Harald Koberg

Harald Koberg manages the department for digital games at Ludovico, an NGO in Styria/Austria focusing on gaming culture and game education. He conducts educational programs dealing with digital games in the social context, works as an expert for the BuPP and runs a study on differing perceptions of gaming and their social significance as part of his PhD-studies at the Institute for European Ethnology at the Karl-Franzens-University in Graz.

Ludovico; Institut für Volkskunde und Kulturanthropologie der Karl-Franzens-Universität Graz


We are still weirdos. Challenging the notion of gaming culture at the “center of society”

Panel talk, FROG main conference | Friday, 13th October, 15:00 – 15:30

Based on ongoing qualitative research, Harald Koberg argues that gaming as a cultural practice is far from the broad social acceptance it has repeatedly been diagnosed with by scientific and journalistic commentators. Referring to sociological theories of deviant behavior and stigmatization he demonstrates, how and why players might still feel the need to defend themselves against accusations and stereotypes – fostering the formation of strong gaming communities on the go. Attempting to uncover the underlying structures of social powers and protected norms, he draws attention to scarcely researched questions about the significance of gaming in the bigger social context.

Ilaria Mariani

PhD in Design, Ilaria is Research fellow at Design Department and Adjunct Professor at School of Design, Politecnico di Milano. She designs, investigates and lectures in games for social change as systems for communication and social innovation. Her research – theoretical and practical – mainly addresses (1) the meaningful negative experiences certain games create to activate reflection and change, and (2) interactive narratives, between ethics and aesthetics. The focus is on games and narratives able to meaningfully challenge players to explore civic, social, political, moral or ethical issues, encouraging an alteration of entrenched attitudes and sometimes even behaviours.

Politecnico di Milano


Game Designers as Play(er) Experience Divers

Panel talk, FROG main conference | Saturday, 14th October, 12:15 – 12:45

A part from measuring the artefact usability/playability and its ability to successfully entertain the player, who designs games for social change aims should attempt to verify their communicative effectiveness. Are messages conveyed? How players receive them? To what extent are they understood? Good questions… often neglected.Indeed, as central are players, as it is play(er) understanding.This contribution tells the backgrounds and outcomes of a player-centred framework for designers willing to understand players and its application, and sometime misapplication to about 100 games.

Ivan Davidov

I studied game studies and philosophy on the graduate level in Austria, currently still affiliated to the University of Vienna. My research interests focus on play and game studies in general, play therapy, cognitive theory of play, joint action in games, eSports, aesthetics of digital games and digital kitsch.

Universität Wien


The Gambler’s and Explorer’s Shared Mental State

Panel talk, FROG main conference | Saturday, 14th October, 09:00 – 09:30

There is a sharp divide between game and gambling studies. The wager component justifies this separation, although the mediality and content of a gambling game do not preclude negotiable consequences. A player experience based ontology can incorporate betting games into the field of game studies. The gap disappears if shown that the experience of wagering overlaps with an established player type. Gaming players’ mental states resemble the experiences of exploring ones. This hypothesis will be instantiated by a comparison between exploration in Minecraft and 4X games with slot machines and roulette, respectively.

Jason Goldsmith

Jason Goldsmith is Associate Professor of English at Butler University, where he is developing a video game lab with funds from an Innovation Grant.

Butler University, Indianapolis, IN, USA


H.Ed. Games; Or, When the Player Gets Schooled

Panel talk, FROG main conference | Friday, 13th October, 15:45 – 16:15

What does it mean to play games in the context of higher education? How do a player’s motivations and behaviors change when she is also a university student? We play games but are we still players in the generally accepted sense of that word?This paper will explore the player as learner by drawing on student feedback from, and my experience offering, courses on videogames. I offer a preliminary response to these questions and invite the audience to reflect on the forms and sources of knowledge that inform their experience of gaming.

Jonas Linderoth

Jonas Linderoth is a professor in education, currently at the university of Gothenburg. He is most known for his work about game perception from an ecological perspective, where he argues that games have very specific conditions for learning. He teaches courses such as Educational Game Design, Games and Simulations as Learning Environments and Game based learning in educational environments.

University of Gothenburg


Educational game design – breaking the fundamental rules of the craft

Panel talk, FROG main conference | Sunday, 15th October, 09:00 – 09:30

Drawing upon experiences from teaching students to design educational games Jonas Linderoth explores the tension between good game design and good educational practices. Jonas points out that what is good for entertainment value, user experience, immersion and flow does not necessarily make out design patterns that are good when you design for education. A popular argument is that education should learn from the world of gaming. The key point of this talk is that game design also have a lot to learn from the field of education.

Jürgen Hoebarth

Juergen Hoebarth (http://juergenhoebarth.com) is the CEO of Haexagon Concepts, which is a digital strategy consulting and transmedia storytelling agency. He is also the digital director at Piccing, Inc., where he is engaged in leading product vision and digital marketing. He holds two master’s degrees from the Academy of Visual Arts of Hong Kong Baptist University and is an avid follower and believer of the cryptocurrency and blockchain movement.

Haexagon Concepts


E-Sports on the blockchain. How cryptocurrencies and the blockchain influence the e-sport ecosystem.

Panel talk, FROG main conference | Sunday, 15th October, 11:30 – 12:00

The way e-sports companies are launched and operate is transforming, causing the raise of blockchain technologies, such as smart contracts, and cryptocurrencies, such as Ethereum. As Ethereum gets more and more popular, numerous e-sports platforms are jumping on board to get funding via an ICO and to make use of the blockchain itself. The decentralized structure of a blockchain positively serves e-sports-related services, such as betting, wagering, prediction gaming or anonymously buying and selling digital items and goods. In particular, we will look into four main cases and how they utilize the power of the blockchain and cryptocurrencies.

Katarzyna Marak

Katarzyna Marak, Ph. D., lectures at Department of English and Department of Cultural Studies at Nicolaus Copernicus University in Torun, Poland; the author of Japanese and American Horror: A Comparative Study of Film, Fiction, Graphic Novels and Video Games (McFarland 2015). Research interests: popular culture, horror fiction—including the appropriation of the horror genre to digital media—Internet studies and game studies.

Nicolaus Copernicus University in Torun, Department of English


Virtual trouble: An outline of the problems of immersion and the question of quality in VR games

Panel talk, FROG main conference | Saturday, 14th October, 17:30 – 18:00

To some, the VR technology seems like not only a tremendous development, but—more importantly—the natural next step in game design. However, flat, non-interactive screens have been the default display device for digital games for a very long time and the newly emerging VR environment involves problems with immersion/incorporation. The first important issue concerns its emersive qualities. The other issue is the problem of the expected and perceived quality of the games and the resulting situation where non-VR games are still expected to uphold the highest achieveable standards while the VR titles are not.

Katharina Mittlböck

  • Work: “Play & Learn” at the Zentrum für Lerntechnologie & Innovation, University College of Teacher Education Vienna. Several Lectureships.
  • Degrees: Education & Special Education, University of Vienna & Educational Technology, Danube University Krems.
  • Several publications in the fields of Game Studies & Personality Development, PhD candidate (nearly finished 😉 )

Zentrum für Lerntechnologie & Innovation, University College of Teacher Education Vienna (start: Sept. 2017)


Digital Game Psychoanalysis – A Methodical Approach

Panel talk, FROG main conference | Saturday, 14th October, 17:00 – 17:30

The focus of this contribution is on a new methodical approach for the research on the relevance of digital role-playing games for the players’ personality development from a psychoanalytical point of view.Following to some extent Lorenzer’s (1986) and König’s (2001) Cultural Analysis and In-Depth Hermeneutics and Hamburger’s (2017) and Zwiebel’s (2006) Film Psychoanalysis, I apply these two approaches to the act of playing and implement methodical modifications owed to the characteristic of the object of research. In the course of this the following pattern emerged: 1.  Theoretical contexts were 2.  linked to symbols-providing material from a game and 3.  self reflective findings deriving from the act of playing.The theses-generating process of searching and understanding is spiraling along the above-mentioned three recurring stops: theory – game – self-reflection.The submitted contribution shows this methodical approach, gives illustrating examples and raises outstanding issues on the applicability of this approach to gain a broader insight in the impact of gaming.

Sven Lagger

  • Born 21/10/1998
  • Graduated from Gymnasium Schillerstraße Feldkirch
  • Basic knowledge acquired through elective subject Computer Science at school
  • Passionate Computer Gamer
  • Believes in Game Based Learning (experiences made with JavaFX, Greenfoot and Unity)
  • Interested in further studies in the field of Computer Science (especially in the subfield of Game Development/Design).

Gymnasium Schillerstraße Feldkirch


2D Game Development with the professional Game Engine Unity – An Example of Game Based Learning

VWA presentation, FROG main conference | Sunday, 15th October, 14:45 – 15:00

This VWA in the field of computer science is dedicated to the development of the 2D jump and run game “Fency Jumper”. Additionally, the fact that the game was developed cost-effective and cross-platform represents an essential point. The development of the game was exclusively done using the game engine Unity with C# as the programming language. Apart from closer descriptions regarding the code, there are also theoretical fundamentals included, specially explanations of terms such as “computer game”, “game engine” and “programming language”. In conclusion, an outlook on the possible future development of the game is given.

Richard Fojkar

Graduate from the GRG3 Radetzkygymnasium with Matura. As of 10.7. 2017 Conscript. Mag. Elisabeth Krones: Teacher at the GRG3 Radetzkygymnasium and Supervisor of the Pre-scientific Paper.

GRG3 Radetzkystraße


Texas Hold’em Poker: Skill and Luck

VWA presentation, FROG main conference | Sunday, 15th October, 12:00 – 12:15

In this paper I dive into the Mechanics of Texas Hold’em Poker. I will approach the Game form a practical and not purely mathematical perspective.Although Poker is not truly based on luck it does not rely on direct Skill (like Chess) either but rather on a statistical phenomenon making the “What is a good or bad Decision?” Question al lot more complicated. I attempt to find out how skillbased Poker really is.