CEEGS 2024 – Selected Proceedings

The following abstracts represent a curated selection of peer-reviewed submissions presented during the CEEGS 2024 conference and workshops in Nafplio, Greece. Based on author consent, these works have been assigned individual DOIs and are now publicly accessible. Each entry showcases the diversity and depth of current research at the intersection of game studies and digital arts.

What Went Wrong with “Cities: Skylines II”: A Qualitative Analysis of Player Perceptions

Author: Dom Ford
Affiliation: ZeMKI, Centre for Media, Communication and Information Research, University of Bremen

https://doi.org/10.26263/3jdf-ng74
Games, Capitalism, and Fear

Author: Rainforest Scully-Blaker
Affiliation: Tampere University

https://doi.org/10.26263/4qrv-5k70
Real-Time Skeleton Tracking for Large-Scale Embodied Interactions in Virtual Environments

Authors: Orestis N. Zestas, Anastasios Theodoropoulos, Nikolaos D. Tselikas
Affiliations: University of the Peloponnese, Dept. of Informatics and Telecommunications, Tripoli & Dept. of Performing and Digital Arts, Nafplio

https://doi.org/10.26263/7kg1-sv56
The Art of Trash in “Cyberpunk 2077”

Author: Agata Zarzycka
Affiliation: University of Wrocław

https://doi.org/10.26263/33gb-9g75
Prometheus Unbound: Embodied Gaming in a VR Cave Environment

Authors: Anastasios Theodoropoulos, Elina Roinioti, Panagiotis Papadopoulos, George Lepouras
Affiliation: University of the Peloponnese, Department of Performing and Digital Arts, HCI-VR Lab

https://doi.org/10.26263/p7pr-tf04
Problematizing Positive Biopolitics in Digital Games

Author: Michał Kłosiński
Affiliation: University of Silesia in Katowice

https://doi.org/10.26263/1xx3-5279
Playing with Needles: Playful Participation in Online Communities

Torill Elvira Mortensen
Nord University
https://doi.org/10.26263/hw4c-2395

“I Can See It in Their Eyes”: Affective Design as a Factor of Meaningful and Performative Gameplay

E. Pandia
Ph.D candidate at Panteion University of Political and Social Sciences
https://doi.org/10.26263/39yr-s039

Illegal Loot Box Advertising on Social Media: An Empirical Study Using the Meta and TikTok ad Transparency Repositories

Leon Y. Xiao
IT University of Copenhagen
https://doi.org/10.26263/fv21-4331

Video Game Character Design: From Idea to Creation in the Digital World

Demi Proutsou, Anastasios Theodoropoulos
University of the Peloponnese [Department of Performing and Digital Arts]
https://doi.org/10.26263/yc42-0p82

Polish Romanticism Revisited in “Epopeja”: From Literary Classics to Tabletop RPG

Michal Mochocki
University of Gdansk
https://doi.org/10.26263/614e-w032

Empowering Gamers with Hearing Disabilities: The Artistic and Immersive Potential of Accessibility Options

Joanna Pigulak
Adam Mickiewicz University, Poznań, Poland
https://doi.org/10.26263/xyhc-3k10

Horror in Pixels: How Ugly Games Generate Fear

Eryk Froń
AGH University of Krakow
https://doi.org/10.26263/6nqz-hs89

Interpersonal Expression of Personality Across Different Game Genres

Chrysanthi Patergiannaki, Anastasios Theodoropoulos
Theater Educator Primary Education Greece, Department of Performing And Digital Arts, University of the Peloponnese
https://doi.org/10.26263/haya-ad88

The “Face” of the Earth: Designing Natural Elements as Characters in Movement Annotation Game

Lori Kougioumtzian, Katerina El Raheb, Maria Roussou
ATHENA Research Center, University of the Peloponnese, NKUA
https://doi.org/10.26263/zqrm-sn22

Games and the Performance of Multi-Layered Identities

Alison J. Croasdale
University College London (UCL)
https://doi.org/10.26263/f6xw-3508

DinoAI: An Interactive Self-Playing Retro Game/Display for Exploring Machine Learning Concepts

Charis Kotsiopoulos, Nikos Dimitrakopoulos, Christos Tryfonopoulos
Department of Informatics and Telecommunications, University of the Peloponnese
https://doi.org/10.26263/bjj7-k279

Using Machine Learning for Facial Emotion Expressiveness Rating of Actors

George Xyrafis, Anastasios Theodoropoulos, Christos Tryfonopoulos
Department of Informatics and Telecommunications & Department of Performing and Digital Arts, University of the Peloponnese
https://doi.org/10.26263/m8d0-tj69

Performing the Mundane: Theatrical Dimensions of Everyday Life in “The Sims 4”

Morgan Yu Hao
City University of Hong Kong
https://doi.org/10.26263/bk64-hf52

Exploring Immersion in Video Game Modding: On Modders’ Strategies for Crafting Immersive Experiences

Michał Mróz
The Institute of Film, Media and Audiovisual Arts, Adam Mickiewicz University, Poznań
https://doi.org/10.26263/4h86-7z63

Motherhood in Motion: Play, Performativity, and Aesthetics in “Monument Valley 2”

Zsófia Orosz-Réti
University of Debrecen
https://doi.org/10.26263/kbd2-wy39

The Participant as Performing Audience: Discussing Participation in Games, Participatory Performance and Interactive Art

Romi Sofia Abatangelo
University of Malta
https://doi.org/10.26263/awej-sv57

Embodied Representations in Games: An Analysis of Avatar Form and Movement for the Design of Immersive Experiences

Chrissa Papasarantou, Charalampos Rizopoulos
Department of Architecture, University of Thessaly; EDUMOTIVA; Department of Digital Arts and Cinema, NKUA
https://doi.org/10.26263/fnqz-nx38

Non-Domination Power and Player Agency in Ecogames: Conceptualizing Democratic Agency

Gabriela Štvrtňová, Filip Hauer
Academy of Fine Arts in Prague
https://doi.org/10.26263/5r92-a547

Efficient Machines of Anti-Profit: Going Against the Flow with The Games “Inscryption” and “To Build a Better Mousetrap”

Zach Cohen
Shenkar School of Engineering, Design and Art
https://doi.org/10.26263/72qk-qc98

Body Signals as Digital Narratives: From Social Issues to Digital Characters

Vilelmini Kalampratsidou, Katerina El Raheb
Department of Performing and Digital Arts, University of the Peloponnese
https://doi.org/10.26263/mraf-sr80

“Maid of Sker” and the Folklore of Wales

Carol Ditner-Wilson
Independent Researcher, Canada
https://doi.org/10.26263/q63w-0992

Forever in the Middle? A Study of the Danish Game Industry

Jesper Juul, Emil Emil Lundedal Hammar
Royal Danish Academy
https://doi.org/10.26263/hcdm-q961

IT’S NOT JUST A PLATFORM GAME, IT’S AN ADVENTURE: The European Invention of the Action-Adventure Game 1983–1990

Jesper Juul
Royal Danish Academy
https://doi.org/10.26263/88h0-kb33

Playfully Perilous: Permadeath Streams of “The Last of Us: Part II” as a Dynamic Playground

Adrienne Domasin
Independent Scholar
https://doi.org/10.26263/1q26-1961

Editorial: Performing Personality in Game Characters and Digital Narrative

Anastasios Theodoropoulos, Katerina El Raheb, Panagiotis Kyriakoulakos, Lori Kougioumtzian, Vilelmini Kalampratsidou, Giorgos Nikopoulos, Marina Stergiou, Dimitris Baltas, Anthie Kolokotroni, Katerina Malisova, Spyros Vosinakis, Ioannis Zannos
https://doi.org/10.26263/g9gn-w820

Editorial – CEEGS 2024: Reimagining Games, Art, and Performativity

Anastasios Theodoropoulos, Elina Roinioti
https://doi.org/10.26263/gjd7-6802