CEEGS 2024 Program


CEEGS 2024 Program

CEEGS2024 isn’t just about the event—it’s your chance to dive into the city’s vibe, meet the locals, and soak up some history. The suggestions will be totally optional, but guaranteed to add a little extra fun to your adventure!



October 10
October 11
October 12

October 10 (Thursday)

Schedule
09:00 – 09:30 Registration
09:30 – 10:00 Welcoming Remarks
10:00 – 11:00 Keynote by Danielle Brathwaite-Shirley: We Can Only Do This Together
11:00 – 11:30 Coffee Break
Session 1 (11:30 – 13:00)
Panel 1 (Games and Performance I)
Chair: Renard Gluzman
Panel 2 (Games and Art)
Chair: Daniel Vella
Panel 3 (Games in Broad Social Contexts)
Chair: Stanisław Krawczyk
Olli Tapio Leino
An Existential-Phenomenology of Gameplay (as) Performance
Jaroslav Švelch
Making a Commercial Art Game in the 1980s: A Production History of Mel Croucher’s Deus Ex Machina
Rainforest Scully-Blaker
Games, Capitalism, and Fear
Anastasios Theodoropoulos, Elina Roinioti, Panagiotis Papadopoulos, George Lepouras
Prometheus Unbound: Embodied Gaming in a VR Cave Environment
Agata Zarzycka
The Art of Trash in Cyberpunk 2077
Michał Kłosiński
Problematizing Positive Biopolitics in Digital Games
Zsófia Orosz-Réti
Motherhood in Motion: Play, Performativity, and Aesthetics in Monument Valley 2
Joanna Pigulak
Empowering Gamers with Hearing Disabilities: The Artistic and Immersive Potential of Accessibility Options
Gabriela Štvrtňová, Filip Hauer
Non-Domination Power and Player Agency in Ecogames: Conceptualizing Democratic Agency
Lunch Break (13:00 – 14:00)
Session 2 (14:00 – 16:00)
Panel 4 (Game Industries)
Chair: Jaroslav Švelch
Panel 5 (Games and Performance II)
Chair: Paweł Kaczmarski
Panel 6 (Games and Play)
Chair: Nele Van de Mosselaer
Jan Houška
Language Diversity in the Work of Foreigners in Czech Game Studios
Romi Sofia Abatangelo
The Participant as Performing Audience
Mikaela Simitzi, Angeliki Chrysanthi
An Immersive Playful “Cabinet of Curiosities”
JJesper Juul, Emil Emil Lundedal Hammar
Forever in the Middle? A Study of the Danish Game
Industry
Alison J. Croasdale
Games and the Performance of Multi-Layered Identities
Eleana Pandia
“I Can See It in Their Eyes”: Affective Design in Gameplay
Agnieszka Kliś-Brodowska
Reading Paratextuality: The Paratexts of Child of Light
Chrissa Papasarantou, Charalampos Rizopoulos
Embodied Representations in Games
Espen Aarseth
The Long Game: From Gamer Hermeneutics to Game Hermeneutics
Michał Mróz
Exploring Immersion in Video Game Modding: On Modders’ Strategies for Crafting Immersive Experiences
Adrienne Domasin
Playfully Perilous: Permadeath Streams of “The Last of Us: Part II” as a Dynamic Playground
Małgorzata Majkowska, Tomasz Z. Majkowski
Mnemosyne Learns To Play: Game Controllers as Rhapsodic Tools
Coffee Break (16:00 – 16:30)
Session 3 (16:30 – 18:00)
Panel 7 (Esports and Streaming)
Chair: Katerina El Raheb
Panel 8 (Game Spaces)
Chair: Charalampos Rizopoulos
Panel 9 (Folklore and Heritage)
Chair: Holger Pötzsch
Tom Legierse
Deconstructing the Idealized Body in Esports
Krzysztof M. Maj
Navigating Allotopia, Exploring Ludotopia
Aleksandra Prokopek
The Game of Art: Avant-Garde Reimagination of Chess
Matilda Ståhl, Usva Friman
Performing Esports at Women’s Nordic CS 2 Championship Tournament 2023
Agata Waszkiewicz
Video Game Graffiti, Civil Disobedience, and Player Agency
Carol Ditner-Wilson
“Maid of Sker” and the Folklore of Wales
Renard Gluzman
A Documentary Filmmaking Exploration of Players’ Performative Culture
Bruno de Paula
Easier, but Not as Fun: Abstractions in Skate Videogames
Lucia Rago
Re-Mythologizing Pokémon: The Case of Snorlax

October 11 (Friday)

Session 4 (09:00 – 11:00)
Panel 10 (Video Game History)
Chair: Iro Voulgari
Panel 11 (Games and Theater)
Chair: Tomasz Majkowski
Panel 12 (Gender and Gaming)
Chair: Agata Waszkiewicz
Aristoteles Georgios Sakellariou, Georgios Papaioannou
Meeting Mona Lisas in Museums in Popular Videogames
Paweł Kaczmarski
Not as Open as It Seems: Or, Games against Theatricality
Tereza Fousek Krobová
No Game for Old (Wo)men: Playing Video Games as a Comfort Strategy for Female Older Adults in Czechia
Jesper Juul
IT’S NOT JUST A PLATFORM GAME, IT’S AN ADVENTURE: The European Invention of the Action-Adventure Game 1983-1990
Rebecca Rouse, Lars Kristensen
Playing across Stage and Screen: Interdisciplinary Contributions from Theater for Game Education
Torill E Mortensen
Playing with Needles: Playful Participation in Online Communities
Eryk Froń
Horror in Pixels: How Ugly Games Generate Fear
Sarah Lynne Bowman
Simulating Passion: Design Strategies for Intimate Relationships in Romantic Larps
Kalle Laakso, Riikka Aurava
The Influence of Game Live Streaming in the Game Culture Participation of Girls
Mateusz Felczak
Aesthetics of Automation: “Halls of Torment” and Bullet Heaven Games
Yu Hao
Performing the Mundane: Theatrical Dimensions of Everyday Life in “The Sims 4”
Yihang Yan, Felania Liu, Espen Aarseth
Players Against Academia: Identity Politics and Media Power in Chinese Gaming Discourse on Social Platforms
Coffee Break (11:00 – 11:30)
Keynote (11:30 – 12:30)
Keynote by Jonas Kyratzes: Taking the Idea of Games as Art Seriously.
Lunch Break (12:30 – 13:30)
Session 5 (13:30 – 15:30)
Panel 13 (Roleplaying Games)
Chair: Kristian A. Bjørkelo
Panel 14 (Game Adaptations and Remediations)
Chair: Magdalena Kozyra
Panel 15 (Approaches to Game Design)
Chair: Anastasios Theodoropoulos
Kjell Hedgard Hugaas, Sarah Lynne Bowman
Envisioning Role-playing Games as Vehicles for Galvanizing Conflict Transformation
Aleksandra Klęczar
Looks Greek to Me (or Does It?): The Imagery of Mythology-Centred Games and Ancient Greek art
Charis Kotsiopoulos, Christos Tryfonopoulos
DinoAI: An Interactive Self-Playing Retro Game/Display for Exploring Machine Learning Concepts
Leonid Moyzhes
Are We Monsters? Comparison of Representation of Monstrosity between “Vampire the Masquerade” Fourth and Fifth Editions
Vit Šisler
Reimagining Kafka’s Worlds Through the Interactive Lens: The Design Process and Challenges of Playing Kafka
Alison J. Croasdale, Bruno de Paula
Expressive Design: Exploring Creative Process and Critical Thought in Non-Professional Game Making
Michał Mochocki
Polish Romanticism Revisited in “Epopeja”: From Literary Classics to Tabletop RPG
Krzysztof Olszamowski
Herald of Hyperrealism: Remediation and Spaces of Metagames in “Alan Wake 2”
Essi Taino, Kalle Laakso, Taina Myöhänen
Digital Game Culture Sustainability and Inclusivity through Co-Design
Daniel Vella, Justyna Janik
Textures of Dwelling and Cozy Enclaves: The Camp in “Baldur’s Gate III” as Site of Control and Pleasure
Aleksandra Mochocka, Radosław Piotr Walczak
Video game adaptation strategies as interpretation: “Snufkin: Melody of Moominvalley” (Hyper Games, 2024)
Taina Myöhänen
From Toxic to Ethic: DEI Activism in the Game Industry
Coffee Break (15:30 – 16:00)
Session 6 (16:00 – 18:00)
Panel 16 (Non-Typical Gameplay)
Chair: Jesper Juul
Panel 17 (Video Game Interpretations)
Chair: Zsófia Orosz-Réti
Panel 18 (Advertising, Marketing, and Money)
Chair: Agata Waszkiewicz
Nele Van de Mosselaer
The Art of Cheesing
Mark Maletska
Playing with Society, Identity and Trauma: Video Games by etherane
Kati Alha
How Mobile Game Advertising Landscape Became So Horrible – and What Is Being Done with It
Magdalena Kozyra, Tomasz Z. Majkowski, Aleksandra Prokopek
Not Everything Everywhere is for Gamers: “The Invincible” and the Art of Failure
Robin O. Longobardi Zingarelli
Bio-Determined Immateriality: Trans Bodies in Mainstream Video Games
Leon Y. Xiao
Illegal Loot Box Advertising on Social Media: An Empirical Study Using the Meta and TikTok ad Transparency Repositories
Zach Cohen
Efficient Machines of Anti-Profit: Going Against the Flow with “The Games Inscryption” and “To Build a Better Mousetrap”
Ondřej Trhoň
“Armored Core VI” as an Allegory of (Cybernetic) Embodiment
Magdalena Bednorz
P(l)ay for Love: Strategies of Capitalizing on Romance Literacy in PlayMe Studio’s “MeChat”
Dom Ford
What Went wrong with “Cities: Skylines II”, according to Players: A Qualitative Analysis of Player Perceptions of a Poor Digital Game Launch
Daniel Vella
Playing the Angry Alien: Orientation and Ludic Subjectivity in “Baldurs Gate III”
CEEGS Round Table (18:00 – 18:45)
Official Dinner (20:00)
Official dinner at Fougaro ArtCenter

October 12 (Saturday)

Morning Workshops (09:00 – 12:00)
Workshop Title Time Location
Performing Personality in Game Characters and Digital Narratives 09:00 – 12:00 Vouleftiko – First Parliament of Greece: Staikopoulou, Syntagma Square, Nafplio 211 00
From Play to Display: Reimagining Video Games Curation and Exhibition 09:00 – 12:00 National Gallery Annex: Sidiras Merarchias 23, Nafplio 211 00
Video Games in STEAM and as STEAM: Learning and Innovating Through Play 09:00 – 12:00 UoP: King Constantine 21 & Terzaki (First Floor), Nafplio 211 00
Art Games and Game-Based Art: Theoretical Frontiers and Critical Explorations 09:00 – 12:00 Childhood Museum “Stathmos”: Vas. Konstantinou 31, Nafplio 211 00
How Applicable Is the Folk Concept for Critical Studies of Games, Play, and Game Design? A Collective Attempt to Make Sense of a Complex Field 09:00 – 12:00 Basil Papantoniou Foundation (BPF): V. Alexandrou 1, Nafplio 211 00

Lunch Break (12:00 – 13:00)

Afternoon Sessions (13:00 – 17:00)
Workshop Title Time Location
Biopolitical Reimagining of Games: Understanding, Identifying, and Interpreting Game Biopolitics 13:00 – 16:00 Basil Papantoniou Foundation (BPF): V. Alexandrou 1, Nafplio 211 00

Doctoral Consortium
Session Time Location
Doctoral Consortium – Part I 13:00 – 14:30 Vouleftiko – First Parliament of Greece: Staikopoulou, Nafplio 211 00,
Syntagma Square
Coffee Break 14:30 – 15:00
Doctoral Consortium – Part II 15:00 – 17:00