Editorial Team
“Beavers don’t walk on roads”: Beaver-play for more-than-human cartographies
In this paper, Laura op de Beke, Linas Kristupas Gabrielaitis, Oğuz ‘Oz’ Buruk,Velvet Spors, and Ferran Altarriba Bertran introduce the notion of beaver-play to understand play that challenges spatial conventions, transgresses boundaries, and redraws territories.
Book Launch: Four Ways of Hearing Video Game Music – Dr. Michiel Kamp
Please join us to celebrate the publication of Michiel Kamp’s Four ways of Hearing Video Game Music, published with Oxford University Press, 2024.
Book Launch: Videogame Formalism: On Form, Aesthetic Experience, and Methodology
Please join us to celebrate the publication of Alex Mitchell and Jasper van Vught’s book: Videogame Formalism: On Form, Aesthetic Experience, and Methodology, published open access with Amsterdam University Press, 2023. To mark this occasion, Alex and Jasper will give an (online) talk on:Friday, 22 March 2024, 7Am (2PM Singapore time).You can register for the
All Rise — an inappropriately joyous game about fighting for the planet
"We’re clashing Phoenix Wright, Disco Elysium and narrative deck building with the ecological crisis — to help fund real court cases."
Dark seasonality in videogames
"Dark seasonality in videogames" is a chapter in the larger book Changing Seasonality: How Communities are Revising their Seasons, which explores the role of calendars, seasons, and the cultural reaffirmations (or choice not to) thereof.
Ecogames: Playful Perspectives on the Climate Crisis
Ecogames: Playful Perspectives on the Climate Crisis brings together authors who explore the aspects of ecocritical engagement in and through games.
Climate Larps: Environmental Design in Nordic LARP
In an article published in the Journal of Analogue Game Studies Laura op de Beke discusses the role of LARP (Live Action Role Playing) games in understanding the climate crisis. Within the article she explores how the environment is considered and included within the Nordic LARP sphere.
Spationomy 2.0- An Application of Discursive Game Design
In a time where it is difficult to engage with the increasingly fraught world around us, games scholars are continuing to search for new ways to approach difficult topics. One such example, is the application of Discursive Game Design(DGD) as seen in the Carbon Pearl game produced in 2021.
Fostering an open mind and open attitude in higher education using games and art-based educational activities
With the use of art and media tools such as dialogical art, game play, and game development, this project aims to foster a space wherein it is possible to discuss complex topics, and for students with diverging opinions to be able to civilly discuss while learning from one another and developing a greater understanding of those whose opinions may differ from their own.
Spationomy 2.0
The Spationomy 2.0 project was started in October of 2019, and concluded with a final conference held in November of 2022. The project was funded by the Erasmus+ program of the European Union.