1 | TikTok as gamespace and playground | Sivhonen, T., Guajardo, A.M., Tompkins, J. & Ask, K. | This workshop will introduce TikTok as a way to engage with game culture and -audiences, and guides workshop participants in playful exploration and experimentation of the highly popular shot video platform. | kristine.ask@ntnu.no | 4 hours | 1-2 July |
2 | Crunch and psychosocial risk factors in game development | Bourscheid, D. P. & Steil, A. V. | The objective of this workshop is to describe what is known about crunch and other psychosocial risk factors related to work in game development as well as to provide information and strategies to professionals in the industry to deal with these issues. | daeana.contato@gmail.com | 4 to 5 hours | 1-2 July |
3 | Temporal Worlding – Remote Reality Games as Spatio-Temporal Navigation and Narration | Erdmann, C. & Holl-Trieu, S. | Our workshop proposes a Remote Reality Game for DiGRA participants, half of the participants should be in Guadalajara and half of them call in from around the world. Participants are paired and become one character with two bodies: player and avatar. Together, they go on a walk, in which the player directs the avatar and instructs their movement via voice call. The game play is facilitated through a narrative that overlays the real world environment of the players with a speculative framing using temporal navigation systems and narrative structures from games. While the workshop investigates hybrid or remote interaction, it also introduces embodied forms of knowledge production, tuning into cyclical and linear rhythms that condition the body through somatic exercises. | carina.erdmann@luca-arts.be | 6 hours | 1-2 July |
4 | Ludic Autonomy: Breaching Experiments in Public Places | Graf, R. Jahrmann, M., Tobier, N., Fizek, S. & Fuchs, M. | In this workshop, we will use breaching experiments (Crabtree, 2004) and artistic interventions as a heuristic device (i.e., an experiential learning tool) to explore visible and invisible barriers to ludic engagement in public places near the conference venue. | rolgraf@umich.edu | 1 to 2 hours | 1-2 July |
5 | Dynamic story creation across game platforms using the narrative language ink | Howard, K. T. & Cox, D. | Is for a synchronous, web-based virtual workshop. Based on status as contingentfaculty, neither organizer can attend in-person based on limited or no travel funding. We believethis workshop could provide great value to people attending or presenting remotely as part ofother talks and panels. | kenton.t.howard@gmail.com | 3 hours | 1-2 July |
6 | Everything is a Game Mechanic: Repurposing the World for Immersive Game Design | Lander, M. | The goal of the workshop is to explore the design space informing contemporary immersive and mixed reality design from the perspective of folklore and analog gaming traditions, such as role-playing and journaling games. While connected to the idea of Pervasive Games, games that take place in real-world spaces (Montola), this practice is more aligned with the trend of solo role-playing games, where the play itself can be an act of reality crafting and mixing. | maxlander@torontomu.ca | 3 hours | 1-2 July |
7 | Transformative and Subversive Adventure Writing for Dungeons & Dragons | McKenzie, B. | This workshop responds to the question: why isn’t the hegemonic RPG Dungeons & Dragons (D&D) the site of more work by writers interested in transformative and subversive play? In January 2023, Wizards of the Coast released its System Reference Document (SRD), a base collection of rules for D&D, under a CC-BY 4.0 license. The SRD, combined with two self- publishing platforms, Drivethru RPG and DM’s Guild, offers opportunities for independent writers to reach a vast audience of gamers. | Brian.McKenzie@mu.ie | 4 hours | 1-2 July |
8 | Formalism as a Philosophy for Designing the Unconventional | Mitchell, A. & Van Vught, J. | In this workshop we address these problems by exploring formalism as a design philosophy (rather than a method) to help designers create unconventional games. Formalism forms an excellent framework for design, since it is specific in its focus on the ways games trigger a defamiliarizing experience, i.e., moments where games break expectations, yet broad enough to account for the design of a wide variety of analogue and digital games. | alexm@nus.edu.sg | 3 hours | 1-2 July |