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Philosophy of Computer Games στις 2011-04-06 , 2011-04-07 , 2011-04-08 , 2011-04-09 σύνδεσμος
mari@pi mari@pi Παρ. 18 Μαρ. 2011 17:20 0 views
5th International interdisciplinary conference on Philosophy of Computer Games
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Program

WEDNESDAY, APRIL 6

08.00-9.30

Registration

 

09.30-10.00

Introduction

Yannis Scarpelos and Gordon Calleja

 

10.00

Keynote lecture: The Metaphysics of Avatars and Their Relation to Players

Eric Olson

 

11.00

Invited speaker: Driving Miss Ryan. Telepresence and Diegesis in the Action-Adventure

Rune Klevjer

 

Chair: Yannis Scarpelos

12.00

 

Lunch Break

13.00

Darn it, “I” Keep Dying! The Metaphysical Self in Computer Games

Peter Day

 

Chair: Gordon Calleja

13.30

Living Two Lives: Conflicts in Player-Avatar Identities

Adam Russell

 

14.00

Becoming Zerg - The Machinic Embodiment of the Starcraft Player

Mark Butler

 

14.30

Coffee Break

 

15.00

The Joy of Doing

Rikke Toft Norgaard

 

Chair: John Richard Sageng

15.30

Identity and Simulacrum: Thank you Mario, but your Identity is in Another Castle

Mario Rubio Mendez and Euridice Cabanes Martinez

 

16.00

The King of Quake – is there an Avatar in MMOFPS?

Nino Tolic and Dijana Magđinski

 

 

THURSDAY, APRIL 7

10.00

Keynote lecture: Animals and Avatars: Reflections of a biological naturalist.

David Myers

 

11.00

Break Coffee

 

11.30

In the Domain of Optional Rules

Felan Parker

 

12.00

What is it Like to be a (Digital) Bat?

Stefano Gualeni

 

12.30

Desire, Enjoyment and Lack: A Psychoanalytic Approach to Computer Games

Graham Matthews

 

13.00

Lunch break

 

14.00

Re-membering and Dismembering: Memory and the (Re)Creation of Identities in Videogames

Souvik Mukherjee

 

14.30

Spatialised Memory: The Gameworld as ‘Embedded Narrative’

Daniel Vella

 

15.00

Deconstructing the Time-travelling Identity

Samir Passi and Ranjit Singh

 

15.30

Coffee Break

 

16.00

“A Man Chooses; A Slave Obeys” – Player Identity and Manipulation in Video Game Narrative

Sean Kennedy

 

16.30

Choice and Player Identity

Bryan Suchenski

 

17.00

Blizzard will Soon Reveal Your Real Name: Identity and Governance in WoW

Elina Roinioti

 

21:30

Official  Dinner

 

FRIDAY, APRIL 8

10.00

Keynote: Players and Avatars: Against Identification

Mia Consalvo

 

11.00

Coffee Break

11.30

(Re-)Positioning the Senses: Perceptions of Space in 3d Gameworlds

Alisson Gazzard

 

12.00

Self-Spatialities of Gaming Experience

Angeliki Malakasioti and Spiros Papadopoulos

 

13.00

Lunch

 

14.00

What’s Love Got to do with it?

Sebastian Möring

 

14.30

To Be and not to Be, that is the Quest. Ontology of rules and Identity in Computer-based Games

Ivan Mosca

 

15.00

Coffee Break

 

 

15.30

Identity and Choice: Rhizomic and Binary Understandings of the Self in VideogamesJuan Belmonte Avila

16.00

Mimkry Offers and Agonal AppealsNiklas Schrape

 

 

16.30

Closing session


Hellenic Game Developers Association program

 


10:00 – 10:35   Henning Ludvigsen & Adamantios Oikonomopoulos
Aventurine SA,
“Designing Monsters for Games”
A presentation about game design, and specifically about monster designing. Designing a monster for a game is not as
simple as it sounds. It is not just about making a monster look big and scary, or adding a terrifying roar to it. The presentation
intends to show how much work and though is put into designing one monster. From all those questions asked before
designing a monster such as ‘why it is needed in the game”, to how it will finally delivered to the players and experienced by
them. It will also try to show how many people and departments are involved into making a monster, and how it effects many
other aspects of a game, from various combat mechanics to aesthetic designing decisions.
The presentation of designing monsters will be made with two parallel examples. One of a difficult end-game monster
(Ragaizan), and one of a mid-game family group of monsters (the Arthain), both of which will soon be implemented in
a future expansion of the mmorpg game “Darkfall”.
The presentation will be divided in chapters that will cover all the stages of the creation of a monster for a game.
10:35 – 11:10  Petros Ioannis
“Shadow Descent”
11:10 – 11:25 Coffee Break
11:25 – 12:00  Dimitrios Bendilas, Software Engineer/Game Designer , Total Eclipse,
“Designing good logic puzzles: From concept to play”
This is a game design presentation of interest to game designers, programmers, and interface designers who want to create engaging logic puzzles. The presentation analyzes all aspects of designing good puzzles that provide a great experience for the player and a manageable asset for the game developer. Various examples of puzzles designed for The Clockwork Man 1 & 2 are shown and evaluated, explaining both good and bad attributes. The following topics will be discussed:
  • Introduction to logic puzzles – What is considered a logic puzzle; examples of various implementations.
  • Core aspects – What a puzzle consists of; key components.
  • Conceptualizing an idea – Where to seek inspiration and how to create basic mock ups.
  • Puzzle mechanics: Identifying game play parameters – The relationship between math, logic and puzzles. What the
    player can affect, system complexity, player freedom and restrictions.
  • Interface mechanics and usability – What the player sees, user interface controls, visual & other feedback.
  • Innovation – Creating unique and fresh experiences.
  • Contextual puzzle design – What makes a puzzle contextual and part of the overall game experience.
  • Prototyping – Tools to help you create puzzle prototypes.
  • Balancing – How to make a puzzle challenging and fun. Difficulty, game length, number of solutions.
  • Localization issues – Language elements in puzzles and the issues of localization.
12:00 – 12:35  Kostas Anagnostou,  Game Developer/Adjunct Lecturer at the Ionian University,
Rotten Fish Games
“Data-driven game development:Empowering the Artist
In this presentation we discuss the need to decouple game code and game data in current games. Viewing games as
data-independent, data-processing systems can empower the designer and artist to easily add new content and to
experiment and fine-tune the game mechanics potentially leading to better and more expandable games. To put the
discussion into context we present the way we have structured the data-driven system in Space Debris and the flexibility it
provided during level design.
12:35 – 12:50  Break
12:50 – 13:25 Evaggelos Georgiou, Music and Game Audio Producer,
“Introduction to the music for video games”
13:25 – 14:00  Anestis Kokkinidis & Marina Kokkinidou (Ph.D. in Philology), Anima-ppd Interactive
“Being Nick Delios or The creation of the FMV adventure games  Conspiracies  &  Conspiracies II”
14:00 – 15:00 Lunch Break
15:00 – 15:35  Tasos Flambouras, Vice president of Aventurine,
“Social Gaming”
15:35 – 16:10  Kostas Diamantis,3D Artist,
“The illusion of detail in video-games”
How to create details in an object inside Zbrush, then extract it to 3D Studio Max as low polygon geometry, with a texture that keeps that high level detail for usage in computer games.
16:10 – 16:30 Break
16:30 – 18:30  HGDA panel