Purpose Built Exergame Design

Patients with end-stage renal disease that undergo dialysis treatment, visit a hospital on average 3 times a week. Such involved treatment means the patients lead very sedentary lifestyles. The sedentary lifestyle in turn makes the patient less capable and willing to participate in physical activity, worsening the patient’s overall health-related quality of life. Video games, more specifically exercise-based games, are...

[Presentation] 'Azeroth As It Was': Is World of Warcraft Classic Really Vanilla?

For many queer players, World of Warcraft has served as a digital platform to enact queer gameplay. Game mechanics, social play, and avatar models provide possibilities for playing queer. For example, the masculine female Orcs have allowed many queer women to not only play with female masculinity, but to go unnoticed by straight male players (Sundén 2009).

[Workshop] Types for Players

Games are made up of different kinds of experience; game designers are experience designers for players. We are specifically interested in the mechanical experiences of players interacting with challenges.

[Book Chapter] Moments of Political Gameplay: Game Design as a Mobilization Tool for Far-Right Action

In this chapter, I develop the critical framework of moments of political gameplay using an approach informed by radical relationism, microethnography, and performativity, in order to produce detailed readings of how video games and their players reproduce (far-right) political action. I form this concept through two qualitative case studies from two seemingly different games: Angry Goy II (AG2), a game...

[Presentation] Moments of Political Gameplay: Far-Right Gameplay and Political Becoming

This presentation examines the temporal becomings of violence through hate as a game design feature by reviewing how features within game design, and their social placement, act as a mobilizing device of far-right action in digital forms. Particularly, this presentation will provide a preliminary discussion centered around games where hate is a vital part of game progression, followed by a...

Can Deep Learning Predict Problematic Gaming?

How does one build a healthy gaming ecosystem? Recent evidence clearly demonstrates the existence of problematic gaming [1]. Predicting problematic gaming is still in its infancy. Here we focus on excessive gaming and model in-game behaviour as a means to continuously predict future play time. This can be used to help players maintain a healthy balance between the virtual and...