Kevin Rebecchi

Rebecchi Kevin, PhD (in Education) is a Research and Teaching fellow in Developmental Psychology in the Development, Individuals, Processes, Handicap, Education Research Unit at the Institute of Psychology, University Lumière Lyon 2 (France), and PhD Candidate in Communication at the Liège Game Lab, University of Liège (Belgium). His interdisciplinary research focuses on neurodiversity (history, conceptions and definitions, overlapping conditions, media representations, social perceptions and education).

Uncovering and End of the World: Neurodiversity in Apocalyptic Video Games

FROG 2024 – Talk

This talk explores how apocalyptic video games can uncover and highlight the unique skills and experiences of autistic individuals. By analyzing various games featuring autistic characters in apocalyptic contexts, we examine how these representations contribute to a better understanding and appreciation of neurodiversity.

The apocalypse, etymologically meaning “revelation,” is a recurring theme in video games, providing a framework to explore extreme scenarios and human capabilities in times of crisis. Traditionally seen as the end of the world or a major catastrophe, the apocalypse also means “uncovering” or “revealing.” This dual meaning shows how video games depict apocalyptic scenarios while revealing the skills and experiences of autistic individuals. Highlighting their unique contributions in apocalyptic worlds offers a new perspective on neurodiversity and challenges the notion that autism is solely a disability, demonstrating that in different contexts, autistic abilities become essential and valuable.

In Watch Dogs 2, Josh Sauchak is an autistic hacktivist fighting against a massive dystopian surveillance system. Overwatch features Symmetra, an autistic hero using a photon projector to protect her allies in a post-crisis future. Borderlands features Patricia Tannis, an autistic scientist surviving and searching for resources in a devastated universe. Mass Effect 2 introduces David Archer, an autistic savant with advanced cognitive abilities crucial for combating extinction threats. The Division 2 presents Birdie, an autistic technical genius helping rebuild society in post-pandemic Washington D.C. Apex Legends features Wattson, an autistic engineer creating defenses and supporting her team in a futuristic universe. Dragon Age: Inquisition presents Cole, a mysterious character with autistic traits navigating a world besieged by demons and conflicts. Clive Barker’s Jericho features Simone Cole, an autistic mathematician using chaos theory to manipulate time and space.

By uncovering the unique skills and experiences of autistic individuals, these apocalyptic video games offer new perspectives on human capabilities in crises and the resilience needed to overcome challenges. Highlighting neurodiversity, these games enrich our understanding of human contributions and resilience in global crises and question the notion of autism as a disability by showing how autistic abilities are indispensable in different contexts.


Giuseppe Femia

Giuseppe Femia is a PhD Candidate at the University of Waterloo. Overall, his research in disability game studies observes different types of gaming media and the design, purpose, and function it has while approaching disability identity. His current work observes disability representation and disabling mechanics in TTRPG narratives and systems.

Disability, Magic, and Technology in TTRPGs

FROG 2024 – Talk

This presentation delves into modern public perception of failure and how our learned fear of it makes it difficult to incorporate disability into pre-existing TTRPG systems, like D&D. Observing failure as a rhetorical tool, I will discuss scholars concerning the conception of the queer art of failure to situate losing a game as a productive affordance of game systems that should not be thought of as failure (Juul 60). In this manner, I will also be investigating alternatives to the traditional conventions governing success in games to provide affordances and set precedence for the experience of disability in games to abate a neoliberal dystopian/apocalyptic world. This will be done from two angles: 1) loss illustrated through the game mechanics; and 2) perceived failure within the narrative.

Concerning game mechanics, the RPG systems that are being considered will have different methods of taking action and navigating the world for the players’ characters. Mechanics that accommodate or exemplify disability could potentially be exploited to fetishize disabled characters and appropriate the culture. Mechanics that punish or make playing a disabled character harder might deter players from wanting to attempt to do so or lead the outcome of the story to seem more like a tragedy. By observing the mechanics available to the player in the object gaming texts I have selected, I can develop an understanding of how disability is, or is not, approached.

Concerning narratives, the perceived disabilities of a character could play into a story that is made and interpreted entirely by the players. However, the settings of the games might have pre-existing narratives that guide the gameplay into a tragic enactment of their disability. Therefore, the framing of the story provided by the game system sets a precedent of what the players’ expectations might be. For example, the dark fantasy genre of TTRPGs tends to implicate tragedy so depictions of characters with a disability are not afforded a positive setting to frame themselves in. Within the narrative, we can observe how failure is depicted and how disability might be framed.


Klemens Franz

Klemens Franz studied “Information Management” in Graz and “Digital Games Research and Design” in Tampere, Finland. He worked as an assistant for new media technologies at the FH Joanneum. In 2006 he founded the atelier198 where he has worked on over 400 analogue games as an illustrator, graphic designer and editor. In the last couple of years he started to talk about analogue games and his experience with their visuals. He worked on the interactive aspects of exhibitions, held game-design workshops and wrote about gaming culture. He teaches “Digital Imaging”, “Cultural Studies” and “Media Theory” at the FH Joanneum.

Thematic Transparency – How metaphoric Structures in Analogue Games can help us understand

FROG 2024 – Talk

There are board games focusing on the apocalypse, the post-apocalypse, and how we could rebuild our world. They deal with topics like surviving, gathering resources, feeding people, killing Zombies and renaturing the environment. The post-apocalyptic setting is great but maybe too far along the road we are heading. Analogue games can help to really understand how fragile structures and systems are and how they work and feel. All because players are forced to execute all those things to keep the game alive.

This talk gives an overview on how the apocalypse and its surrounding topics are handled in analogue games. As it turns out the deepness of the thematic integration varies heavily. In many cases those games are just a retheming of existing mechanisms. But some of them combine those mechanisms to create a challenge that addresses actual problems.

An interesting potential of analogue games lies within their biggest flaw: Players have to know the rules, execute the procedures, overwatch the handling, manage the bookkeeping and move pieces on the board. Analogue games are transparent.

If all those aforementioned actions are implemented in an evocative way into the core gameplay they not only make it easier for players to get into the game and keep all the rules and procedures in their mind. They also create relatable and comprehensible experiences.

Two main examples will highlight this approach: Atiwa by Uwe Rosenberg and Forest Shuffle by Kosch. The theme of both games is how nature is interconnected and players have to manage those interdependencies to gain as many points as possible. Both games achieve this in a different way but give players an insight on how those processes work and therefore create an understanding based on experience rather than theory. The core gameplay integrates those thematic metaphors in a comprehensible way. And to experience the fragile structure of our planet is an important step toward more awareness and prudence.

So analogue games really force us to understand processes. They are not hidden. You want to understand them. So you can play–and probably win–the game.


Josh Sawyer

Josh Sawyer started in the industry in 1999 at Black Isle Studios, where he worked on the Icewind Dale games. Since 2005, he has been at Obsidian Entertainment, where he has directed Fallout: New Vegas, Pillars of Eternity, Pillars of Eternity II: Deadfire, and the 2022 narrative adventure game Pentiment. He is currently Obsidian’s studio design director.

We Are Always Living in the Final Days

FROG 2024 – Keynote

Apocalyptic and post-apocalyptic fiction always tends to reflect the collective social fears of the times in which they were created.  A generation ago, the fears reflected Cold War escalations and post-Cold War fears about rogue nuclear weapon perfusion throughout the world.  In recent years, our fears have shifted to those of pandemics and climate crises.  Despite the material circumstances of our collective downfall, post-apocalyptic games focus heavily on the depths of human depravity and ruthlessness in desperate and lawless times.

This talk will examine this trend and propose that there is room for more portraying more hope, ingenuity, and perseverance in humanity even in the wake of devastation.  Our imagined apocalypses necessarily draw blueprints for our destruction, but they can also contain the seeds of hope for the future.


Dawn Stobbart

Dawn Stobbart completed her doctorate at Lancaster University, whose first monograph Videogames and Horror was published in 2019, and is currently focusing on how videogames  allow players to foster critical thinking, empathy, and to navigate morally complex situations for her second monograph. She has fingers in many pies, including queer studies, cultural studies, and media studies, as well as an overarching focus on horror and the Gothic that bleeds into everything she does. She has an interest in contemporary Media, and especially in looking at how narrative translates to videogames, and what that means for the player experience.

From Ruin to Resilience: Thriving in Virtual Devastation

FROG 2024 – Keynote

During this talk, we will embark on a captivating journey through the intersection of gaming and apocalyptic themes, exploring how videogames are uniquely positioned to engage with our deepest fears and hopes about the future. As games like “Fallout,” “The Last of Us,” and “Days Gone” captivate millions, they do more than entertain—they offer immersive experiences that challenge players to confront scenarios of societal collapse, environmental devastation, and human resilience.

I will examine how games use storytelling, world-building, and player agency to create compelling post-apocalyptic visions. By dissecting narrative structures and gameplay mechanics, we will uncover how these virtual worlds enable players to navigate moral complexities, make strategic survival decisions, and reflect on the real-world implications of potential global crises.

Additionally, I will consider the educational and psychological dimensions of apocalyptic games, examining their role in fostering critical thinking, empathy, and adaptive skills. I will also discuss the cultural significance of these games in an era marked by rapid technological advancement and environmental uncertainty, and how they resonate with contemporary anxieties.

Ultimately, I will explore how gaming the apocalypse not only entertains but also illuminates the human condition, offering insights into our collective psyche and the resilience of the human spirit in the face of existential threats.


Fostering Financial and Economic Literacy through Play and Games

FROG Deep Dive Panel

Are games especially suited to teach economic thinking and financial literacy (to children and youths, but also to adults), and why? Is the systemic character of games comparable to that of economic systems, or are there crucial differences? Are there examples of games being used as tools of economic critique, and what are the potentials and limitations of doing so? These and other questions will be explored by practitioners and academics at the FROG “Deep Dive Panel” on October 13, 2023.

Panelists

Karina Kaiser-Fallent

Karina Kaiser-Fallent (*1982), mother of a 6 year old boy, psychologist, studied psychology at the University of Vienna, working at the Department of Youth in the Federal Chancellery of Austria, Head of „BuPP – Information of Digital Games“ (www.bupp.at): assessing digital games and publishing game recommendations for children since 2005, offering workshops and articles for parents, teachers, teenagers and children concerning media use and potentials of digital games.

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. Another focus of her research is on digital media literacy.

Theresa Graf

Theresa Graf studied business education at the Vienna University of Economics and Business Administration. During her master’s program, she already focused on financial education. For several years, she has been responsible for the design and development of various financial education projects at Three Coins. The primary focus of these formats is to teach how to handle money well in an effective and target group-oriented way. Her projects include the development of gamified educational formats and digital learning platforms.

Jörg Hofstätter

Jörg Hofstätter studied Architecture and Industrial Design, considers himself a Edupreneur and Chocolate addict with a passion for plaful learning and Games with a purpose. He wrote various publications on “Architecture & Virtual spaces”, “Games with a purpose” and “Playful learning”.

Currently, he is involved in various European research projects on playful learning and game technologies.

Jörg does not post images of his three sons on Social Media.

Moderation

Laura Peter

Laura Peter is an Austrian host, interviewer & speaker for public events, online streaming as well as TV productions – specialised in but not solely focussed on gaming & esports.

With her Master’s degree in Digital Media Technologies and over 10 years of experience in the Digital Marketing sector, she forged a link between her two passions, marketing and gaming, in 2018.

Since then, she is actively involved in the Austrian esports scene – be it as a host for several grand esports events, including Austria’s biggest esports league, or as co-founder of the first Austrian Esports School League.


Game-based Career Paths – Perspectives on the Gaming Scene as a (new) Working Environment

FROG Deep Dive Panel

What new career opportunities are emerging as our societies become ever more saturated with games and gaming practices? Do game-based career aspirations call for careful reality checking, or just for a little more faith and dedication? And is the younger generations’ desire to create their own game-based career path an indication of a shift towards playfulness and individuality in the job market, or towards increased anxiety and despair? Join the FROG “Deep Dive Panel” on October 13, 2023 to dive with our experts into these and other questions surrounding “Game-based Career Paths.”

Panelists

Rafael “Veni” Eisler

Over the years, Veni has evolved into a versatile talent in front of the camera in his home country. He began his humble career with Let’s Plays and vlogs long before the term “YouTuber” became widely known, already making a name for himself in the world of young video producers.

Minecraft, figuratively speaking, laid the foundation for the following years, which were characterized by gigs related to gaming and sports. Whether as a participant, commentator, or host, he always remained true to video gaming. However, even in real life (IRL), Veni doesn’t miss any opportunity: Marathons? Check! High-speed flights? Check! Rally drifts? Check! Veni, what’s next?

Despite all this, Veni is still there daily for his loyal viewers on Twitch while professionally working in the management of a Vienna-based social media agency.

Stefan “Don Esteban” Kuntner

Stefan Kuntner is known with his stage name Don Esteban in the international cosplay community where he is regularly guesting at conventions. After becoming European Cosplay Champion in 2018 he started judging contests at international cosplay events. All his earnings from cosplay go to charity.

Arianusch Rieser

“For every problem, there is a solution, even if it requires time and effort. This principle reflects in my life. I have achieved all the goals I set for myself, including a Bachelor’s degree in Content Production and Digital Media Management, a job as a news editor and presenter at a nationwide radio station in Austria, and two successful podcasts: Rolling Madness (rollingmadness.at) and Nerdsisters (nerdsisters.at). As the manager, producer, and host of my podcasts, I continuously strive to enhance and expand my skills.”

Yvonne “MissMadHat” Scheer

Yvonne Scheer is the diversity representative and a vice president of the Austrian Esports Federation. She has played competitively herself and has been an esports referee for several events in Austria over the past decade. Her goal is the promotion and networking of female gamers as well as talking and educating about diversity in the gaming & esports space.

Moderation

Laura Peter

Laura Peter is an Austrian host, interviewer & speaker for public events, online streaming as well as TV productions – specialised in but not solely focussed on gaming & esports.

With her Master’s degree in Digital Media Technologies and over 10 years of experience in the Digital Marketing sector, she forged a link between her two passions, marketing and gaming, in 2018.

Since then, she is actively involved in the Austrian esports scene – be it as a host for several grand esports events, including Austria’s biggest esports league, or as co-founder of the first Austrian Esports School League.


Markus Wiemker

Markus Wiemker studied Sociology, Philosophy, and Psychology with the focus on Media and Cultural Studies at the University of Technology RWTH Aachen in Germany. He has been teaching Game Design and Game Studies at various schools and universities in Germany, Austria and Singapore and also developed Game Design curricula for institutions in Europe, Southeast Asia and West Africa. He is currently working as a professor in Game Design at the Hochschule Fresenius, University of Applied Sciences, Cologne, Germany.

The Interconnection between Games & Gambling

FROG 2023 – Talk

This paper seeks to discuss the similarities between (playing) analog & digital games and games of chance (“gambling”). For some researchers, gaming started with pre-religious practices like the prediction of the future through using knuckle bones and developed later into the spheres of the religious ritual, the playing of analog games, and different kinds of gambling activities like playing dice, cards, betting on horse races, lotteries, casinos, etc. But when and why were these three kinds of activities separated, which groups were interested in this divide and what were their motives? It also seems interesting to have a look at the different attitudes of society to gaming and gambling (e.g., “games support learning”, “gambling leads to addiction”), at how the two industries are structured and regulated differently and at the areas in which there are still connections. Furthermore, it will be discussed which kinds of gambling elements (e.g., randomizer, loot boxes, F2P reward systems and betting mechanics) are currently used in the digital game industry and how the society reacts to that.

Methods: historical discourse analyses and a comparative ethnographical approach


Juergen Smutek

Juergen Smutek, a Gamer and Game Designer, has thrived at the intersection of gaming and gambling since 1999. His fascination with Game Theory, Balancing, Human Centricity, Beta Testing and the Flow Zone Concept drives his passion for creating engaging gameplay, both online and offline. Beyond conventional gaming, Juergen excels in hosting innovative gamification events, showcasing his ability to captivate audiences. He left his mark in competitive gaming at the Magic the Gathering 1999 World Championship in Tokyo, representing Austria. Now, poised to launch a Kickstarter board game.

As former Head of Games of win2day he has high expertise in any kind of gambling products. Presently, he researches various Megatrends, fashioning them into Future Conceptions. Outside of his professional pursuits, Juergen is a dedicated father to two daughters and finds joy in photography, video editing, cooking, skiing, soccer, and collecting trading cards. His journey is an inspiring blend of gaming, innovation, and fervent embrace of life’s multifarious adventures.

A Gamer trapped in the Gambling Industry > What I learned from working 25 years in the gambling business

FROG 2023 – Talk

This talk delves into the relationship between gaming and gambling, tracing the remarkable journey of an individual who transitioned from a passionate gamer and game designer to a seasoned expert within the gambling industry. The narrative unfolds the personal story, highlighting the captivating allure of the gambling world that held the gamer’s fascination for a remarkable 25 years. This talk underscores the multifaceted nature of gaming and gambling, offering insights into their convergence and divergence and paves the way for a deeper understanding of the dynamics that drive both industries.

The presentation underscores the critical disparities between gaming and gambling, revealing that although the two may seem synonymous on the surface, their underlying motivations differ dramatically. This distinction centers around the prominence of skill and the rigorous regulatory framework surrounding gambling. An unexpected revelation surfaces: gamblers often prioritize entertainment over monetary gain, while gamers are driven by the desire to win.

A comprehensive examination of the integration of gaming elements into various gambling products. The study provides an expert’s viewpoint on the gaming aspects within Lottery, Casino, Poker, Bingo, and Sports Betting. By dissecting these components, the research unveils the complexities of their interplay and the extent to which gaming principles infuse each category.

Finally we will venture into the future, envisioning how gaming and gambling will evolve by embracing contemporary Megatrends. These include the Subscription Economy, Sustainability, the integration of A.I. and the Metaverse, the concept of Valuetainment, and a societal shift from a currency-driven to a time-centric orientation. These trends are poised to reshape the landscape of both industries, fostering innovation and novel experiences.


Maximilian Stefan Mohr

Maximilian Stefan Mohr is enrolled in the master program Media and Digital Studies at Leuphana University in Lüneburg where he also works as a student assistant at the Leuphana Institute of Advanced Studies in Culture and Society. His main research interests include critical theory, phenomenological and social impacts of media and technology, as well game studies, where Mohr is still trying to find his niche. His favourite games combine artful presentation with strong gameplay ideas, such as Brothers: A Tale of Two Sons (2013) and Ori and the Blind Forest (2015).

Monetising Nostalgia – Artificial scarcity of retro games and how it “forces” players behaviour.

FROG 2023 – Talk

Video Game Preservation and access is a topic which only grows in relevance as the history of games gains not only in years, but also in number of game titles and technical progress or change. As studios and hardware manufacturers continuously offer new platforms and games, pursue different revenue ideas or questions of licensing arise, older titles often get left behind, even though there is still, for various reasons, a demand for them. While there may be all kinds of motivations for several actions on the site of said companies, in the end they organise players into different positions of spending, corporate dependency or “legal grey areas”.
As a specific example, this talk will look at the organisational force that Super Mario 64, or rather its legacy and developer Nintendo’s dealing with said legacy, expresses onto fans of the game and players in general. As a very much still sought after and popular game, Super Mario 64 will be representative of many games that might have been lost to time amidst questions of intellectual property, cultural heritage, legality vs morality and profit driven market interests. This talk will pose the question “What can be done about it?” in different ways.