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Games & Technologies interest group

Games & Technologies interest group

Overview

Games & Technologies (G&T) is an interdisciplinary interest group with participants across multiple academic departments, institutions, and industry. Together, we explore video games, mixed and extended realities (XR, VR, AR, MR), digital play, and other interactive environments. We examine the ways in which these environments are designed, how people engage with them, and how these environments interact with societal and cultural shifts.

We meet fortnightly to discuss relevant literature, provide feedback on members’ research, and collaborate on practice-based projects. The group’s major areas of research include

  • Video Games for Thinking, Educating, and Creating
  • Virtual Spaces and Gamification
  • Augmented, Virtual, and Extended Realities (AR, VR, XR)
  • eSports and Competitive Gaming
  • Ethnographies of Players & Gaming Spaces
  • Simulations, Avatars, and Identity
  • Video Game Research Methods

We are proud to have received funding from TORCH’s Critical Thinking Communities fund for our ethnographic study of a board game cafe in Oxford. We are currently working on our next outline for a collaborative study, which is due to commence in the autumn term. We also occasionally host game jams where members are invited to design games collaboratively. It is important to us to provide a fun, inclusive, and engaging space to explore new ideas and approaches to games, game design, and interactive environments.

If you’re interested in joining the Games & Technologies interest group, feel free to reach out to Amanda Curtis for more information. Our group is open to anyone with an interest in video games, emerging technologies, and related research. We encourage members to publish together and offer support for organising panels for games-related academic and industry conferences.

Major Areas of Interest

  • Video Games for Thinking, Educating, and Creating
  • Virtual Spaces and Gamification
  • Augmented, Virtual, and Extended Realities (AR, VR, XR)
  • eSports and Competitive Gaming
  • Ethnographies of Players & Gaming Spaces
  • Simulations, Avatars, and Identity
  • Video Game Research Methods

Topics

  • tech usage
  • culture
  • video games

Key Information

Participants

silhouette

Esdras Paravizo

Phd student, Engineering Design Centre (EDC), University of Cambridge

Paul

Paul Joseph Rivera-Carlisle

MA student and Intellectrician

An academic and poet based in Oxford. Their research revolves around critical postcolonial and posthumanist approaches to technologies.

Jenny

Jenny Liu Zhang

MSc student, Edinburgh Futures Institute, University of Edinburgh

A designer and technologist; in addition to studying human-machine relationships at the University of Edinburgh, she leads Plot Twisters, an online game design collective.

Related Topics:

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