Markus Meschik

Markus Meschik is a social worker and head of “Enter”, an NGO dedicated to the counselling of families and institutions on the topic of digital games in education. He is an expert for the “BUPP” of the Federal Chancellery and is currently working on his PhD- Thesis on excessive gaming behaviour and related media education strategies at the Karl-Franzens University in Graz.

Continue? – About excessive gaming behaviour and the handling of related phenomena in education

Lecture, Saturday, 20th October, 16:00 – 16:30

The increasing popularity of digital games as a pastime among a great many children, adolescents and adults poses new challenges for pedagogical and social professions and also is a cause of concern for many guardians.
Critical aspects such as addictive potential as well as potentially problematic financing models and gambling elements in digital games also need to be considered and adequately addressed in pedagogical practice.

As part of my dissertation I am creating a survey of studies on on addiction in digital games and exploring existing media education strategies of guardians. The aim is to explore these strategies and, based on those, develop conceptual guidelines that can support educators and parents in successful media addicition prevention in particular and media education in general.

Achim Birkner

Achim Birkner is a Junior Lecturer and PhD student at the Otto-von-Guericke-University Magdeburg, Germany. His academic focus lies on the intersection of digital technology and education/educational research.


Lootboxes and Micro Payments as unbeatable revenue makers.

Is it all a gamble that needs to be sanctioned or are Lootboxes simply the new Panini Cards?

Lecture, Saturday, 20th October, 15:30 – 16:00

The goals of the presentation are: to firstly distinguish loot boxes against micro transactions; secondly to give a detailed look into the revenue generated from loot boxes and micro transactions; thirdly to relate loot boxes to older phenomena of youth culture like the Panini collectible stickers or other collectible cards; and lastly, coming from the conclusions drawn in the earlier chapters, a final conclusion is drawn that tries to find a balance between an unregulated free market catering to the interests of youth on the one hand and gambling and addictive tendencies on the other that made it necessary to regulate these things.

 

Mathias Lux, Michael Riegler, Pål Halvorsen

Dr. Mathias Lux is Associate Professor at the Institute for Information Technology (ITEC) at Klagenfurt University. He is working on user intentions in multimedia retrieval and üroduction, semantics in social multimedia systems, and interactive multimedia in the domain of video games. In his scientific career he has (co-) authored more than 100 scientific publications, serves in multiple program committees and as reviewer of international conferences, journals and magazines on a regular basis, and has (co-)organized multiple scientific events. Mathias Lux is also well known for the development of the award winning and popular open source tools Caliph & Emir and LIRE for multimedia information retrieval. He has integrated image indexing and retrieval features in the popular Apache Solr search server and his system is for instance powering the WIPO Global Brand Database. At Klagenfurt University he has established a lively community of game developers and enthusiasts who meet at regular events and game jams.

Dr. Michael Alexander Riegler is a senior researcher at Simula center for digitalisation (SimulaMet) and Oslo University. He received his PhD from Simula Research Laboratory/University of Oslo in 2017, and a Master’s degree (with distinction) from Alpen-Adria Universität Klagenfurt, Austria. His research interests include: medical image and video analysis and understanding, image processing, image retrieval, parallel processing, gamification and serious games, crowdsourcing, social computing and user intentions.

Dr. Pål Halvorsen is a chief research scientist at Simula center for digitalisation (SimulaMet), a professor in computer science at University of Oslo and CEO of ForzaSys AS. His research interests are in the area of system support for medical and sport technologies including for example system-level optimizations, distributed systems, image and video analysis and sensor data processing.


E-Sports and Audience: Challenges for Broadcasting on the Example of  Counter-Strike: Global Offensive

Lecture, Saturday, 20th October, 15:00 – 15:30

Counter-Strike: Global Offensive (short CS:GO) is a popular e-sports that has been around for years now. Tournaments are organized by the ESL, Valve and other major players and professional teams can earn their living with sponsorships and prize money. Moreover, popular tournaments are watched by hundreds of thousands viewers. In CS:GO matches two teams of five players try to overcome each other in a military setting. Typical matches last for an hour and more and each of the players generates a video stream resulting in ten and more hours of video, not all entertaining and informative for the audience. In this talk we focus on how CS:GO matches and their video streams relate to traditional sports broadcasting, what the challenges for summarization are and give an outlook on how computer science and multimedia research in particular might help.

 

Felix Schniz

Felix Schniz graduated as a Bachelor of Arts in English and American studies from the University of Mannheim, where he subsequently joined the master’s programme Cultural Transformations of the Modern Age: Literature and Media. With a thesis exploring the metamodern tendencies of the third-person shooter Spec Ops: The Line (2012), he concluded the programme with excellence. Today, Felix Schniz is a PhD candidate and research assistant at AAU Klagenfurt. The focus of his dissertation are experiential dimensions of videogames. He furthermore is the director of studies for the master’s programme Game Studies and Engineering founded in 2016 and current head of the Klagenfurt Critical Game Lab.


To Save What’s Gone – Videogames as Eulogy

Keynote, Saturday, 20th October, 14:00 – 15:00

A growing number of independent games explore matters of loss, death, and remembrance. The genre of walking simulators, first and foremost, is prone to take players onto sojourns into lives gone, incidentally exploring strategies of memory and coping amidst virtual funerary monuments.

With this conference paper, I explore the narrative and mechanic features used in the portrayal of grief in walking simulators. I highlight that the very gameplay conventions for which the genre is often patronised, combined with features of unreliable and fragmentary narration, create an ambience of encouraging mystery that eases the coming to terms with the departed. In conclusion, I juxtapose my research insights with contemporary traditions of grief in the western societies and argue for the consideration of new modes of obituary.

Works Considered thus far                                                                                               

  • Giant Sparrow. 2017. What Remains of Edith Finch. West Hollywood: Annapurna Games.
  • Tale of Tales. The Graveyard. Bellevue: Valve Cooperation.
  • The Chinese Room. 2012. Dear Esther. Brighton: The Chinese Room.
  • The Chinese Room. 2016. Everybody’s Gone to the Rapture. Brighton: The Chinese Room.

Emir Bekitc

 

Emir Bektić is a graduate student at the Alpen-Adria University of Klagenfurt, Austria. He obtained a Bachelor’s Degree in English and American studies, with his thesis exploring the psychological concept of locus of control in the game The Stanley Parable. He is currently enrolled in the Game Studies and Engineering Master’s Degree where his main interest revolves around the representation of historical artifacts and events in games. Other academic fields of interest are anglophone literature and film.


Are You Sure You Want to Exit Without Saving?
A game-preservation research project

Lecture, Saturday, 20th October, 12:30 – 13:00

As the medium of games keeps growing ever-larger and with the industry producing them ever-growing, one would be justified to look to the future of games with a great deal of enthusiasm. However, this brings forth the danger of forgetting about the valuable past of the gaming industry and, in turn, losing a large number of relevant artifacts. The research conducted here thus focuses on the preservation of games, primarily through archiving. The goal is to analyze various methods of storing and maintaining games and the systems they are played on, with a practical application planned for the upcoming University of Klagenfurt Gamelab archive.

Wilfried Elmenreich

Wilfried Elmenreich is Professor of Smart Grids at the Institute of Networked and Embedded Systems at the Alpen-Adria-Universität Klagenfurt. He studied computer science at the Vienna University of Technology and in 2008 received the venia docendi for technical computer science. In 2007 he moved to the Alpen-Adria-Universität Klagenfurt as Senior Researcher. After a visiting professorship at the University of Passau Elmenreich in 2013, he followed the call to the University of Klagenfurt. 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 publisher of several books and has published over 150 articles in the field of networked and embedded systems. Elmenreich researches intelligent energy systems, self-organizing systems and technical applications of swarm intelligence.


Making a Game in One Hour

Lecture, Saturday, 20th October, 12:00 – 12:30

Since the availability of programmable home computers, making computer games has become an achievable dream for gamers. Making a game, however, has always meant investing a tremendous amount of effort where people work on a project for weeks, months or even years. While game engines and game maker programs can help with this, the increasing complexity of computer systems has made it even harder to make a game in a reasonably short time. In recent years, game jams have started to break this habit by requiring teams to create a game prototype during one weekend. For instance, in the Ludum Dare game jam you are required to single-handedly produce all content, including assets, within 48 hours. But even faster paced game jams, like the weekly One Hour Game Jam, demonstrate that people are able to produce a small game prototype in around one hour. While these fast jams are definitely a great exercise for future game designers, they also teach us more: Firstly, they promote easy to use tools, which not only benefit the experienced speed coder but also the casual game programmer. They might not make a game in one hour, but probably making a game in half a day would be a great achievement for most people. Secondly, there is clear application in education, since typically month-long programming projects do not fit into common curricula, hourly lessons introducing a compact project with an interesting outcome is exactly what is needed to motivate pupils and teachers. Thirdly, while creating a small project in one hour may appears to be cowboy coding, it actually requires some software engineering skills to be able to identify the necessary steps to build a prototype and to properly identify a reasonable time budget for each part, like drawing, coding, level design and testing.

Daniela Bruns

Daniela Bruns works as a University Assistant at the Department of Media and Communications at the Alpen-Adria-University Klagenfurt in Austria. She holds a bachelor in Economics and a diploma in Media Theory and Cultural Studies from the University of Klagenfurt. Her main research interests include Cultural Studies, Popular Culture, Game Design and Video Games between escapism and activism.


Negotiating Fun and Seriousness: Towards a Learning/Gaming Experience of Popular Video Games

Lecture, Saturday, 20th October, 11:30 – 12:00

The distinction between entertainment and serious content is still very present in the European society, which especially applies to the sector of video games. Although video games got integrated in higher culture through their connection to art, literature and as a medium for political critique, the popular ones often remain unnoticed when it is about to offer more than just fun and entertainment. The category of “serious games” approves this proposition in contrast to the lack of genres like “serious books” or “serious films”. This presentation explores strategies of artistic/political games as part of popular games in the context of a learning/gaming experience to open up a discussion about their potential of activating the gaming community to participate in a critical dialogue.

 

 

René Reinhold Schallegger

René Reinhold Schallegger was trained in English and American Studies, as well as French, with focus on literary criticism and cultural studies at Alpen-Adria-Universität Klagenfurt (Austria), and Anglia Ruskin University (Cambridge/UK). Currently, he is Assistant Professor for British-, Canadian-, and Game Studies at Alpen-Adria-Universität and has just finished his post-doctoral thesis entitled “Choices and Consequences: Videogames, Virtual Ethics, and Cyber-Citizenship”. His most recent publications is The Postmodern Joy of Role-Playing Games: Agency, Ritual, and Meaning in the Medium (McFarland 2018).


Challenging Challenge – Towards a Redefinition of Games

Keynote, Saturday, 20th October, 10:30 – 11:30

Since the beginning, game studies have widely associated (video-)games with the notions of challenge and conflict, expressed in the essentialisation of fail states, the overcoming of obstacles, and player skill. While earlier, more philosophical or anthropological texts that paved the way for the new field did not give these elements such critical importance, when the conflict between narratologists and ludologists subsided, the latter mostly prevailed. I would like to challenge the notion of challenge as an integral and essential component of the definition of the medium. I will use examples from videogames that already function differently and suggest ideas for alternate ways to conceive of and design (video-)games.

Wolfgang B. Ruge

Wolfgang B. Ruge ist als Lektor an verschiedenen Universitäten und als Medienpädagoge tätig. Seine Forschungsschwerpunkte umfassen: bildungswissenschaftliche Filmanalysen vor allem des Kinderfilms, disziplintheoretische Betrachtungen der Medienpädagogik, die Methodik (audio-)visueller Sozialforschung sowie Medienkompetenzförderung und Datenkritik.


Spiele[n] schauen“ – oder: Sozialität bei Gaming-Influencern

Impulsvortrag,  Freitag 19. Oktober, 19:50 – 20:20

Auch wenn in populären Diskursen immer wieder das Bild des einsamen Computerspielers verbreitet wird, haben sich verschiedene Praktiken neuer Sozialität rund um das Spielen etabliert. Neben den Ingame stattfindenden Vergemeinschaftungsformen bei MMORPGs erfreuen sich zurzeit Let´s Play großer Beliebtheit. Die populärsten Spieler – in Österreich und Deutschland z.B. Gronkh – werden dabei aufgrund einer Reichweite von der Werbeindustrie entdeckt und dürfen als „Influencer“ die Zielgruppe ansprechen. Der Vortrag skizziert zunächst das Feld der Influencer am Beispiel von Let´s Play – Videos. um anschließend Forschungsdesiderate innerhalb der Medien(pädagogischen)forschung herauszuarbeiten.

Hannah Schäfer und Sophie Winkler

Hannah Schäfer erreichte ihren Bachelorabschluss in Bildungswissenschaft an der Universität Wien 2017. Momentan studiert sie als Masterstudentin Bildungswissenschaft mit dem Schwerpunkt Allgemeine Pädagogik an der Universität Wien, Österreich.

Sophie Winkler absolvierte ihr Bachelorstudium der Bildungswissenschaft an der Universität Wien erfolgreich im Sommer 2017. Derzeit ist sie Masterstudentin der Bildungswissenschaft im Schwerpunkt Allgemeine Pädagogik an der Universität Wien, Österreich.


Twitch rockt

Impulsvortrag mit Video,  Freitag 19. Oktober, 19:10 – 19:50

Das Video stellt in einem inszenierten Livestream die Streamingplattform Twitch als ein Medium des Austausches zwischen Gamern und Viewern vor. Als Beispiel für die ermöglichte Interaktion während des Gamings wird das Spiel Minecraft zunächst kurz präsentiert und anschließend als Analyseinstrument weiterverwendet. Um die Wechselbeziehung zwischen Gamern und Viewern während des Livestreams und die dadurch möglicherweise eröffneten Bildungspotentiale aufzeigen zu können – wie etwa das Erlernen von Verhaltensregeln, Spracherwerb oder Förderung räumlichen oder abstrakten Denkens – wird die kontextbezogene Relevanz medialer Kommunikation, sozialer Normen, Gruppenemotionen und Identifikationsprozessen als Voraussetzung für spezifische Bildungsprozesse dargestellt, was unter anderem mittels der auf das Forschungsgebiet angewandten Theorie der parasozialen Beziehungen argumentiert wird.