Federico Alvarez Igarzábal studied Audiovisual Communications and Visual Arts in Córdoba, Argentina. He has worked as a researcher and teacher at different institutions, including the University of Cologne and the TH Köln (Germany), where he is currently employed. Since 2013 he is working on his PhD thesis on the topic of temporal structures in video games and time perception under the working title of “Time and Space in Video Games.”
University of Cologne / TH Köln – University of Applied Sciences
Marshmallows and Bullets
Panel talk, FROG main conference | Sunday, 15th October, 12:15 – 12:45
This talk examines the Resident Evil HD Remaster of 2015 with the psychological notions of delayed gratification, temporal discounting, and time perspective. These concepts describe how players interact with video games in general, but are especially adequate for the analysis of survival horror games. The player’s mental construction of time is connected to decision-making processes related to resource management. Survival horror is characterized by the management of scarce resources in unsettling environments. Psychological studies concerned with the aforementioned notions, i.e. Mischel’s famed “Marshmallow Test”, shed light on mental processes that affect interaction with this genre and Resident Evil in particular.

Gernot Hausar is a Historian based in Vienna, Austria. Interests & research include information exchange & transfer, digital humanities, hackers, net-policy, eLearning, OCR, games & data mining.
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.
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.
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.
Jason Goldsmith is Associate Professor of English at Butler University, where he is developing a video game lab with funds from an Innovation Grant.
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.
Juergen Hoebarth (
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.
Work: “Play & Learn” at the Zentrum für Lerntechnologie & Innovation, University College of Teacher Education Vienna. Several Lectureships.