Felix Schniz & Tim Sanders

Felix Schniz is the co-founder and programme director of the master’s programme Game Studies and Engineering at the University of Klagenfurt, Austria. He graduated with 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. After asking ‘What is a Videogame Experience?’ in his dissertation, his contemporary research focuses on the meaning of experience, genre theory, and the importance of subjectivity for the research of analogue games, video games, and virtual worlds.

Tim Sanders is a Master’s student in the program Game Studies and Engineering at the University of Klagenfurt. After graduating with a Bachelor’s in Computer Science from the University of Antwerp, Tim is trying to live up to the interdisciplinary nature of Game Studies and Engineering by shifting focus on the humanities side of the program instead of solely on the technical side with his background in programming. He is writing his Master’s Thesis and soon attaining his Master’s degree.

Scales of Apocalypse: Space and Affect in Dystopian Video Games between Sacred and Profane

FROG 2024 – Talk

Dystopian video games provide drastic emotional experiences between desperation and hope. The spatiotemporal capabilities of the medium that allow players to explore vast wastelands and confined shelters of safety alike enable the exploration of these emotions in varying magnitudes. Hence, these spaces have a decisive role in how they affect players’ vision of the end of the world.

We propose that the ‘scales of apocalypse’ in video games operate between the axioms ‘sacred and profane’ (Woodward 2012, 29-30) and ‘game world dimensions’. Infused by Graeme Kirkpatrick’s observations on rhythmic embodiment in ludic spaces (2011, 73-79) and Massumi’s theory of affect in movement (2002, 3-5), we showcase three negotiations on various tipping points of the scale: Local affect is often present in cosy apocalyptic motifs, where the game world becomes an abstract, guided spiritual metaphor and thus, sacred to the players. We illustrate them with Everybody’s Gone to the Rapture (The Chinese Room 2015). A global affect of apocalypses pervades many AAA titles and allows players to lose themselves in assemblages of desperate motives, turning apocalyptic horrors into mundanities. Finally, liminal affect games are a series of titles where one is apocalyptic, and the other is not. This inter-artefact aesthetic is utilised in the games of auteur-designer Yoshimune Kouki (Âge, 2016, 2017). With this strategy, they create a mirrored space that contrasts sacred and profane game states entirely – confronting players with the sacristy of a peaceful world only after separating them from it.

By highlighting the correlation of feeling and form, we raise awareness of the opportunities in experience-based game design. We conclude with a discussion on the unique connection in video games between affect and the game world and how they allow to prepare meaningful journeys in end-of-the-world scenarios.

Sources:
Âge. 2016. Muv-Luv. Microsoft Windows. Ed, All ages English Translation. Tokyo: aNCHOR.
Âge. 2017. Muv-Luv Alternative. Microsoft Windows. Ed, All ages English Translation. Tokyo: aNCHOR.
Kirkpatrick, Graeme. 2011. Aesthetic Theory and the Video Game. Manchester: Manchester University Press.
Massumi, Brian. 2002. “Introduction.” In Parables for the Virtual: Movement, Affect, Sensation, 1-21. Durham: Duke University Press.
Nihon Falcom. 2017. The Legend of Heroes: Trails of Cold Steel. Microsoft Windows. Ed, English Localization. California: Xseed Games.
The Chinese Room. 2015. Everybody’s Gone to the Rapture. Brighton: The Chinese Room.
Woodward, Kathryn. 2012. Identity and Difference. London: Sage.


Krzysztof Chmielewski

Krzysztof Chmielewski is assistant professor of game design & game studies at Kazimierz Wielki University in Bydgoszcz, Poland, and game producer at Flybridge Studio.

Krzysztof has been a serious games producer since 2008 – from military simulators, through LARPs, board games, finally landing in the video games industry (for two reasons: passion and mortgage). For the past decade, his main objective has been teaching video game adepts at various universities in Poland, France, USA and India.

Lawyer and political scientist by education, coffee addict by choice.

Convincing the convinced – games with a message of ecology and identity. Space Gliders case study.

FROG 2024 – Talk

Either cross-generation identity and responsibility or ecological safety become more and more visible topics that appear in games (Larreina-Morales, Gunella, 2023). The author, an executive producer of a medium-budget, independent videogame Space Gliders (2021), analyses the failure of a message included in the narrative. Its reception was investigated on the basis of a quantitative study among Polish youth – both engaged in environmental protection and distancing from this fondness.

Using a survey conducted on a sample of approximately 200 students of fields that forge leaders in diplomacy and international security who had played the game, as well as in-depth interviews with six young Polish gaming influencers, author tries to validate the hypothesis about an enhancement of pro-ecological and protecting the local identities attitudes among the young adults who already present such inclinations with a simultaneous internalization of the game’s message by the recipients who do not identify themselves this way. The author looks up to leading edu-games for the same target audience and runs a comparative analysis of selected solutions based on data provided by the users.
The following step was to learn the lesson regarding good practices that would increase the chances of building a deep, positive reception of an educational background in games designed for Central European youth.

To summarize this deliberation and help the future entrepreneurs to establish a greater degree of accuracy on this matter, the author provides a post-mortem analysis of the game narrative from the producer’s perspective.


Kateřina Goryczka

Dr. Katerina Goryczka is a dedicated researcher in sustainable living and gamification. She holds a Ph.D. in Interactive Architecture and focuses on integrating technology and behavioral science to promote sustainability. Dr. Goryczka’s research explores transforming residential units into interactive joysticks, which helps quantify household behaviors and encourages eco-friendly practices through engaging gameplay. Her work includes developing systems that reward sustainable actions with digital tokens. With experience in the building industry as an architect and designer, Dr. Goryczka aims to inspire both academic and industry communities to use technology for a more sustainable future.

Co-Authors:
Henri Achten

IASTIJL

FROG 2024 – Talk

This research explores the innovative application of an interactive video game to influence and improve behavioral habits in unit residents, with a focus on promoting sustainability. The primary objective is to quantify users’ behavioral patterns and motivate the adoption of positive habits that contribute to a more sustainable living environment. In this concept, the unit itself is conceived as a joystick, where the switch on/off buttons of lights and IoT systems function as control buttons. The interactive video game integrates these real-life controls into its system, allowing the management of the household to be directly quantified and reflected in the game.

The study involves the development and deployment of a gamified system where users can interact with various scenarios that mimic real-life situations within a unit. By integrating elements of game design such as challenges, rewards, and progress tracking, the system aims to enhance user engagement and foster a deeper understanding of the impact of their actions on the environment. The game is designed to be intuitive and accessible, making it appealing to a wide demographic of users.

Data collected from user interactions within the game, including the use of household controls, are analyzed to identify common behavioral patterns and the effectiveness of different motivational strategies. This data-driven approach allows for the customization of feedback and incentives to better align with individual user preferences and habits. The study evaluates both short-term and long-term changes in behavior, providing insights into the sustainability of these changes over time.

Preliminary results indicate that the interactive video game, with the unit acting as a joystick, is an effective tool for promoting sustainable habits among unit residents. Users reported increased awareness of their environmental impact and a greater willingness to adopt sustainable practices. The gamified approach not only makes the learning process enjoyable but also encourages continuous improvement through ongoing engagement.

In conclusion, this research demonstrates the potential of interactive video games, utilizing the unit as a joystick, as a powerful means to foster sustainable behaviors. By leveraging the principles of gamification and integrating real-life household controls, the study offers a compelling method to drive positive change and contribute to environmental sustainability in residential settings. In wider future prognoses, this system could be expanded to operate with ecological bonity and incorporate a crypto karma system, rewarding users with digital tokens for sustainable behaviors, thereby creating a comprehensive eco-friendly ecosystem.


Daniel Singh

Daniel Singh started studying architecture in Innsbruck in 2018. After graduating from the bachelor program in summer 2021, he decided to start studying comparative literature additionally to enrolling in the master program in architecture. He is interested in chthulucenic human-animal coexistence, which he investigated in his architecture bachelor project, but also in popular culture, fantasy literature and game studies. He held talks student conferences “Studientag der allgemeinen und vergleichenden Literaturwissenschaft 2023” at Bergische Universität Wuppertal and „Studierendenkongress Komparatistik 2024“ at Freie Universität Berlin. He currently writes his master thesis titled “Einsatz und Wirkung historischer Architektur in Videospielen”.

Of romanticised ruins and provisional shelters: Architecture in games after the fall of civilisation.

FROG 2024 – Talk

The first part of the talk (5 min) offers a general overview of different types of architecture in post-apocalyptic games, focusing primarily on ruins and shelters. I will draw on theories originating from cultural geography and architectural theory, as well as game studies. In order to understand how architecture functions as sign and how it relates to its real-world counterpart, I shall refer to the semiotic theories proposed by Eco and Barthes.

Ruins are very much present in contemporary popular culture, according to DeSilvey and Edensor, they are associated with both disastrous futures as well as tension, exhilaration, and excitement (see DeSilvey, Edensor, 478). According to Hill, they combine both fragmentariness and monumentality, and additionally capture human imagination, making recipients envision a past – or a future – for them (see Hill, 294–295).
Provisional shelters, on the other hand, are an architectural form which only emerges after an apocalyptic event, resulting in the necessity to ensure one’s survival. With the shelter, humanity’s claim to control the environment is rendered ridiculous. It is possible for players to build their own shelters in certain games.
In the second and longer portion of the talk (15 min) I will examine three post-apocalyptic games based on their architectural structures, following the mentioned theories.

Horizon Zero Dawn contains mostly modern or contemporary ruins, having been built during the last 150 years. Some of them are easily recognizable landmarks, serving as witnesses to a failed or defeated humanity and increasing dystopian atmosphere (see Bonner, 41).

Players can construct their own shelter in Fallout 4. These buildings always follow the aesthetics of makeshift shelters, demonstrating not only the scarcity of resources but also the population’s will to survive and their uncertainty about the current situation.

The ruins in Elden Ring are inspired by architectural styles that have been out of use for several centuries. According to Burström, this creates more distance than Horizon Zero Dawn’s modern ruins, since recipients are unaware of their appearance and feel when in active use (see Burström, 122). Furthermore, distance and monumentality create an aura of sublimity associated with the lost, pre-apocalyptic era.

Bibliography:
Bonner, Marc: Offene-Welt-Strukturen. Architektur-, Stadt- und Naturlandschaft im Computerspiel. Marburg 2023.
Burström, Mats: Creative Confusion. Modern Ruins and the Archaeology of the Present, in: Ers, Andrus, Ruin, Hans (ed.): Rethinking Time. Essays on History, Memory and Representation. Huddinge 2011, 119–128.
DeSilvey, Caitlin, Edensor, Tim: Reckoning with ruins, in: Progress in Human Geography 37.2013, 4, 465–485.
Elden Ring. Tokio Bandai Namco Entertainment, 2022, PlayStation 4, PlayStation 5, Windows PC, Xbox One, Xbox Series.
Ers, Andrus, Ruin, Hans (ed.): Rethinking Time. Essays on History, Memory and Representation. Huddinge 2011.
Fallout 4. Rockville, Maryland Bethesda Softworks, 2015, PlayStation 4, Windows PC, XBox One.
Hill, Jonathan: The architecture of ruins. Designs on the past, present and future. London, New York 2019.
Horizon Zero Dawn. Santa Monica Sony Interactive Entertainment, 2017, PlayStation 4.


Simon Huber

Simon Huber 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 Award of Excellence 2022 by the Federal Ministry of Education, Science, and Research. He contributed to the exploration of historical aspects of game cultures and has also initiated a venture centered around coffee culture, titled Second Sunrise (www.secondsunrise.at).

He is instructing “Game Design as a cultural technique” and “The Anatomy of Games”, thus fostering a creative and analytical perspective among students. He organizes the “Ludological Symposium”, a transdisciplinary and also playful format in which Game Designers and Scholars are trying to lay the theoretical groundwork for a coherent Ludology.

From Pandora’s Box to the Book with Seven Seals. Apocalyptic Thinking in Pursuit of Ludology

FROG 2024 – Talk

The apocalypse (literally “revelation”) is commonly understood as the end of the world. However, it also represents a religious interpretation of the course of history. This contribution examines how this eschatological reading of the Bible is presented to readers through a ludological lens, interpreting the Book of Revelation as a game in its form. Thus, the text is not seen as a message that needs to be delivered to the faithful but as a text that cross-references the holy scripture, prompting readers to navigate back and forth within it. This method reveals meanings beyond the literal sense and helps the Christian community find hope in times of distress through (re-)reading.

Hope, notably, is also the last thing that escapes Pandora’s box after all the other curses of mankind. If we think of Zeus as a game designer, he implemented an important feature for replayability.

I propose comparing the apocalypse with mythology rooted in oral traditions. Hans Blumenberg (1981) suggested that the stars falling from the sky can be seen as an analogy for letters disappearing when the scroll with the sacred text is wrapped up—this signifies “Game Over,” the end of the actual world that emerged from the text. Gaming the apocalypse, therefore, means exploring the boundaries of a primitive cultural technique (Siegert 2015) like opening and closing a container, which is remediated (Bolter/Grusin 2001) in the use of books as containers of texts, such as the book with seven seals.

I would like to offer the FROG24 audience insights into the wide cultural history of apocalyptic thinking. It can be understood as a fundamental design practice that is conceived as tinkering with the medium of communication, embedding rules that allow the reader to produce meaning by navigating its contents in a haptic manner that appear playful to us.

Literature:

Blumenberg, Hans. Die Lesbarkeit der Welt. Frankfurt am Main 1981.
Bolter, Jay David & Richard Grusin. Remediation: Understanding New Media. Cambridge 2001.
Siegert, Bernhard: Grids, Filters, Doors, and Other Articulations of the Real. New York 2015.


Andreas Wieser

Andreas Wieser is a master’s student at the University of Innsbruck and a student assistant at the Institute for Subject Didactics. His research focuses on subject didactics in the field of history and civic education and their intersections with game studies. He is particularly interested in the reception of video games by consumers and the associated influence on their historical culture and historical identity.

Playing Civilistis at War. But what about the Players?

FROG 2024 – Talk

When talking about an apocalyptic scenario, one is most likely talking about a future event. But it is something a lot of people are experiencing right now in areas of conflict and war such as Ukraine and Gaza. For the rest of us in a peaceful Europe it is difficult to fathom such catastrophic experiences. Different Serious Games try to depict similar scenarios of destruction, failing laws and missing solidarity, so players can understand the misery coming with war and conflict. This War of Mine tries to highlight the civilian perspective and the struggles of surviving in a besieged city facing lack of food, medicine and heating materials.

From a teaching perspective, the question arises as to whether players are independently encouraged to reflect on existing pre-concepts on various topics such as power, room for manoeuvre, distribution and norms through playful consumption of an apocalyptic scenario. By analysing more than 2000 Steam reviews and four interviews with players who had never played the game before, quantitative and qualitative statements could be made about the four concepts mentioned above: Most of the times the players feel powerless. They only noticeable feeling of power consists of information about the situation in general and about others. This form of power subsequently also enables room for manoeuvre and facilitates related decisions. The lack of resources, in turn, forces people to make unpleasant decisions calling their own standards into question. It can therefore be concluded that the existing pre-concepts of power, room for manoeuvre, distribution and norms are reshaped through the consumption of This War of Mine.

This presentation is based on the results of the masters’ thesis of the author.


Štěpán Šanda

Štěpán Šanda is a PhD student in the Media and Communication Studies program at the Faculty of Social Sciences, Charles University. In his dissertation thesis, he focuses on Czech landscape representation in Czech games. In 2022 he was part of a research team on European media transparency EurOMo.

Such a disaster: Apocalypse in Eastern European Landscapes

FROG 2024 – Talk

One can come across both Czech and Polish versions of the meme where a state representative sits on a train and inspects the surrounding poor conditions. However, the caption says that they are still in Czechia (or Poland). The two images point to a general (self-)perception of Eastern Europe as a neglected region whose identity since the 1990s has been based on “catching up with the West”, a process that entailed an attempt to implement its imagined features such as the unregulated market as a defining social principle (Buden, 2013). But what if the West starts to resemble the post-communist region in desolation? And does the Eastern European apocalypse look different? Pérez-Latorre (2019) has identified several hopeful motifs in post-apocalyptic games, but he also mentions the Czech zombie survival game DayZ (2013) and its rather dystopian prospects. Moreover, the game’s terrain is modelled after a Czech structurally disadvantaged region. The game builds on the experience of an ongoing apocalypse, focuses on everyday surviving apocalypse and thus highlights “the precarious position that humans face in a thanato-political reality in which no institutional security guarantees the players’ status” (Schmeink, 2016, p. 74). This absence is embodied in a landscape full of dilapidated houses. Conversely, some titles with Western post-apocalyptic setting include the theme of renewal – the flourishing of a non-human and post-human world, such as mutant organisms in the Fallout series (1997-2018), or the return to a pristine state of nature, as in The Last of Us (2013), where one can also observe intersections with environmental fiction (Green, 2015. Is the world of Eastern European games such as the DayZ (2013), S.T.A.L.K.E.R.: Shadow of Chernobyl (2007) or Metro 2033 (2010) different? The setting, and landscape especially, are crucial in apocalyptic fiction interpretation because a “wider renegotiation of social orders, fragmented and disintegrated urban and rural spaces work as a means to comment critically on contemporary social formations” (Walter, 2019, p. 134). By close reading of Eastern European post-apocalyptic games, I will identify how Eastern European semi-peripheral environments show the end of the world and how it relates to the idealized West.

References:

Buden, B. (2013). Konec postkomunismu: Od společnosti bez naděje k naději bez společnosti. Rybka.
Green, A. M. (2015). The Reconstruction of Morality and the Evolution of Naturalism in The Last of Us. Games and Culture 11(7-8), p. 745-763. https://doi.org/10.1177/1555412015579489.
Pérez-Latorre, O. (2019). Post-apocalyptic Games, Heroism and the Great Recession. Game Studies 19(3). https://gamestudies.org/1903/articles/perezlatorre.
Schmeink, L. (2016). “Scavenge, Slay, Survive”: The Zombie Apocalypse, Exploration, and Lived Experience in DayZ. Science Fiction Studies 43(1), p. 67-84. https://doi.org/10.5621/sciefictstud.43.1.0067.
Walter, M. (2019). Landscapes of loss: the semantics of empty spaces in contemporary post-apocalyptic fiction. In: Campbell, C. J., Giovine, A., Keating, J. (Eds.). Empty Spaces: Perspectives on Emptiness in Modern History. University of London Press.


Pascal Marc Wagner

Pascal Marc Wagner (*1993) is a cognitive and cultural linguist (M.A.), English and law scholar (B.A.). and legal scholar (B.A.). On his website languageatplay.de and as an author and editor of game studies books, most recently ‘#GameStudies: 20 Jahre Forschungsfantasie’ published by Büchner-Verlag, he conducts research at the interface of linguistics and video games. He works as an editor for GamesMarkt the B2B magazine for the German and European gaming industry.

Linguistics of the Post-Apocalypse – Atomic Semiotics and its Application in Fallout 3, New Vegas, 4 and 76

FROG 2024 – Talk

In 1981, a group of linguists, anthropologists, nuclear physicists, science fiction authors and behavioural scientists called the Human Interference Tast Force (HITF) met in the USA to take precautions in the event that the Cold War escalated under the lead of semiotician Thomas Sebeok. The brief: to work out a way to forever prevent people from entering nuclear-contaminated sites, even if these future generations don’t understand any current language.

The ideas included images that drew on human biology – such as screaming or melting faces – or the transformation of entire landscapes above repositories into pseudo-religious places of worship that must not be desecrated, concrete-barrelled bulwarks, ‘atomic priesthood’ and many more ideas from the architectural over sociology to bioengineering.

None of the various proposals were ever put into actual practice. What is fascinating, however, is that a considerable amount of the ideas from this discipline can be found in the games of the Fallout series, whether in direct form or satirised.

The talk shows the influence of the discipline on the setting design and the character factions of the Fallout series under development by Bethesda. After a brief cultural history of atomic semiotics, concrete examples from the Fallout games will be affiliated with the HITF’s ideas found in the task force’s declassified military report from 1984: from the atomic priesthood design in the Brotherhood of Steel, the Enclave and the Children of the Atom to the clever usage of the HITF’s findings in game design to turn deterrence into interest through monumental bulwarks in quest locations of Fallout 3, 4, New Vegas and 76.


Sonja Gabriel

Sonja Gabriel works as a professor for media didactics and media education at the KPH Vienna/Krems, where she is active in the education and training of teachers. Her research focus is on digital game-based learning, gamification and the use of (serious) games for teaching and learning, for teaching values as well as on the pedagogical potential of digital games in school and out-of-school settings. In addition, she participates in national and international projects dealing with topics related to teaching and learning with digital media, generative artificial intelligence, information literacy and game design approaches in education.

Gaming Against Deception: Leveraging Interactive Media to Build Digital Resilience in the Age of Misinformation

FROG 2024 – Talk

In a time in which misinformation spreads enormously fast especially when there are current crises involved (like wars, pandemics or global warming) and thus undermining public trust, the need for effective digital resilience strategies has never been more critical. This contribution explores the use of digital serious games to combat misinformation and foster critical thinking skills which are essential for navigating today’s complex information landscape.

Beginning by having a look at the scope of the misinformation crisis, its impact on public opinion during recent global events, and the concept of digital resilience, the potential of games as educational tools is then discussed, highlighting their advantages in providing engaging, feedback-rich environments that allow for safe experimentation with information evaluation strategies. The potentials and limitations of digital game-based learning in connection with education about fake news in the context of dealing with crises are shown above all in relation to school education.

An analysis of existing games such as for example Bad News, Harmony Square, Cranky Uncle and Go Viral! will demonstrate how game mechanics can be effectively employed to teach media literacy and fact-checking skills. The presentation will also show how games can visually and interactively illustrate the spread of information, both accurate and false, within social networks. By simulating social media environments, these games offer players insight into the dynamics of information dissemination, potentially training them to recognize real-world misinformation tactics.


Xaver Boxhammer

Xaver Boxhammer is a PhD student and research assistant at the Ludwig-Maximilians-Universität in Munich (LMU). He holds an M.A. from LMU (English Studies) and a second M.A. from Loughborough University (Contemporary Literature and Culture). His research is situated at the intersection of game studies, rhetoric, narratology, and apocalyptic studies. Xaver’s PhD thesis investigates pre-apocalyptic imagination in contemporary ecogames. Other research interests include queer studies, narrative in historiography, and ergodic literature.

Umurangi Generation, Photographic Framing, and the Rhetoric of Apocalyptic Anticipation in the Contemporary Ecogame

FROG 2024 – Talk

This paper sets out to question how contemporary ecogames in which the apocalypse is linked to questions of ecology function on the level of rhetoric in their depiction of the pre-apocalypse. I argue that the pre-apocalyptic in the sub-genre of “ecogames” (Op de Beke, 2024) presents a rhetorical linkage of the contemporary to potential futures of ecological collapse. Pre-apocalyptic ecogames can lay bare contemporary eco-anxieties while providing a ludic frame within which they can be thought to their logical end. In emphasising the dimension of rhetoric in video games, this paper situates itself in the tradition of Ian Bogost’s “procedural rhetoric” (2010) which highlights the persuasive potential of the interactive process of transmission between digital interface and player. Such procedural rhetoric, I argue, has the potential to shape players’ understanding of the climate crisis, both on the level of factual knowledge and affect. Thereby, this paper argues for the unique rhetoric power of the apocalyptic in the video game in discussions of ecological questions.

In order to substantiate my claims, I provide an analysis of the game Umurangi Generation (Origame Digital, 2020) and its DLC “Macro” (Origame Digital, 2020) in which the player takes on the role of a courier who photographs for the Tauranga Express in a pre-apocalyptic New Zealand. Through analysing how the game’s pre-apocalyptic narrative is interrelated with the central gameplay feature of photography, I point to the potential of the photographic lens as rhetoric tool for framing the pre-apocalypse. I argue that the game’s fail-states and win-states engender an experience in which the function of seeing and unseeing by means of photographic framing becomes paramount to the effect of apocalyptic anticipation. By allowing the player to photograph virtually anything but the actual arbiters of the apocalypse, bluebottle jellyfish, Umurangi Generation highlights the pertinence of questions of discursive inclusion and exclusion in times of crisis by means of photographic framing.