The Consumption of Food at Video Game Events

Law Ying-Ying
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere

This paper develops the discussion from a completed ethnographic PhD thesis (Law 2016); it draws on the data gathered from interviews, focus groups and participant observations to consider the consumption of food at video game events. To date, there is still little empirical research conducted on video gamers that attend various video game events; in particular, the relationship between the consumption of food at video game events. Though it was not the intention of the research to explore the consumption of food amongst video gamers, the subsequent analysis of this data highlighted patterns in relation to the consumption of food amongst male and female gamers at video game events. This paper argues that the consumption of food provided a social significance to connect gamers together through ritual practices, such as eating and drinking together – which little has been explored within games studies.


Eliciting Affective Responses Through Sentient Encounters in a Farming Computer Game

Sutherland Lee-Ann
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere

Farming computer and video games embed a wide range of emotive and culturally idealised tropes and encounters. In this paper, ‘non-representational’ theory is utilised to assess the mechanisms through which affective responses are elicited in computer gameplay, applied to a case study of Stardew Valley. Analysis focuses on sentience: interactions with in-game livestock and local community members. Game mechanisms incentivise routine, daily interactions with livestock, linking affection expressed by livestock to farm productivity and financial gains and leading to a sense of responsibility for livestock welfare. In contrast, human interactions involve sporadic, discovery and reveal-based encounters. By staging these contrasting ‘worlds of affect’ in-game, Stardew demonstrates how an affectively rich landscape can be created through sentient encounter, and how the ‘work’ of grafting embedded in gameplay yields a range of affective responses.


Game jockey as an intermediary between DJ practice and video games

Sohier Rémy
2019 DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix

The game jockey is a new practice between DJing and video gaming. This study underlines the difficulty to hybridize these two creative cultures. Game jockey implies a person, who will mix games during a live performance, by adapting to the players’ feelings. We will present key concepts of the DJ practice and the similarities to the game universe. Based a Jockey – Game – Players triangle, we offer a creation research that tries to evaluate the possible figure of the jockey and the use of game samples. Our triangle model opens on cultural practices that are to invent.


Civic and political transgressions in videogames: the views and experiences of the players

Santos Hugo Saldanha Lucinda Pinto Marta Ferreira Pedro
2018 DiGRA Nordic '18: Proceedings of 2018 International DiGRA Nordic Conference

Video games are commonly considered transgressive for providing the context for excessive violence, hypersexualized imaginaries, cheating, bullying and other sorts of inadequate behavior. Transgressions can be linked to struggles for social change, and video games present and represent ideological materializations, and therefore it is possible to look politically at the transgressions that different video games challenge players to negotiate. To explore the civic dimensions of video games, data was collected in a series of ten workshops involving 73 participants, in mixed groups of students, researchers and lecturers of various fields of study. Analyses allowed us to identify four types of transgression - i) the transgression of linear narratives; ii) the transgression of the ideologically aseptic idea of truth; iii) the transgression of the idea of free choice and merit and iv) transgression of individualism and the myth of “Other” - that were present in the experience of players, and that can contribute to understand how video games can contribute to the promotion of meaningful civic learning experiences.