Games are presently used in schools both at primary\, secondary and high school level – and teachers employ games in class as gamification of learning situations\, serious games designed for education\, game development teaching\, and as a general break from more traditional media. Yet there is little or no systemic focus on educating children and adolescents on how to engage critically with everyday commercial off-the-shelf (COTS) games in themselves as mediational resources. Games make a popular choice as learning resources\, and have proven to support knowledge acquisition with the right pedagogical guidance\, yet we need more knowledge on what methods we should apply to make the most of them. In this seminar\, we will look beyond the question of whether we should use games in school (we should) and focus specifically on how we use COTS video games to 1) teach game literacy\, in the sense of being able to critically understand and debate the meanings of games\, and 2) employ COTS video games as mediational resources in learning situations on par with literature and film. The seminar aims to identify core challenges that lie ahead\, and create a communication venue between academics and educational professionals who may possess different but mutually beneficial approaches to the topic. Starting off with a series of talks by renowned researchers\, the seminar will move on to a panel of teachers\, discussions in workshops\, finally rounding the event off with a discussion involving both educational professionals and the attending audience\, which will no doubt bring fresh insight on opportunities\, sustainable strategies\, and recommendations for future activities. \nSeminar objective:\nThis is a 2-day event primarily for teachers who work with (or anyone interested in working with) everyday games in school and high schools\, with a special focus on commercial games like Minecraft. The seminar (which is held as part of the ERC project Making Sense of Games) aims to create an open space of knowledge exchange in the area of game analysis and game-based teaching with commercial off-the-shelf (COTS) games\, bringing together game scholars (researchers) and educational professionals (teachers). The event will present state of the art research\, and participants will have the opportunity to contribute actively with real-life experiences and established practices. The seminar will be public and open for questions and comments to both researchers and educators. \nList of Speakers: \nThorkild Hanghøj \nJonas Linderoth \nEspen Aarseth \nRoger Dale Jones \nErik Ottar Jensen \nTobias Staaby \nRikke Magnussen \nTore Neergaard Kjellow \nThomas Vigild \nPreliminary Program:\nDAY 1 – June 17th\n10:00 – 10:30 Welcome and Coffee \n10:30 – 11:00 Introduction Espen Aarseth: “Teach about Games\, Don’t Gamify the Classroom” \n11:00 – 12:00 Keynote: Jonas Linderoth: “Game based learning vs game based instruction: The problem with (and solution to) commercial off-the-shelf games in education” \n12:00 – 12:40 Rikke Magnussen: “Games and collaboration between students and professionals” \n12:40 – 13:40 Lunch Break \n13:40 – 14:20 Roger Dale Jones: “Complexity\, Disinterest and Intimacy: Video Game Discourse in the EFL Classroom” \n14:20 – 15:00 Erik Ottar Jensen: “These numbers are a place! – Student development of mathematical concepts in games” \n15:00 – 15:15 Coffee \n15:15 – 15:55 Tobias Staaby: “Zombies in the classroom: On video games and dialogical teaching” \n15:55 – 16:55 Keynote Thorkild Hanghøj: “Writing About Commercial Games in Danish as a School Subject” \n16:55 – 17:00 Wrap-up \nDAY 2 – June 18th\n13:00 – 13:30 Tore Neergaard Kjellow: “Building competencies through games that are too hard: Why you should consider using games that your pupils don’t master (yet)\, and how to do it without crushing motivation” \n13:30 – 14:00 Thomas Vigild: “Play it\, don’t show it: How to use commercial board games for learning\, self-development and saving the world” \n14:00 – 14:15 Coffee \n14:15 – 16:15 Plenary Discussion: Teaching about Games or Teaching with Games \nJoint discussion with the audience on how to approach the topic of using games in school. How do we ensure that students have the necessary knowledge and understanding for engaging critically with video games? How can we teach critical game literacy skills? How do we motivate and prepare teachers for this task? Questions to… \n16:15 – 16:30 Conclusions\, Wrap-up \n(Description and programme may be subject to change.)\n  \nAbout the keynote speakers:\nThorkild Hanghøj \nPhD\, Professor at the Department of Communication\, Aalborg University \nThorkild Hanghøj is a leading Danish expert in the area of games and learning. He has a background in communication and learning design\, and his research explores their practical implementations of games and game literacy. He was the head of the project School at Play (sætskolenispil.dk) from 2015-2017\, which used digital games and game-based mechanics to strengthen social and technical inclusion in the Danish public school system. He is currently heading two projects. The first project is Game Journalism (spiljournalist.dk)\, which is about developing students’ multimodal literacies by producing game journalism and game guides. The second project is GBL21 (gbl21.aau.dk)\, which aims to develop students’ design competencies by designing and redesigning games in focusing on the subjects of Math\, Science and Danish. \nJonas Linderoth \nPh.D.\, Professor of Education at University of Gothenburg\, Sweeden\, at the Linnaeus Centre for Research on Learning\, Interaction and Mediated Communication in Contemporary Society (LinCS) \nJonas Linderoth holds a PhD in pedagogy since 2004. Since 2005 he has a permanent position as a senior lecturer at the department of education at the University of Gothenburg in Sweden and became a professor in 2014. His research interests concerns different aspects of digital games. He has previously worked with questions concerning games in education\, role-playing and immersion\, as well as issues surrounding high consumption of online games. Currently he is one of the editors for the Routledge volume Dark Side of Gameplay http://www.routledge.com/books/details/9781138827288/ \nFor more information\, write an email to ninp (at) itu.dk
URL:https://blogit.itu.dk/msgproject/event/seminar-the-triple-a-classroom-using-commercial-games-in-school/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Auditorium 3\, Copenhagen\, S Copenhagen\, 2300\, Denmark
ORGANIZER;CN="Nina Patricia Houe":MAILTO:ninp (at) itu.dk
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=Europe/Helsinki:20190520T150000
DTEND;TZID=Europe/Helsinki:20190520T163000
DTSTAMP:20260502T220833
CREATED:20190521T103723Z
LAST-MODIFIED:20190521T103723Z
UID:503-1558364400-1558369800@blogit.itu.dk
SUMMARY:Michael Mateas - Gemini: An Interlinked Model of Game Generation & Interpretation
DESCRIPTION:The Center for Computer Games Research invites you to a talk by Michael Mateas on Monday\, the 20th of May. \nMichael Mateas Michael Mateas is a Professor of Computational Media at University of California\, Santa Cruz\, where he helped launch the Computer Game Design degree\, the first of its kind in the UC system. His work explores artificial intelligence-based art and entertainment\, forging a new research discipline called Expressive AI. Michael Founded the Center for Games and Playable Media at UC Santa Cruz. Research interests include automated support for game generation\, automatic generation of autonomous character conversations\, story management\, and authoring tools for interactive storytelling. With Andrew Stern\, he created Façade\, an award-winning interactive drama that uses AI techniques to combine rich autonomous characters with interactive plot control\, creating the world’s first\, fully-produced\, real-time\, interactive story. Façade is available for free download at http://www.interactivestory.net/. Michael received his BS in Engineering Physics from the University of the Pacific (1989)\, his MS in Computer Science from Portland State University (1993)\, and his Ph.D. in Computer Science (2002) from Carnegie Mellon University. \n\nIn this talk\, Michael will discuss Gemini: An Interlinked Model of Game Generation and Interpretation. More about Gemini below: \nCurrent approaches to game generation don’t understand the games they generate. As a result\, even the most sophisticated systems in this regard\, e.g.\, Game-o-Matic\, betray this problem — generating games with goals that are at odds with their mechanics. We describe Gemini\, the first bidirectional game generation and analysis system. Gemini is able to take games as input\, perform a proceduralist reading of them\, and produce possible interpretations that the games might afford. It can also take a desired interpretation as input and generate games consistent with the desired reading. For Gemini\, we developed a game specification language capable of expressing a larger domain of games than is possible with VGDL\, the most widespread formal game representation.
URL:https://blogit.itu.dk/msgproject/event/michael-mateas-gemini-an-interlinked-model-of-game-generation-interpretation/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Auditorium 3\, Copenhagen\, S Copenhagen\, 2300\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=Asia/Shanghai:20190426T110000
DTEND;TZID=Asia/Shanghai:20190429T170000
DTSTAMP:20260502T220833
CREATED:20190425T182541Z
LAST-MODIFIED:20190425T182541Z
UID:399-1556276400-1556557200@blogit.itu.dk
SUMMARY:Current Perspectives in game studies
DESCRIPTION:Over the past few decades\, computer game studies has emerged from the niches of academia into the mainstream of the study of media and culture and today its scope encompasses a number of interdisciplinary perspectives. This seminar introduces contemporary viewpoints in game studies\, ranging from game hermeneutics to game ontology\, and from game cultures to gamification\, game design and the politics of gaming. \n \nThe seminar is open to all. Due to limited seats please RSVP by email to Mr. Johnathan Harrington: jharringt3-c [at] my.cityu.edu.hk or Dr. Olli Tapio Leino: otleino [at] cityu.edu.hk
URL:https://blogit.itu.dk/msgproject/event/current-perspectives-in-game-studies/
LOCATION:Creative Media Centre (CMC)\, City University of Hong Kong\, 18 Tat Hong Avenue\, Kowloon Tong\, Hong Kong
ORGANIZER;CN="Johnathan Harrington":MAILTO:jharringt3-c [at] my.cityu.edu.hk
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=Europe/Helsinki:20190402T140000
DTEND;TZID=Europe/Helsinki:20190402T160000
DTSTAMP:20260502T220833
CREATED:20190511T204301Z
LAST-MODIFIED:20190511T204301Z
UID:433-1554213600-1554220800@blogit.itu.dk
SUMMARY:Playful and game-like qualities of astroturfing
DESCRIPTION:The Center for Computer Games Research invites you to a talk by Tanja Sihvonen on Tuesday\, April 2nd.   \nWho are the people who have influence on social media\, and how can we question their assumptions? Meet Tanja Sihvonen for a talk about the problems of identifying and researching user groups in online cultures\, focusing on the playful and game-like qualities of deceptive communication. \nTanja Sihvonen is a professor of Communication Studies at the University of Vaasa\, Finland. She studies games\, game cultures\, and online communication\, and has written extensively on the cultures of gaming\, queering\, and social media. Among her publications we find the book Players Unleashed!: Modding the Sims and the Culture of Gaming (2014)\, and the article “Queering games\, play and culture through transgressive role-playing games” with Jaakko Stenros (2018). She has also curated an exhibition about glitches in games\, robots\, as well as other technologies\, on display at the Kuntsi Modern Art Museum in Vaasa winter 2018-2019.
URL:https://blogit.itu.dk/msgproject/event/playful-and-game-like-qualities-of-astroturfing/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Auditorium 3\, Copenhagen\, S Copenhagen\, 2300\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20190321T160000
DTEND;TZID=UTC:20190321T180000
DTSTAMP:20260502T220833
CREATED:20190511T204135Z
LAST-MODIFIED:20190511T204135Z
UID:431-1553184000-1553191200@blogit.itu.dk
SUMMARY:John Sharp: 'Games\, Game Art\, Artgames and Artist's games'
DESCRIPTION:The Center for Computer Games Research invites you to a talk by John Sharp on Thursday\, 21st of March.   \nJohn is a game designer\, graphic designer\, art historian\, educator and Associate Professor of Games and Learning at the School of Art\, Media and Technology at Parsons School of Design. \nThe talk ‘Games\, Game Art\, Artgames and Artist’s games’ will synthesize the main arguments found in his book ‘Works of Game: On the Asthetics of Games and Art’\, which explores the conceptualization and creation of game based artworks from three perspectives: the appropriation of video game specific tools for the creation of artwork\, artgames as a medium for artistic expression and artists’ games where the creators use games as a vehicle for a particular instantiation of artistic expression.
URL:https://blogit.itu.dk/msgproject/event/john-sharp-games-game-art-artgames-and-artists-games/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Auditorium 3\, Copenhagen\, S Copenhagen\, 2300\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=Europe/Helsinki:20190304T150000
DTEND;TZID=Europe/Helsinki:20190304T160000
DTSTAMP:20260502T220833
CREATED:20190511T204024Z
LAST-MODIFIED:20190511T204024Z
UID:429-1551711600-1551715200@blogit.itu.dk
SUMMARY:Thorsten Quandt: Are video games addictive?
DESCRIPTION:Are video games addictive?\nTheoretical considerations and empirical findings \nWith the recent introduction of Gaming Disorder as a category in the World Health Organizations’s International Classification of Diseases (ICD)\, the excessive and uncontrolled  use of console and computer games has been officially defined as a form of addictive behavior. However\, the normative establishment of such a category in the ICD was not greeted with uniform support by the scientific community. On the contrary: There were numerous critical voices\, as there is no consensus in the field about the existence of such condition. Critics noted that a premature definition without a proper scientific basis might both hinder the development of focused therapies for affected patients and stigmatize the majority of normal gamers.\nIn his presentation\, Dr Thorsten Quandt (University of Münster\, Germany) will present his latest works on the topic\, including several representative studies on problematic gaming\, and discuss these in light of the current debate. The presentation will be followed by a Q&A session.   \nDr Thorsten Quandt\, * 1971\, is a Professor of Communication Studies at the University of Münster. He was a professor at the University of Hohenheim/Stuttgart and the Free University Berlin before\, and a guest professor at Stanford University and the University of Oxford. His research and teaching fields include online communication\, media innovation research\, VR/AR and digital games. He is the founding chair of the Digital Games Research section in the European Communication Research and Education Association (ECREA). He published more than 150 scientific articles and several books\, including Multiplayer and The Video Game Debate.
URL:https://blogit.itu.dk/msgproject/event/thorsten-quandt-are-video-games-addictive/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Auditorium 3\, Copenhagen\, S Copenhagen\, 2300\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20190131T110000
DTEND;TZID=UTC:20190131T120000
DTSTAMP:20260502T220833
CREATED:20190511T203713Z
LAST-MODIFIED:20190511T203713Z
UID:427-1548932400-1548936000@blogit.itu.dk
SUMMARY:Mike Cook: Ex Nihilo - Playing And Designing With Zero Knowledge
DESCRIPTION:Computer Games Research Center presents:\nEx Nihilo – Playing And Designing With Zero Knowledge\na talk by Mike Cook  – https://twitter.com/mtrc \nArtificial intelligence techniques rely a lot on humans\, whether explicitly\, through labelled training data and feedback\, or implicitly\, through the small design decisions made while creating them. But for certain kinds of problem\, especially creative ones\, it’s either undesirable or impossible to use human knowledge to help an AI. In this talk\, Mike Cook explores his recent work in automated game design\, looking at how game analysis can take place in the absence of any knowledge about a game at all. What can we learn about a game we’ve never seen before\, and how can automated game designers explore completely new design ideas without a human to guide them?  \nBio:\nMike Cook is an AI researcher\, game designer and writer from the UK. He is currently a Royal Academy of Engineering Research Fellow based at Queen Mary University of London\, where he researches automated game design\, procedural content generation and computational creativity. He is the developer of Rogue Process\, an action-typing-platformer\, and the organiser of PROCJAM\, the procedural generation jam. Mike is best known as the creator of ANGELINA\, an automated game design system that was the first AI to enter a game jam\, has released a Top 500 Android game\, and had its work exhibited at the babycastles gallery in New York. In 2015 he was listed on Forbes 30 Under 30 in Games\, and in 2018 he collected all of the strawberries in Celeste.
URL:https://blogit.itu.dk/msgproject/event/mike-cook-ex-nihilo-playing-and-designing-with-zero-knowledge/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Auditorium 3\, Copenhagen\, S Copenhagen\, 2300\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=Europe/Helsinki:20180813T090000
DTEND;TZID=Europe/Helsinki:20180817T170000
DTSTAMP:20260502T220833
CREATED:20190511T202756Z
LAST-MODIFIED:20190511T202815Z
UID:425-1534150800-1534525200@blogit.itu.dk
SUMMARY:Game Studies Triple Conference
DESCRIPTION:The IT University of Copenhagen and its Center For Computer Games Research will host three game studies conferences in semi-parallel: Philosophy of Computer Games (13th-15th)\, Games And Literary Theory (15th-17th) and History of Games (16th-17th). These three conferences\, sponsored by the ERC through the AdG project MSG – Making Sense of Games and supported by ITU\, will be colocated on the ITU campus\, and will be free of charge (three for the price of none) for all presenters\, including the triple conference dinner on Wednesday 15th\, and open to the public. \nBy bringing together these three conferences\, we hope to strengthen the humanities game-studies community\, build bridges between these three important venues\, and explore the cultural\, historical\, aesthetic\, existential and cognitive aspects of games and play. \nThese conferences are single-track and low-volume\, so we expect that anyone who is accepted with a paper will show up in person. Skype-participation will thus not be permitted\, since it\, due to the limited number of slots\, effectively blocks someone else from attending with a paper in person.
URL:https://blogit.itu.dk/msgproject/event/game-studies-triple-conference/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Auditorium 3\, Copenhagen\, S Copenhagen\, 2300\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=Europe/Helsinki:20180625T163000
DTEND;TZID=Europe/Helsinki:20180625T180000
DTSTAMP:20260502T220833
CREATED:20190511T202341Z
LAST-MODIFIED:20190511T202341Z
UID:423-1529944200-1529949600@blogit.itu.dk
SUMMARY:David Chalmers at ITU - Open lecture
DESCRIPTION:David Chalmers is one of the most recognizable philosophers and cognitive scientists of our times. He is renowned for developing the hypothesis of extended mind\, his study on the hard problem of consciousness and conceptualization of virtual reality. Upcoming Monday he will deliver an open lecture entitled “The meta-problem of consciousness”
URL:https://blogit.itu.dk/msgproject/event/david-chalmers-at-itu-open-lecture/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Auditorium 3\, Copenhagen\, S Copenhagen\, 2300\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=Europe/Paris:20180624T093000
DTEND;TZID=Europe/Paris:20180625T180000
DTSTAMP:20260502T220833
CREATED:20191118T225421Z
LAST-MODIFIED:20191118T225643Z
UID:597-1529832600-1529949600@blogit.itu.dk
SUMMARY:Virtual-Real Workshop
DESCRIPTION:Event Description\nWorkshop on the ontology of the virtual hosted by ITU Copenhagen under the ERC Making Sense of Games research project. Organized by professors Espen Aarseth and Paweł Grabarczyk. \nProgram\nDay one (Sunday\, 24th June)\n \n0930-1030. David Chalmers – The Virtual and the Real.\n \n1030-1130 – Jesper Juul\, (commentators: Mark Silcox and Jon Robson)\n \n1130-1145 – Coffee break\n \n1145-1245 – John Sageng (commentators: Jesper Juul\, Ida Jørgensen )\n \n1245-1345 – Lunch\n \n1345-1445 – Espen Aarseth (commentators: David Chalmers\, Aaron Meskin)\n \n1445-1545 – Zuzanna Rucińska (commentators: Mark Silcox\, Aaron Meskin)\n \n1545-1600 – Coffee Break\n \n1600-1700 – Paweł Grabarczyk (commentators: David Chalmers\, Jon Robson)\n \n1700-1800 – Discussion\n \n \nDay two (Monday 25th June)\n \n1000-1100 – Mark Silcox (commentators: John R. Sageng\, Paal Antonsen)\n \n1100-1200 – Paal Antonsen (commentators: Ida Jørgensen \, Zuzanna Rucińska)\n \n1200-1300 – Lunch\n \n1300-1400 – Ida Jørgensen  (commentators: Paal Antonsen\, Jesper Juul)\n \n1400-1500- Jon Robson\, Aaron Meskin\, (commentators: John R. Sageng\, Zuzanna Rucińska)\n \n1500-1600 – Workshop discussion and closing.\n \n1600-1630 – Break\n \n1630-1800 – Open lecture by David Chalmers
URL:https://blogit.itu.dk/msgproject/event/virtual-real-workshop/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Auditorium 3\, Copenhagen\, S Copenhagen\, 2300\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=Europe/Helsinki:20180403T160000
DTEND;TZID=Europe/Helsinki:20180403T173000
DTSTAMP:20260502T220833
CREATED:20190511T201558Z
LAST-MODIFIED:20190511T201558Z
UID:421-1522771200-1522776600@blogit.itu.dk
SUMMARY:Jan-Noël Thon & Peter Nelson Public Talks
DESCRIPTION:Today\, Tuesday 03.04.2018\, at 4 pm in Auditorium 4\, the Center for Computer Games Research is proud to present two talks: \nJan-Noël Thon – Analyzing Indie Aesthetics: A Mixed-Methods Approach to Narrative Complexity in Independent Video Games \nPeter Nelson – Production and Consumption: The Significance of Garry’s Mod as a Contemporary Landscape
URL:https://blogit.itu.dk/msgproject/event/jan-noel-thon-peter-nelson-public-talks/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Auditorium 3\, Copenhagen\, S Copenhagen\, 2300\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=Europe/Helsinki:20180307T160000
DTEND;TZID=Europe/Helsinki:20180307T170000
DTSTAMP:20260502T220833
CREATED:20190511T201003Z
LAST-MODIFIED:20190511T201003Z
UID:419-1520438400-1520442000@blogit.itu.dk
SUMMARY:Adrienne Shaw: Diving in to the LGBTQ digital game archive
DESCRIPTION:The Center for Computer Games Research is proud to present an open Game Lecture Series Talk by Dr. Adrienne Shaw. \nDescription: Although we have seen increased popular attention to lesbian\, gay\, bisexual\, transgender\, and queer (LGBTQ) game content\, designers\, and players\, significantly less attention has been paid to the decades leading up to this contemporary moment. The LGBTQ game archive (https://lgbtqgamearchive.com/) is an ongoing public research\nproject meant to collect and document all known information about LGBTQ content in digital games\, including characters\, romance/sex options\, narratives\, in-game actions\, items\, etc. The focus on this talk\, however\, will be on the inevitable incompleteness of such a project. How do we define sexualities and genders of characters when specific labels are never used in the game? How do we research the content of games that can no longer be played? How does one balance audience interpretations of content (queer readings)\, authorial intent\, and content that is translated across cultural and linguistic contexts? Can we ever declare “first of a kind content” or “completeness of research” when both commercial and independent game production are not consistently documented with an eye towards posterity. Adrienne Shaw\, founder of the LGBTQ game archive\, will discuss how she has addressed these issues and how it might inform future games research. \nBio: Adrienne Shaw is an Assistant Professor in Temple University’s Department of Media Studies and Production\, a member of the Klein College Media and Communication graduate faculty. Her book Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture (University of Minnesota\, 2014) won the 2016 Outstanding Book Award from the Popular Communication Division of the International Communication Association. She also co-edited Queer Game Studies (University of Minnesota Press\, 2017) with Bonnie Ruberg and Queer Technologies (Routledge\, 2017) with Katherine Sender. Her ongoing research project is the LGBTQ Game Archive (www.lgbtqgamearchive.com)
URL:https://blogit.itu.dk/msgproject/event/adrienne-shaw-diving-in-to-the-lgbtq-digital-game-archive/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Auditorium 3\, Copenhagen\, S Copenhagen\, 2300\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20171205T160000
DTEND;TZID=UTC:20171205T173000
DTSTAMP:20260502T220833
CREATED:20171114T093147Z
LAST-MODIFIED:20171204T135248Z
UID:377-1512489600-1512495000@blogit.itu.dk
SUMMARY:Game studies seminar
DESCRIPTION:Program for the game studies seminar: \nJohanna Blom Tracing Game Characters \nArseniy Deriglazov The ludic and the narrative: oil and water or water and ice? Videogames as ludo-narrative texts.
URL:https://blogit.itu.dk/msgproject/event/game-studies-seminar-4/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Copenhagen\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20171128T160000
DTEND;TZID=UTC:20171128T173000
DTSTAMP:20260502T220833
CREATED:20171114T093032Z
LAST-MODIFIED:20171114T093032Z
UID:374-1511884800-1511890200@blogit.itu.dk
SUMMARY:Game studies seminar
DESCRIPTION:Program for the game studies seminar: \nAndreas Lindegaard Gregersen Mr. Formalist\, who do you think you are? Some thoughts on the relationship between formalism and social science \nAdnan Selimovic Gaming in the Age of Self-Stimulation
URL:https://blogit.itu.dk/msgproject/event/game-studies-seminar-3/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Copenhagen\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20171124T110000
DTEND;TZID=UTC:20171124T150000
DTSTAMP:20260502T220833
CREATED:20171114T092855Z
LAST-MODIFIED:20171124T095002Z
UID:372-1511521200-1511535600@blogit.itu.dk
SUMMARY:Game studies seminar
DESCRIPTION:11.00-11.30 – Paweł Grabarczyk\, A critical analysis of the notion of a “game port”.\n11.30-12.00 – Kieran Nolan\, Arcade Videogame Platform Art\, Materiality\, and Preservation Tactics\n12.00-12.45 – Lunch break\n12.45-13.15 – Konstantin Freybe\, Videogame Culture as Cultural Negotiation\n13.15-13.45 – Hiroshi Yoshida – Games in Games: From Bonus Stages to Virtual Archives\n13.45-14.30 – Discussion Panel: How should video games be exhibited? (Participants: Sarah Brin\, Daniel Cermak-Sassenrath\, Kieran Nolan)
URL:https://blogit.itu.dk/msgproject/event/game-studies-seminar-2/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Copenhagen\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20171114T160000
DTEND;TZID=UTC:20171114T173000
DTSTAMP:20260502T220833
CREATED:20171114T092719Z
LAST-MODIFIED:20171114T092719Z
UID:370-1510675200-1510680600@blogit.itu.dk
SUMMARY:Game studies seminar
DESCRIPTION:Program for the game studies seminar: \nJesper Juul How to play an independent game – a brief note in the history of video games \nPaweł Grabarczyk How to do nothing in games? The rise of walking simulators.
URL:https://blogit.itu.dk/msgproject/event/game-studies-seminar/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Copenhagen\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=Europe/Helsinki:20170912T160000
DTEND;TZID=Europe/Helsinki:20170912T170000
DTSTAMP:20260502T220833
CREATED:20190511T122645Z
LAST-MODIFIED:20190511T122645Z
UID:416-1505232000-1505235600@blogit.itu.dk
SUMMARY:Mary A. Knighton: Why Should We Care About Six Legged Characters
DESCRIPTION:Mary A. Knighton is Professor of Literature at Aoyama Gakuin University in Tokyo\, Japan. She has taught and published widely in both American and modern Japanese literature and culture. In Spring 2017\, her essay on Mark Twain’s personal Joan of Arc appeared in Mark Twain Journal\, and her essay on William Faulkner’s Sanctuary was published this summer in William Faulkner and Print Culture: Faulkner and Yoknapatawpha (U of Mississippi Press). Currently\, she is working on a monograph entitled Insect Selves: Posthumanism in Modern Japanese Literature and Culture\, for which she received an ACLS/NEH/SSRC Fellowship in 2014 and was a resident fellow at the Virginia Foundation for the Humanities and recently was awarded a Grant-in-Aid (kakenhi) from the Japan Society for the Promotion of Science (JSPS). \nThe abstract for this presentation follows: \nIn willfully adapting Blakey Vermeule’s book title Why Do We Care About Literary Characters? (2009) for this talk\, I aim not only to raise anew her provocative insights about why we as readers and consumers care about literary characters but also to ask whether her model may – or simply cannot – apply to more extreme examples of “character\,” namely\, insect characters in literary and cultural production. My research on insects in Japanese literature and culture works through problems of lyrical voice in narrative amidst Naturalist movements in early 20th-century Japan and extends to film and popular culture developments in manga and anime today. In this short talk\, I will open with an interdisciplinary overview of the field but quickly move on to modern and contemporary case studies of insect characters in Japanese cultural production\, arguing that insects augur a posthuman re-imagining of character shape and possibility even as they strangely and paradoxically revitalize the very humanist discourses they appear to tax or strive to undermine. With varying degrees of detail and emphasis\, I will take up visual and literary texts by artists such as Edogawa Rampo\, Kono Taeko\, Abe Kobo\, Tezuka Osamu\, Sasuga Yu and Tachibana Keiichi.
URL:https://blogit.itu.dk/msgproject/event/mary-a-knighton-why-should-we-care-about-six-legged-characters/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Copenhagen\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20170509T120000
DTEND;TZID=UTC:20170509T160000
DTSTAMP:20260502T220833
CREATED:20170524T110113Z
LAST-MODIFIED:20170524T110113Z
UID:128-1494331200-1494345600@blogit.itu.dk
SUMMARY:Weekly MSG seminar
DESCRIPTION:The Center for Computer Games Research hosts weekly MSG-seminars with talks by scholars from the center or invited guests. The Seminars are open to scholars and students. 
URL:https://blogit.itu.dk/msgproject/event/weekly-msg-seminar-14/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Copenhagen\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=Europe/Helsinki:20170503T150000
DTEND;TZID=Europe/Helsinki:20170503T170000
DTSTAMP:20260502T220833
CREATED:20190511T115842Z
LAST-MODIFIED:20190511T122719Z
UID:414-1493823600-1493830800@blogit.itu.dk
SUMMARY:Interdisciplinary Challenges for Game Studies
DESCRIPTION:The Center for Computer Games Research invites you to an afternoon of talks by international scholars on current issues in the field of game studies\, from the perspectives of technology\, design\, philosophy\, and aesthetics. \nThe event will take place on May 3rd\, 3:00 PM – 5:00 PM\, in Auditorium 4 at the IT University of Copenhagen. \nThe lectures will be given by Antonios Liapis\, Stefano Gualeni and Daniel Vella\, from the Institute of Digital Games at the University of Malta\, and Olli Tapio Leino\, from the School of Creative Media at the City University of Hong Kong. Each lecture will be followed by a short discussion.
URL:https://blogit.itu.dk/msgproject/event/interdisciplinary-challenges-for-game-studies/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Auditorium 3\, Copenhagen\, S Copenhagen\, 2300\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20170502T120000
DTEND;TZID=UTC:20170502T160000
DTSTAMP:20260502T220833
CREATED:20170524T110015Z
LAST-MODIFIED:20170524T110015Z
UID:126-1493726400-1493740800@blogit.itu.dk
SUMMARY:Weekly MSG seminar
DESCRIPTION:The Center for Computer Games Research hosts weekly MSG-seminars with talks by scholars from the center or invited guests. The Seminars are open to scholars and students. 
URL:https://blogit.itu.dk/msgproject/event/weekly-msg-seminar-13/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Copenhagen\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20170425T120000
DTEND;TZID=UTC:20170425T160000
DTSTAMP:20260502T220833
CREATED:20170524T105932Z
LAST-MODIFIED:20170524T105932Z
UID:124-1493121600-1493136000@blogit.itu.dk
SUMMARY:Weekly MSG seminar
DESCRIPTION:The Center for Computer Games Research hosts weekly MSG-seminars with talks by scholars from the center or invited guests. The Seminars are open to scholars and students. 
URL:https://blogit.itu.dk/msgproject/event/weekly-msg-seminar-12/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Copenhagen\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20170421T170000
DTEND;TZID=UTC:20170421T183000
DTSTAMP:20260502T220833
CREATED:20170524T094606Z
LAST-MODIFIED:20170524T094606Z
UID:92-1492794000-1492799400@blogit.itu.dk
SUMMARY:Trends in VR Games by Aki Järvinen
DESCRIPTION:Aki Järvinen\, Sheffield Hallam University\, UK / Game Futures\nTime: Friday April 21st\, 17:00\, followed by a panel discussion\nPlace: ITU Copenhagen\, Auditorium 3 \nInterested in how the VR games landscape is evolving? This 30-minute talk gives you an opportunity to hear about fresh data regarding published VR titles. Aki Järvinen introduces his approach into studying VR both from game design and business angles. You will get a peek into interesting data points regarding division of game genres in VR\, the potential of social in VR\, and more. \nTo discuss the topic further in the following panel\, Aki Järvinen will be joined by Espen Aarseth and Pawel Grabarczyk from ITU Copenhagen\, as well as Jesper Juul from the Royal Danish Academy of Fine Arts. The discussion will be moderated by Joleen Blom\, PhD student in the Making Sense of Games project. \nBio\nAki Järvinen\, Ph.D.\, is an experienced game professional and academic. Since 2002\, Aki’s career has included a number of mobile and online game studios. He also has a doctoral dissertation on game studies\, and has worked in universities in three countries. From the beginning of 2016\, Aki returned to the academia with focus on building Game Futures\, a research and consulting initiative where the aim is to build a set of tools for forecasting future directions of game products and services. As case studies\, his research is currently focusing on VR and AR
URL:https://blogit.itu.dk/msgproject/event/trends-in-vr-games-by-aki-jarvinen/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Copenhagen\, Denmark
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20170418T120000
DTEND;TZID=UTC:20170418T160000
DTSTAMP:20260502T220833
CREATED:20170524T105902Z
LAST-MODIFIED:20170524T105902Z
UID:122-1492516800-1492531200@blogit.itu.dk
SUMMARY:Weekly MSG seminar
DESCRIPTION:The Center for Computer Games Research hosts weekly MSG-seminars with talks by scholars from the center or invited guests. The Seminars are open to scholars and students. 
URL:https://blogit.itu.dk/msgproject/event/weekly-msg-seminar-11/
LOCATION:IT University of Copenhagen\, Rued Langaardsvej 7\, Copenhagen\, Denmark
END:VEVENT
END:VCALENDAR