researching games

researching games BarCamp 2017

The "researching games BarCamp 2017" took place on April 28th and 29th 2017 at Jugendherberge Ostkreuz Berlin as part of the Gamesweek Berlin.

Reviews

Felix Schröter: researching games BarCamp 2017

Jakob Gustavs: Researching Games BarCamp 2017: Eine Komplettlösung , warum Game Studies so toll sind [German]

Erik E.: researching games BarCamp 2017 [German]

More reviews? Tell us!

Talks

Friday

 
Tr 1 "Ba.-Wü."
Tr 2 "Saarland"
Tr 3 "Stuttgart"
Tr 4 "Sa.-Anhalt"
Tr 5 "Hamburg"
14:00
[Tr 1 "Ba.-Wü."] Andreas Weidlich: Nacktarsch. Das prekäre Spiel mit der Männlichkeit in Squares Vagrant Story
[Tr 2 "Saarland"] Ruolf Inderst, C. Huberts: Game Studies Buzzword Bingo
[Tr 3 "Stuttgart"] Maria Kutscherow: Gender in Mobile Games 2.0
[Tr 4 "Sa.-Anhalt"]
[Tr 5 "Hamburg"]
14:45
[Tr 1 "Ba.-Wü."] Carolin Wedler: Boxing Blackness - Confinement and Outbreak in Virtual Spaces
[Tr 2 "Saarland"] Stephan Schölzel: Gamification in der Jugendarbeit - Idee, Versuch und Fazit
[Tr 3 "Stuttgart"] Jakob Gustavs: Über Sexismus in Videospielen und darüber, dass es auch anders geht.
[Tr 4 "Sa.-Anhalt"]
[Tr 5 "Hamburg"]
15:30
[Tr 1 "Ba.-Wü."] Sebastian Möring: Sick Games for Health
[Tr 2 "Saarland"] Rita Santoyo Venegas: Epic Fail: On the epistemic value of failure in digital games
[Tr 3 "Stuttgart"] Sabine Schneider: Improvisation für Spielentwicklungen nutzen
[Tr 4 "Sa.-Anhalt"]
[Tr 5 "Hamburg"]
16:45
[Tr 1 "Ba.-Wü."] Litha et al.: How to make believable futures in games - an open discussion
[Tr 2 "Saarland"] Eike Langbehn: Bending the Curve: Walking in Virtual Reality
[Tr 3 "Stuttgart"] Adrian Froschauer: »Mandus is Alone« – Macht(losigkeit) und Angst im Survival-Horror-Genre
[Tr 4 "Sa.-Anhalt"]
[Tr 5 "Hamburg"]
17:30
[Tr 1 "Ba.-Wü."] Martin Fischer: Moments of idleness
[Tr 2 "Saarland"] Samuel Ulbricht: Der moralische Status virtueller Handlungen
[Tr 3 "Stuttgart"] Denise Gühnemann: Mit Kanones auf Spatzen schießen? Fachspezifische Wertung und Kanonbildung
[Tr 4 "Sa.-Anhalt"]
[Tr 5 "Hamburg"]
18:15
[Tr 1 "Ba.-Wü."]
[Tr 2 "Saarland"]
[Tr 3 "Stuttgart"]
[Tr 4 "Sa.-Anhalt"]
[Tr 5 "Hamburg"]

Saturday

 
Tr 1 "Ba.-Wü."
Tr 2 "Saarland"
Tr 3 "Stuttgart"
Tr 4 "Sa.-Anhalt"
Tr 5 "Hamburg"
10:30
[Tr 1 "Ba.-Wü."] Christian Huberts: Everything is a Game
[Tr 2 "Saarland"] Arne K. Fischer: Notational Iconicity in Digital Learning Games
[Tr 3 "Stuttgart"]
[Tr 4 "Sa.-Anhalt"]
[Tr 5 "Hamburg"]
11:15
[Tr 1 "Ba.-Wü."] Rudolf Inderst: GAME STUDIES AUDIOFIED: Ein Science-Communication-Projekt
[Tr 2 "Saarland"] Erik Nürnberg: Eine kurze Geschichte des Interaktiven Spielfilms
[Tr 3 "Stuttgart"] Jeff -: Presence in VR
[Tr 4 "Sa.-Anhalt"]
[Tr 5 "Hamburg"]
13:00
[Tr 1 "Ba.-Wü."] Martine Mussies: Mythology, Cryptozoology & Gameplay: Shifting Gears of Mermaid Character Design through Science
[Tr 2 "Saarland"] Maximilian Krauß: What "the serious" can do for your game experience
[Tr 3 "Stuttgart"] Thomas West: A challenge seeking Gamer. Warum man nicht *spielen* sollte.
[Tr 4 "Sa.-Anhalt"]
[Tr 5 "Hamburg"]
13:45
[Tr 1 "Ba.-Wü."] Mario Janiszewski: Valuable lessons learned in 12y game development
[Tr 2 "Saarland"]
[Tr 3 "Stuttgart"] Erik Eschmann: A meaning seeking Player. Warum man nicht zocken sollte.
[Tr 4 "Sa.-Anhalt"]
[Tr 5 "Hamburg"]
14:45
[Tr 1 "Ba.-Wü."] Johanna Janiszewski: Treasure Monkeys, a geometry treasure hunt
[Tr 2 "Saarland"]
[Tr 3 "Stuttgart"] Chris -: Authorship and Subjectivity in "The Beginner's Guide"
[Tr 4 "Sa.-Anhalt"]
[Tr 5 "Hamburg"]
15:30
[Tr 1 "Ba.-Wü."] Cyrus Mobasheri: Ausdifferenzierung von Kompositionsmethoden durch deren Verortung in Subräumen des Zustandsraums
[Tr 2 "Saarland"]
[Tr 3 "Stuttgart"] Angelika Beranek: Mehr als nur ein Spiel- Gaming als Experimentierfeld für Partizipationsprozesse
[Tr 4 "Sa.-Anhalt"]
[Tr 5 "Hamburg"]

Abstracts and Slides

Andreas Weidlich: Nacktarsch. Das prekäre Spiel mit der Männlichkeit in Squares Vagrant Story

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)

Ruolf Inderst, C. Huberts: Game Studies Buzzword Bingo

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)

Maria Kutscherow: Gender in Mobile Games 2.0

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)

Carolin Wedler: Boxing Blackness - Confinement and Outbreak in Virtual Spaces

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)

Stephan Schölzel: Gamification in der Jugendarbeit - Idee, Versuch und Fazit

Researching Games 2011 kam die Idee wie man Spielelemente motivationsfördernd in der offenen Jugendarbeit einsetzen kann. Researching Games 2012 kam dann der erste Feldversuch mit Game'n'Grill. Researching Games 2017, und wieder an einem neuen Ort, kommt dann das Resümee von 5 Jahren Game'n'Grill. Was hat funktioniert, was ist gescheitert und wie kann man das Spiel, das dabei herauskam, noch verbessern.

Jakob Gustavs: Über Sexismus in Videospielen und darüber, dass es auch anders geht.

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)

Sebastian Möring: Sick Games for Health

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)

Rita Santoyo Venegas: Epic Fail: On the epistemic value of failure in digital games

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)

Sabine Schneider: Improvisation für Spielentwicklungen nutzen

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)

Litha et al.: How to make believable futures in games - an open discussion

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)

Eike Langbehn: Bending the Curve: Walking in Virtual Reality

Although there are a lot of different approaches (software- as well as hardware-based) like omni-directional treadmills, walking-in-place, teleportation, and using a traditional gamepad, locomotion through virtual environments is still an issue due to its multi-modal characteristics and its effects on presence, motion sickness, as well as spatial perception. Redirected walking tries to enable human walking through infinite large virtual environments by exploiting errors in the human perceptual system. It is based on the phenomenon that human perception cannot detect small discrepancies between vision and proprioception. I will propose a novel user-interface that extents redirected walking in a way that it fits in a room-scale VR setup of 4x4 meters.

Adrian Froschauer: »Mandus is Alone« – Macht(losigkeit) und Angst im Survival-Horror-Genre

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)

Martin Fischer: Moments of idleness

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)

Samuel Ulbricht: Der moralische Status virtueller Handlungen

Peter is playing a video game and deliberately rapes every child he can find in its virtual world. Is Peter acting morally objectionable? This is a tricky question to answer. Traditional ethics seem not to be able to evaluate the morality of such situations in a satisfying way that matches our moral intuitions. The reason for this deficit lies in the fact that there is no distinction between /virtual actions /and the type of actions that are traditionally evaluated by moral ethics. A distinct type of action contains a distinct type of moral status and thus, requires a distinct type of ethics. In the presentation, I want to i) map out the specificity of virtual actions, ii) outline the consequences for their moral status and iii) suggest a strategy to evaluate their morality.

Denise Gühnemann: Mit Kanones auf Spatzen schießen? Fachspezifische Wertung und Kanonbildung

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)

Christian Huberts: Everything is a Game

Games as an aesthetic medium change. But well established definitions of games tend to not reflect this change. The talk argues for a differentiation of the mere »institution« (Bernard Suits) of a game and the actual act of playing a game to keep our definitions flexible enough to include Everything. Well, not everything, but a game like Everything.

Arne K. Fischer: Notational Iconicity in Digital Learning Games

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)

Rudolf Inderst: GAME STUDIES AUDIOFIED: Ein Science-Communication-Projekt

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)

Erik Nürnberg: Eine kurze Geschichte des Interaktiven Spielfilms

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)

Jeff: Presence in VR

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)

Martine Mussies: Mythology, Cryptozoology & Gameplay: Shifting Gears of Mermaid Character Design through Science

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)

Maximilian Krauß: What "the serious" can do for your game experience

How do serious games work? Essentially, it's a simple concept: Games engage the player, engagement is good for learning, so you can use the game's engagement to trigger a learning process. (The game has to be fun for this to work!)

On the other hand, you have to make sure that your message reaches the player without ruining the game for him, and this is where it gets tricky, since there are different kinds of messages to send.

This presentation shows what kinds of messages one might try to gamify and how this can be achieved by using them as part of the game design process from the very first idea to the final build. The introduced "KUBEE-model" is an approach that's supposed to help game designers with the question "where to start" when creating a serious game.

Please note that this was a presentation about work in progress!

Thomas West: A challenge seeking Gamer. Warum man nicht *spielen* sollte.

Basierend auf der Unterscheidung zwischen play und game, bei der es um die Gewinnbedingung geht, kann auch zwischen Player und Gamer unterschieden werden. Während der Player sich auf das Als-ob des Spiels einlässt, geht es beim Gamer darum, bestimmte Aufgaben zu absolvieren, Probleme zu lösen, die Mitspieler oder sogar sich selbst zu besiegen. Er handelt dabei aus spielexternen Gründen, weil er bspw. bestimmte Spielinhalte freischalten oder einen anderen Spielpfad beschreiten möchte.

Mario Janiszewski: Valuable lessons learned in 12y game development

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)

Erik Eschmann: A meaning seeking Player. Warum man nicht zocken sollte.

Dieser Vortrag versteht sich als Antwort auf die von Thomas West verteidigte Position. Ausgehend von der gleichen Prämisse, nämlich der Unterscheidung von Player und Gamer, wird hier der Fokus auf den Player gelegt, dessen Motivation innerhalb des Spiels liegt. Der Player handelt also aus spielinternen Gründen. Anhand einiger Beispiele und einem metaphorischen Vergleich des Gamers mit Sisyphos, bzw. des Players mit Orpheus, wird der Player verteidigt und die Spielweise des Gamers in Frage gestellt. Ziel des Vortrages ist es jedoch, zusammen mit dem Vortrag von Thomas West, auf die Probleme einer zu drastischen Unterscheidung aufmerksam zu machen und indirekt Partei für ein Spielerverständnis zu ergreifen, in dem sich Gamer und Player vereinen. Die Conclusio verbindet den meaning seeking Player und den challenge seeking Gamer zu einem Spieler, für den gilt: meaning through challenge.

Johanna Janiszewski: Treasure Monkeys, a geometry treasure hunt

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)

Christopher Lukman: Authorship and Subjectivity in "The Beginner's Guide"

Who would've thought that a video game of all things makes the necessity of literary theory most apparent? The Beginner's Guide was Davey Wreden's first game after the Stanley Parable and it's story is deeply intertwined between of his experiences after the release of his international indie game-success. It tackles the difficulties of author conceptions in the unfolding of a story that is in itself most difficult to analyse, because it ends with a seemingly clear refusal of authorintentional interpretation, even though it mirrors so many of the real Davey Wreden's notions in it. The two in-game characters, Davey the narrator and Coda, are both conflicting voices that take direct standpoints on the theory of authorship. And to only add to the confusion, Coda himself is a very split individual. But in an analysis of his colliding parts lies the key to The Beginner's Guide.

Cyrus Mobasheri: Ausdifferenzierung von Kompositionsmethoden durch deren Verortung in Subräumen des Zustandsraums

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)

Angelika Beranek: Mehr als nur ein Spiel- Gaming als Experimentierfeld für Partizipationsprozesse

(No abstract or slides have been sumbitted for this talk yet, or we have not yet put them online.)