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Videogame Cultures 2025: Gaming Landscapes

Identifikátory výsledku

  • Kód výsledku v IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11240%2F25%3A10503853" target="_blank" >RIV/00216208:11240/25:10503853 - isvavai.cz</a>

  • Výsledek na webu

    <a href="https://videogamecultures.org/about-vgc/" target="_blank" >https://videogamecultures.org/about-vgc/</a>

  • DOI - Digital Object Identifier

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    Videogame Cultures 2025: Gaming Landscapes

  • Popis výsledku v původním jazyce

    Video Game Cultures 2025: Gaming Landscapes. In response to many different threads emerging from our most recent Video Game Cultures conferences in Klagenfurt (2023) and Birmingham (2024), the theme for this year&apos;s conference is Environmental Storytelling. Incorporating all permutations of the concept, this includes varying gaming landscapes, utopian and dystopian virtual environments, unseen, unimaginable and unwanted virtual spaces and places. We also seek to explore how the current and upcoming climate crisis is reflected in gaming environments&apos; spaces and places.We seek proposals for papers exploring all possible forms of virtual worlds in games and virtual environments. What do they promise, how do they function, and what are their aesthetic points of reference? More importantly, with recent developments in AI procedures in Text to 3D or Text to Animation, how might these gaming spaces be constructed in the future, and what is the role of the human designer in this process?Video Game Cultures 2025 will investigate how video game cultures, technologies, practices, communities, paratexts and genres develop within the framework of five thematic tracks. As digital games encompass an expanding range of highly complex and variant phenomena, this often leads to an overlap of issues across themes. In response to the diversity of these digital experiences, we are inviting participants of all backgrounds to submit proposals to this traditionally interdisciplinary event.Participants are encouraged to think broadly within and across thematic tracks, and submissions can address topics and questions relevant to games such as, but not limited to:Environmental Storytelling: Space and place in game design and gameplay. Non-linear and non-Euclidean spaces. Large-scale games and simulations. The rise of computer games bigger than planet Earth. Space engines.Eutopia and Sci-fi: Citizen science. Brave new worlds. Stars and Sci-fi sims. Alternative physics designs. Looking for the way out of environmental apocalypse. The future of (artificial) life. Escapism. Uncanny worlds.Dystopia and Apocalypse: Horror scenarios. Apocalypse as practice. Living in dystopia. Diving into the future of evil. Dark inside but cute looking. Spaces and places of the past. Lost places and their vital memory. Environmental collapse.Spaces for Healthy Emotions: Well-being places. Virtual 3rd places. Building virtual memorials. Sites of mourning. AR and VR Simulations of post-mortem being. Gameplay models beyond video game studies. Game space and healthcare applications. Alternative lives. Game spaces and the sublime.AI and Hardware for Space: AI-led inventions and interventions in game design, the impact of Text to 3D and Text to Animation AI on designer productivity. Histories of procedurally generated spaces. AI produced experimental environments. A bright future for independent developers? Control, input devices and movement. XR, AR and Virtual/Mixed Reality devices and gaming cultures. The future of immersion and embodiment.

  • Název v anglickém jazyce

    Videogame Cultures 2025: Gaming Landscapes

  • Popis výsledku anglicky

    Video Game Cultures 2025: Gaming Landscapes. In response to many different threads emerging from our most recent Video Game Cultures conferences in Klagenfurt (2023) and Birmingham (2024), the theme for this year&apos;s conference is Environmental Storytelling. Incorporating all permutations of the concept, this includes varying gaming landscapes, utopian and dystopian virtual environments, unseen, unimaginable and unwanted virtual spaces and places. We also seek to explore how the current and upcoming climate crisis is reflected in gaming environments&apos; spaces and places.We seek proposals for papers exploring all possible forms of virtual worlds in games and virtual environments. What do they promise, how do they function, and what are their aesthetic points of reference? More importantly, with recent developments in AI procedures in Text to 3D or Text to Animation, how might these gaming spaces be constructed in the future, and what is the role of the human designer in this process?Video Game Cultures 2025 will investigate how video game cultures, technologies, practices, communities, paratexts and genres develop within the framework of five thematic tracks. As digital games encompass an expanding range of highly complex and variant phenomena, this often leads to an overlap of issues across themes. In response to the diversity of these digital experiences, we are inviting participants of all backgrounds to submit proposals to this traditionally interdisciplinary event.Participants are encouraged to think broadly within and across thematic tracks, and submissions can address topics and questions relevant to games such as, but not limited to:Environmental Storytelling: Space and place in game design and gameplay. Non-linear and non-Euclidean spaces. Large-scale games and simulations. The rise of computer games bigger than planet Earth. Space engines.Eutopia and Sci-fi: Citizen science. Brave new worlds. Stars and Sci-fi sims. Alternative physics designs. Looking for the way out of environmental apocalypse. The future of (artificial) life. Escapism. Uncanny worlds.Dystopia and Apocalypse: Horror scenarios. Apocalypse as practice. Living in dystopia. Diving into the future of evil. Dark inside but cute looking. Spaces and places of the past. Lost places and their vital memory. Environmental collapse.Spaces for Healthy Emotions: Well-being places. Virtual 3rd places. Building virtual memorials. Sites of mourning. AR and VR Simulations of post-mortem being. Gameplay models beyond video game studies. Game space and healthcare applications. Alternative lives. Game spaces and the sublime.AI and Hardware for Space: AI-led inventions and interventions in game design, the impact of Text to 3D and Text to Animation AI on designer productivity. Histories of procedurally generated spaces. AI produced experimental environments. A bright future for independent developers? Control, input devices and movement. XR, AR and Virtual/Mixed Reality devices and gaming cultures. The future of immersion and embodiment.

Klasifikace

  • Druh

    M - Uspořádání konference

  • CEP obor

  • OECD FORD obor

    60401 - Arts, Art history

Návaznosti výsledku

  • Projekt

  • Návaznosti

    I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Ostatní

  • Rok uplatnění

    2025

  • Kód důvěrnosti údajů

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Údaje specifické pro druh výsledku

  • Místo konání akce

    Praha

  • Stát konání akce

    CZ - Česká republika

  • Datum zahájení akce

  • Datum ukončení akce

  • Celkový počet účastníků

    35

  • Počet zahraničních účastníků

    33

  • Typ akce podle státní přísl. účastníků

    WRD - Celosvětová akce