Margarete Jahrmann

Margarete Jahrmann, is a LUDIC artist and artistic researcher, full university professor and head of EXPERIMENTAL GAME CULTURES at the University of Applied Arts Vienna. She leads the FWF research projects “The Psycholudic Approach” and “Neuromatic Game Art: critical play with neurointerfaces”.
In her interdisciplinary artistic practice, she developed the LUDIC method to connect the human and non- human, cognitive, emotional and political conditions of games, world and society. Her awards include prix ars electronica interactive art 2003, the Berlin transmediale software arts award 2004, and the Media Art Prize of the City of Vienna 2020.

Co-Authors:
Stefan Glasauer (Head Computational Neuroscience, Brandenburg University of Technology, Cottbus, Germany)
Thomas Brandstetter (Lecturer Experimental Game Cultures, University of Applied Art Vienna)

KOPFGELD: Dark Play in an AI based individualized money game.

FROG 2023 – Talk

The exemplary low interaction game KOPFGELD, developed in 2023 by Margarete Jahrmann & Stefan Glasauer and exhibited at Re:Publica Berlin (RP23.-) defines the price of a player’s face by using the latest developments in AI image generation and face recognition systems.
The theoretical foundation of Aaron Trammell’s recent book Repairing Play (2023) gives us a framework to reflect this radical art game on dark play AI, face recognition and cash. KOPFGELD addresses the “non-consensual play” by AI systems with human entities. Actual face recognition directly capitalizes biometric data and AI systems turn human training of AI systems/interaction into cash.
By looking into a camera the players agree (=dark pattern) that their face is used to train a closed AI system. Each face is monetarized by the AI: a “score” is attributed. It is higher the closer the calculated face is to the average face of all former players. From all locally stored faces a counterfeit is calculated that looks like the actual player, but does not actually exist. The new face is an OWN face — and serves as basis for a Geldschein (banknote) design. We use Stable Diffusion for an individualised Geldschein look, including the original camshot. By looking longer into the installation camera so that more pictures are taken, the player can bias the image database and thereby increase their score.
Using methods of artistic research (LUDIC method), KOPFGELD furthers the understanding of non-consensual play and dark patterns of game design as introduced by Trammell (2023) and Zagal et.al. (2013). Situating the installation in the context of low interactions games (Wild 2023) and the artistic tradition of dark play as described by Sicart (2015), we will show how KOPFGELD provides a dark mirror in which we can see glimpses of a future of pervasive gamification driven by non-human players: “you are being played”.


Wilfried Elmenreich

Wilfried Elmenreich is a professor for Smart Grids at the Institute of Networked and Embedded Systems at the Alpen-Adria-Universität Klagenfurt, Austria. His research interests include intelligent energy systems, self-organizing systems, and technical applications of swarm intelligence. Wilfried Elmenreich is a member of the Senate at the Alpen-Adria-Universität Klagenfurt, Counselor of the IEEE Student Branch, and is involved in the master program on Game Studies and Engineering. He is the author of several books and has published over 200 articles in the field of networked and embedded systems. Elmenreich researches intelligent energy systems, self-organizing systems, and technical applications of swarm intelligence.

Co-Authors:
Ahmad Kalatiani
Magdalena Strobl

Exploring Accessibility Enhancement in Printable Board Games through 3D Printing with a Heist Board Game Case Study

FROG 2023 – Talk

In recent years, 3D printing has emerged as a revolutionary technology that has the potential to transform various industries. It enables the creation of three-dimensional objects by layering materials based on a digital design. This process has gained widespread attention due to its versatility, efficiency, and possibilities for customization and prototyping. One of these areas in which 3D printing can be transformational is the development of Indie board games or so-called printables. According to the website BoardGameGeek (n.d.), printables, or “Print & Play” are “games [that] are not published in physical form. Instead, the rules and (most) components are available in a digital format, and players are expected to print them off [sic] and assemble them themselves.” This offers the opportunity for game designers to reach a wider player audience due to its easy access and affordability. The printable games that are offered in BoardGameGeek are mostly 2D games, that is games printed on paper and used with standard figures. A beneficial aspect 3D printing provides is the ability to add accessibility for visually impaired people into board games by designing game elements that provide haptic feedback. As a case study, we designed a heist board game involving a generated game map assembled using 3D-printed elements that snap together so that an accidental moving of one part does not affect the board. The figures and game elements are also designed as 3D prints so that they can be identified by touch as well as by their visual design. The game also involves cards with a cut edge to signal their orientation and a QR code that enables a mobile app to read the card’s content to the player. Producing the game is, however, significantly longer than a standard (2D) printable game since the 3D elements require significant time for printing. Printing times of all elements in full size amount to 100 hours on a Prusa i3 printer. Thus, the usage of 3D-print technology for producing games is expected to be limited to prototypes or special applications.


Sonja Gabriel

Sonja Gabriel works as a professor for media literacy at University Teacher College Vienna/Krems (Austria). Her primary focus of research is on digital game-based learning and using serious games and gamification for teaching different subjects at school and university as well as evaluation of various projects for learning with games and game-design approaches.

Play to Prosper: Teaching Financial Literacy Through Games

FROG 2023 – Talk

In the evolving landscape of education, an intriguing method has emerged to teach economic thinking and financial literacy: games. From traditional board games to sophisticated digital simulations, the interactive nature of gaming offers a novel approach to elucidating complex economic concepts. The question arises: How are games reshaping the way we understand economics?
Games provide educators with an unparalleled opportunity to create immersive learning experiences. For younger audiences, the simplification of complex topics through play ensures an initial grasp of core concepts. Older learners, on the other hand, can delve into intricate economic scenarios, honing their critical thinking skills through simulated real-world challenges. This hands-on approach reinforces classroom lessons, making economic principles both engaging and relatable.
The systemic nature of games mirrors that of economic structures. Just as individual decisions in a game can ripple throughout its entire system, so too can choices in the economic realm influence broader market dynamics. This parallel allows educators to illustrate the interconnectedness and repercussions inherent in economic systems. However, it’s crucial to note that games, with their fixed rules and boundaries, can’t entirely emulate the unpredictable complexities of global economies. As such, while they’re invaluable teaching tools, games remain representations, not replicas.
Moreover, games have ventured beyond mere educational tools into the realm of economic critique. By analyzing different economic ideologies within gameplay, educators can prompt students to critically evaluate and discuss the pros and cons of various economic systems. Yet, as with any tool, educators must be wary of inherent biases and the risk of oversimplifying multifaceted economic issues.
The last years have seen a rise in the number of digital games dealing with financial literacy. This presentation is going to have a look at some of these games, discussing which aspects of financial literacy are included and how learning is integrated into game-design. Finally, potentials and limitations of digital games will be discussed when it comes to teaching financial literacy.


Stefan E. Huber

Stefan E. Huber is currently conducting his doctoral thesis at the intersection of digital technologies and psychology at the University of Graz. He has a background in computational interdisciplinary modeling and simulation in various domains of natural science (including physics, chemistry, materials science, psychology). His current research focuses on better understanding how learning (in digital environments) is intertwined with the multitude of aspects of the human condition (like emotion, motivation, and social dimensions) from a holistic perspective beyond cognitive information processing.

Co-Authors:
Manuel Ninaus, University of Graz

Will human-AI interaction promote new career paths in game development and education?

FROG 2023 – Talk

How are generative AI co-pilots (like ChatGPT, Google Bard, or GitHub Copilot) related to game development and education? Will generative AI thin out the specialist job market by undermining the practice of human expertise? Or can human-AI interaction give rise to new career paths fueling synergies between the motivational powers of games and long-standing educational needs? In this discussion piece, we will try to find some answers to these questions. By first exploring the transformative potential of generative AI in education, we subsequently highlight risks such as deskilling and diminishing the development of human expertise on which large portions of our modern, highly specialized economy are built. We then argue how a playful approach supporting skill practice and human judgement could remedy those risks. Drawing from well-established insights from game-based learning research and self-determination theory, we arrive at the potential of well-designed educational games to foster a willingness to practice, nurturing domain-specific expertise. However, well-designed games will require equally well-suited developers. The proposed solution hence calls itself for support of a specific type of human expert: professionals capable of transferring highly specialized educational activities into engaging games, placing the development of the human players at the core of their goals. Our view thus opens a new perspective on the career paths of game developers not merely as providers of ever new entertainment meeting the needs of a modern consumer society, but as key players for a sustainable preservation of a central human role in modern education.


Linda Rustemeier

Linda Rustemeier (M.A.) is an elearning expert and has been a member of staff at studiumdigitale since 2016, the center of innovations on technology enhanced learning at Goethe University Frankfurt. She researches in the field of Serious Games, qualification of supplemental instructors and digital accessibility (HessenHub).

Co-Authors:
Maria Ahmed
Eike Henrich

Detlef Krömker

Diversity-sensitive agile software development with Scrum as a simulation game: SimScrumPlan saves time and costs

FROG 2023 – Talk

The following exposé would like to introduce the online simulation game concept “ScrumSimPlan” (in German: https://scrum.s.studiumdigitale.uni-frankfurt.de), which was developed with the aim of bringing Scrum closer to the players, primarily computer science students, but open for everyone interested. It’s concept follows diversity sensible and digital accessiblity guidelines. In the beginning a user-centered approach was chosen for the implementation, which includes a constant exchange of ideas with Scrum experts and users. It is developed as a process of students theses. The online simulation game is played with at least four people and the players take on the Scrum roles, Scrum Master, Product Owner and Developer. One after the other in four rounds. Within one day, the entire Scrum process is simulated, a facilitator accompanies the process and the game is supplemented with typical scenarios, such as the execution of a priority estimate. In addition, the players have to overcome common obstacles that occur when applying Scrum and agile methods. With the help of gamification elements, the motivation to learn the Scrum process is to be increased what saves not only time, but money for the companies the students or one will work for.


Lukas Galinski

Lukas Galinski works as Senior Project Manager and ESG Advisor at INSTINCT3, a Berlin-based influencer and creative marketing agency in gaming and esports. In his role, he increasingly sets up and aligns economical, ecological, and social goals in business. Before starting at INSTINCT3 in 2020, Lukas facilitated and managed esports sponsorships at Jung von Matt/Sports in Hamburg. The esports market has also been topic of his master thesis. Lukas holds a bachelor’s degree in Economics of FAU Erlangen-Nuremberg and a M.Sc. in Sport, Business and Law of University Bayreuth.

How Responsible Gaming Influencer Marketing Can Shape The Future

FROG 2023 – Talk

In times of Climate Change, Big Tech or Identity Politics, almost no business decision comes without environmental or social consequences – it is no different in Gaming Influencer Marketing. This practitioner’s keynote investigates how responsibility can be incorporated into decision-making processes within Gaming Influencer Marketing. It considers mega trends such as shifting economic power, climate change and resource scarcity or technological breakthroughs and their corresponding market realities for Gaming Influencer Marketing. By providing deriving questions for influencers and advertising agencies in everyday business as well as recent industry case examples, decision-making processes, dilemmas, and compromises are explored.

The explorations show that mitigating environmental and social costs and externalities solemnly depend on individual decision makers within Gaming Influencer Marketing. In economical terms, both Good and Bad environmental and social decisions can be rewarded by the market (and its communities). By defining individual values for personal brands and creating guidance for employees and influencers, market actors can navigate through uncertainty and aim for informed decisions considering economic, environmental, and social consequences. Therefore, it is recommended to define values, apply frameworks for self-guidance and voice concerns during decision-making processes to lead towards a desirable future for current and next generations.

The exploration is limited to a one-sided view of Gaming Influencer Marketing within one of Germany’s leading Gaming Influencer Marketing agencies.


Simon Huber

Dr. Mag. Simon Huber BA completed his studies in History and Educational Science at the University of Vienna, followed by Cultural Studies at the University of Applied Arts in Vienna. His doctoral thesis was honored with the prestigious Award of Excellence, recognized as one of the top 40 dissertations in 2022 by the Federal Ministry of Education, Science, and Research. He is researching and teaching about video games for over ten years and is currently engaged in crafting a research initiative, independently conceiving the project under the working title: Mapping Ways of Reading.

Game Culture between Fine Arts and crude Economies

FROG 2023 – Talk

The relationship between money and games is highly diverse and inherently complex in each of its forms. This complexity has given rise to numerous questions that have kept generations of game scholars busy. I propose an inverted perspective by looking at different money affairs as if they were games in action. This is relevant because the actual exchange of money and goods insinuates how we model the process of trading, and further abstract to whole economies from this point. Notably, previous attempts to delve into the material underpinnings of this relationship appear disconnected from the current research efforts within Game Studies.

To bridge this gap, I draw upon the canonical ludology vs. narratology debate (cf. Mukherjee 2015) to illustrate how material elements are often underrepresented in game analysis. It’s essential to note that this discussion does not venture into the ontological debate about what defines a game. Instead, it acknowledges that games can be viewed as both works of art, expressions of culture reflecting the times they were created in, or as accurate simulations of economic processes, which could just as easily model the speculative art market.

Going beyond this binary classification of games as either art or economic models, we aim to cultivate a truly game-centric perspective on financial transactions, from which games themselves emerge (Rautzenberg et al. 2021). In this context, the ongoing exchange of symbols, mathematical concepts, goods, and narratives transforms into a second-order knowledge visualization (cf. Huber 2021). This approach offers a novel lens through which to explore the intricate relationship between money and games, enriching our understanding of both.

Literature
Huber, Simon (2022): Die Emergenz der Anschaulichkeit in Comenius’ Orbis pictus (1658). Universität für Angewandte Kunst.

Mukherjee, Souvik (2015): Video Games and Storytelling: Reading Games and Playing Books. 1st ed. 2015 Edition. Houndmills, Basingstoke, Hampshire : New York, NY: Palgrave Macmillan.

Rautzenberg, Markus, Rolf Nohr, Claus Pias & Gabriele Grammelsberger (2021): Spielförmige Emergenz: Für eine Neubestimmung der Spielwissenschaften. Paidia – Zeitschrift für Computerspielforschung https://www.paidia.de/?p=15201 (letzter Zugriff 12.01.2022).


Rudolf Inderst

Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he’s teaching as a professor for game design at the IU International University for Applied Science and holds the position as lead editor at the Suisse online journal Nahaufnahmen.ch for the game section. His last publication is #GameStudies. 20 Jahre Forschungsfantasie: Von der Disziplinierung eines Mediums (together with Pascal Marc Wagner).

Gaming Capital – the Ludo-Dividend of Digital Game Research

FROG 2023 – Talk

Gaming Capital, a concept introduced by Mia Consolva, highlights the value of gaming as a cultural practice and social phenomenon. It challenges the notion that gaming is solely a form of leisure or escapism and argues that it can contribute to an individual’s social and cultural capital. Gaming Capital encompasses the acquisition of skills and competencies through gaming. Players develop cognitive abilities such as problem-solving, strategic thinking, and multitasking, which can be transferred to other domains like work and education. Additionally, gaming contributes to cultural capital by expanding players’ knowledge and understanding. Video games often incorporate narratives, historical references, and complex themes, enhancing players’ cultural literacy. Gaming communities also foster cultural exchange and discussions, broadening perspectives. Gaming Capital extends to social networks and communities. Online multiplayer games provide spaces for players to connect, collaborate, and compete, fostering social interaction, teamwork, and leadership skills. These communities offer a sense of belonging and support, forming friendships that can extend beyond the virtual realm. Recognizing Gaming Capital challenges stereotypes about gamers and highlights the positive aspects of gaming engagement. It calls for the inclusion of gaming-related skills in education, job market evaluations, and cultural policies.

In conclusion, Gaming Capital emphasizes the multifaceted value of gaming beyond entertainment. It promotes the development of skills, acquisition of knowledge, and formation of social networks. By acknowledging Gaming Capital, society can better appreciate the meaningful contributions of gaming in contemporary culture.

Now, let’s talk about YOUR Gaming Capital … !


Chris Binder

Chris Binder is an artist and trainer for media literacy and game-based learning. He consults and speaks on the topics of media literacy, games, and art. Since 2020, he has working together closely with the Landesmedienzentrum Baden-Württemberg on the project „BLOCKALOT: The Creative Minetest Server for Future-Oriented Learning“

Abundant Bricks: Exploring economic systems and decision-making in the sandbox world of Minetest

FROG 2023 – Talk

The sandbox world of Minetest leaves it to the players whether they would like to participate in capitalist behaviour or not. Based on the principles of collaboration and creativity, Minetest doesn’t offer a monetary currency in its base game. Instead, one could argue that its economic value is derived from the structures that players create out of the basic building blocks found in its virtual world. The choice of (an) economic system(s) and its or their governance if left to those who are active in the world. As a free and open-source game, Minetest questions the state of game-making as a higly lucrative form of entertainment deeply intertwined with economic aspects.
Through the project BLOCKALOT, the Landesmedienzentrum Baden-Württemberg, Germany, (LMZ) has enabled learning facilitators to engage effortlessly in Game-based Learning via its possibilites to manage Minetest worlds and use premodelled learning scenarios with the learners. How do players and learners interact with the sandbox world? What, if any, economic decisions are made by individuals and groups? How could an alternative to the capitalist system that most players interact with on a daily basis look like in Minetest and what would be its incentive for interaction?
This talk willl give some insights into the ways in which economy and currency are perceived and used in Minetest worlds and learning scenarios. In particular, one international project that incorporates content and language integrated learning (CLIL) with sustainability issues will be presented as an example for a test site of economic decision-making and collaboration.


Kevin Mercer

Kevin Mercer is currently Assistant Professor of Digital Media Arts & Animation at Southern Illinois University. Mercer earned a BFA degree from Western Illinois University and an MFA degree from Penn State.

Mercer’s recent presentations include: Things Too Real: Addressing Environmental Disaster through Interactive Storytelling, Festival of Interactive Narrative & Storytelling at University of Otago and New Zealand Centre of Digital Excellence; Interdisciplinary VR: Merging Game Design & Language to Facilitate Student Engagement, Meaningful Play at Michigan State University; SALUKI-X: Investigating Ethical Space Exploration Through Hybrid Methodologies for Designing, Mapping & Navigating Virtual & Built Environments, Mid-America College Art Association Conference at Slippery Rock University.

The Socio-Spatial Currency of Dark Souls & Death Stranding

FROG 2023 – Talk

Video games such as Dark Souls and Death Stranding feature asynchronously shared virtual spaces in which the players’ understanding, navigation, and alterations of the in-game architecture are made possible with the transaction of social currency. Though purely digital, these game worlds are socio-spatial, informed by geographically dispersed, yet virtually close inhabitants, each seeking to care for said worlds.

In the case of Dark Souls, treacherous, labyrinthian environments are explored incrementally during cycles of the player’s life and death. Progress requires venturing beyond the safety of a dwelling, in this case a bonfire checkpoint, into ruins, cathedrals, and hamlets replete with vicious enemies and unseen traps. However, asynchronous online players are able to compose messages from lists of nouns, verbs, and qualifiers and leave them in the game world as signposts for others. This sharing of information, and, in many cases, misinformation, affects a given player’s creation of knowledge regarding a dangerous play space steeped in imposing, Gothic architecture (Rutten, 2016).

In the case of Death Stranding, the player is tasked with transporting resources and rebuilding the infrastructure of a post-apocalyptic United States. The gameplay loop sees the protagonist traversing extreme landscapes, seeking natural paths while also constructing roads and bridges along the way. Another example of asynchronous online interaction, Death Stranding enables players to use structures built by one another, then award them likes, perhaps the most prevalent social currency in the online world. By earning likes, the player’s standing and efficacy as a socio-spatial architect are increased, allowing them to build more, better. With time and ardor, players unknown to one another shape a virtual environment enabling easier and faster traversal for all. Death Stranding enables players by deploying them in space (Lefebvre, 1992) to improve in-game architecture, yielding a more utopian and less neoliberal play space.

Lefebvre, Henri. (1992). The Production of Space. Wiley.

Rutten, R. (2016). Beyond Proximities: The Socio-Spatial Dynamics of Knowledge Creation. Progress in Human Geography, 41(2), 159–177. https://doi.org/10.1177/0309132516629003