November 2016, Cologne: Clash of Realities

Website: clashofrealities.com/2016

18-20 November 2016, Cologne Game Lab, Technical University of Cologne, Cologne, Germany.

From the conference website: “We are delighted to announce the seventh Clash of Realities Conference on the Art, Technology and Theory of Digital Games.

For the seventh time the Clash of Realities international research conference will be offering the opportunity for an interdisciplinary exchange and dialogue. Experts from the academy, science and research, economics, politics and the game industry will discuss pressing questions concerning the artistic design, technological development, and social perception of digital games, as well as the spreading of games literacy.

Scholars, social scientists, game developers, specialists in education and media, up-and-coming creative talents, students and all those interested in and excited by digital games are invited.”

January 2017, Wrocław: Matters of Construction

Website: enmattersofconstruction.wordpress.com

12 January 2017, Institute of Journalism and Social Communication, University of Wrocław, Wrocław, Poland.

From the conference website: “…an open seminar devoted to the subject of world-building in video games.

Video games available on the market today are introducing abstract worlds and implementing advanced mechanisms that enrich the interactive entertainment, transforming it into a unique medium possessing its own poetics. However, regardless of their size, budget or complexity, video games possess common formal features, one of which is the virtual world around the player.

Virtual landscapes, depending on the genre and platform in question, can have either marginal or crucial importance for the player, facilitating the process of immersion and further expanding the narrative sphere. Importance of the game world is even more vital when considering productions spanning several titles and platforms. Thus, importance of research dedicated to the process of world-building in games is becoming more important as creating games is further complicated by such factors as developer’s decisions, marketing factors, consumer demands, cultural texts and social trends.

Hence, we would like to focus our attention on the subject of world-building in video games. In particular, we intend to explore existing game worlds, world-building techniques, mechanics, theories and methods for analysing the aforementioned components in order to deconstruct utilized game-building methods and decipher why virtual worlds are so alluring to players.”