Post

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!

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

Böhme’s theory of atmospheres applied to games; “much like user experience you can’t create atmosphere directly.” Atmosphere is intersubjective, depends on positionality, arises from sensory stimuli or emotions, created by labor. Gone Home (gothic) & Edith Finch (bittersweet) used for rich examples.

0 reposts7 likes

“Slow violence” (usually vs. environment) used as a lens for the erosion & neoliberal victimization of indigenous culture, under threat of violence. MH: Wilds as example, with indigenous-amalgam darker-skinned “natives” who suddenly rely on saviors vs. monsters. Where’s inclusivity beyond aesthetic?

Vacation simulators as an entitlement-driven subgenre of “cozy games,” in turn defined in part by abundance. Why does Shin-Chan: Me and the Professor on Summer Vacation present a mostly empty town which is entirely available for Shin-Chan to fish, plant, harvest from?