The Digital Games Research Association 2009 Conference was held at Brunel University, organised also by Newport University and University of West England.
These are my notes – note the paraphrasing, so it’s not entirely accurate, and some are non-existent – I simply didn’t or couldn’t take notes. These are the sessions I went to, and I’ll upload slides or something at some point if I can be bothered.
Note: As featured in the IGDA newsletter, I however am not the person in the captioned picture – that’s keynote speaker Ian Bogost.
Tuesday
- Beyond Adversarial: The Case of Game AI as Storytelling
- Towards Data Driven Drama Management
- Using Microgenetic Methods to Investigate Problem Solving in Video Games
- Ethics in Videogames Workshop
- The Achievement Machine: Understanding the Xbox Live Metagame
- Achievements as Discursive Practice in Videogame Play
- Teleporters, Tunnels & Time: understanding Warp Devices in Videogames
- Abstractions of a meaningless act: (spending) time in the gaming world
- “Remembering How You Died”: Memory, Death and Temporality in Videogames
Wednesday
- Sex and Videogames: A Case of Misappearance
- More Than Just a Combo of Slaps? Lesbian, Gay, Bi-Sexual and Trans Gaming
- Some Notes on The Nature of Game Design
- “You Played That?” Game Criticism Meets Games Studies
Thursday
- The State of Play in Game Preservation
- Role-Playing Games: The State of Knowledge
- The Art of LittleBIGPlanet
- What I Don’t Want to Hear About MMOs
Also note Richard Bartle’s writeup of the keynotes – I couldn’t get enough notes from Ian Bogost’s talk to make any sense, philosophy isn’t an area I’ve read into, and my laptop battery died anyway.
Friday
- Experiential Narrative in Game Environments
- ‘Already Out There’ How Players Understand their narrative in online games
- In search of a minimalist game
- Evolution of the tetromino-stacking game: An historical design study of Tertris
- The New Gatekeepers? On the occupational ideology of game journalists
- Agency and the Free Will debate
- An affordance based model of gameplay
- Gameplay Design Patterns for Game Dialogues
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