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Continuing with pt. 2 of GS1: Game Studies in Action, a whole conference of student research by game design grad students! (see thread below for talks from this morning, and gstudies.one for abstracts & author names)

Gonna get back on my bullshit by live-posting the first-ever student-led game studies conference at @nyugamecenter.bsky.social — GS1: Game Studies in Action. [ Organized by Prof. Karina Popp ] (Apologies to those who liked/shared earlier posts, they were messed up / had to delete! See again below)

Comparing UI design conventions in game HUDs with prior research about human cognitive models of information hierarchy; different HUDS (StarCraft 2, Halo Infinite) organize & enhance information for different effect but also follow human psychology; HUDs may be under-utilized as meaning space!

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How do deck-building games diverge by platform? Dominion (analog) and Slay the Spire (digital) compared; the former heavily emphasizes immediate physical affect and multiplayer interaction (e.g. attack cards) while the latter focuses more on letting the player self-optimize through synergy

How do “poetic roguelikes” such as Returnal and Hades resemble poetry? Similar to e.g. Dickinson, they have a kind of anaphora, with recurring motifs, language, sensory elements. Deleuze’s Difference and Repetition highly useful to understand cyclical gameplay; imagination draws out difference