Click here to download the conference program (PDF).

August 21st
8:30-9:00 Registration (table next to museum admissions desk)
9:00-9:30 Auditorium

Opening Remarks & History of The Strong (Jon-Paul Dyson)

9:30-10:30 Auditorium

Tom Kalinske Keynote

“The Experts are Always Wrong”

10:30-11:00 Coffee break (Outside Activity Rooms C and D)
11:00-12:30 Activity Room C

Players/Fan Studies

BARNABÉ, Fanny – Narrative Misappropriations of Pokémon: How Fanarts and Fanfictions Playfully Feed and Reconfigure a Transmedia Universe

JOHNSON, Daniel – Scripted Laughter in Online Gameplay Videos

MONDELLI, Frank – An Ethnographic Sketch of Remix and Fan Culture in Jikkyou Purei

Moderator: ROCKWELL, Geoffrey

Activity Room D

Marketing and Games

INOUE, Akito – How Was Local Game History Made?

FUKUDA, Kazufumi – Research on Ontology of Package for Game Software

ROTH, Martin, Leander SEIGE, Konstantin FREYBE, Tracy HOFFMANN, André LAHMANN –What can data tell us about Japan’s videogame culture?

Moderator: NAKAMURA, Akinori

12:30-2:00 Lunch break
2:00-3:30 Activity Room C 

Games and Learning

SHIN, Juhyung, JIAO, Yan, JIANG, Yehang, and INABA, Mitsuyuki – Implementing Collaborative Serious Games on Japanese Culture based on Restored Historical Structures and Landscapes in the 3D Metaverse

KISHIMOTO, Yoshihiro – Game Design Workshops for Children Using an Experimental Learning Software Program

Moderator: INABA, Mitsuyuki

Activity Room D

History of Video Game Industry

PICARD, Martin – The Media Mix Engine: transmedia synergies in the Japanese video game industry during the mid-1980s

NAKAMURA, Akinori and Devin Monnens – Comparative Case Studies in Emerging of the Digital Game Platforms in North America

Moderator: ROTH, Martin

3:30-5:30 Activity Room B

Poster Session and Demonstrations

Activity Rooms C-D

Networking Activity

5:30-? Free time for dinner
August 22nd
8:30-9:00 Registration (Main Admissions Desk)
9:00-10:00 Auditorium

Rachael Hutchinson Keynote

“Refracted Visions: Transmedia Storytelling in Japanese Games”

10:00-10:15 Coffee break (Outside Activity Rooms C and D)
10:15-11:45 Activity Room C

Business and Production Studies

HUBER, William – The Luminous Commodity: In-game advertising and rhetorics of globalisation in Final Fantasy XV

SCHEIDING, Ryan, Marc Lajeunesse and Mia Consalvo – Superstar Indies: Understanding a Japanese Videogame Phenomenon

KENNEDY, Morgan – Narratives of Japanese Independent Videogame Developers: A Case Study at 17-Bit

Moderator: INOUE, Akito

Activity Room D 

Chinese DiGRA Roundtable: Towards an Asian game studies

LIU, Felania, CHUNG, Peichi and NAKAMURA Akinori

11:45-1:15 Lunch
1:15-2:45 Activity Room C 

Situated Gaming

AMANO, Keiji and Geoffrey Rockwell – On the Infrastructure of Gaming: The Case of Pachinko

PELLETIER-GAGNON, Jérémie – Playing in Public: Japanese Game Centers Between Local Culture and National Networks

Moderator: PICARD, Martin

Activity Room D

Augmented Gaming and Sandbox Games

KIMURA, Makoto – Strategic use of tying complementary data services: A case of Pokemon

AARSETH, Espen, BLOM, Johanna – Replaying Minecraft? Sandbox building meets Action JRPGs

Moderator: NEWMAN, James

2:45-3:00 Coffee break (Outside Activity Rooms C and D)
3:00-4:30 Activity Room C 

Gender Issues

STANG, Sarah – Gender and Androgyny in The Legend of Zelda Series

deWINTER, Jennifer – Visual Novels & Female Fantasies: BL Transmedia and Participatory Adaptation Cultural Cross-Pollination

SYMONDS, Shannon – Women in Games: The Strong’s Initiative to Document the Roles of Women in the Gaming Industry

Moderator: OKABE, Mimi

4:30-5:45 Behind-the-Scenes Tours of The Strong Collections
5:45-8:00 Leaving from School Bus Entrance

Travel to Rochester Institute Technology and Reception

August 23rd
8:30-9:00 Registration (Main Admissions Desk)
9:00-10:30 Activity Room C

Players Ethnography

van OMMEN, Mattias – Final Fantasy and Ethnography: An Anthropological Approach Towards Fantasy and Video Games in Japan

BAYLISS, Jessica – Exploring Japanese and North American Player Differences in Final Fantasy XIV

GANZON, Sarah – Sweet Solutions for Female Gamers”: Cheritz, Korean Otome Games and Tumblr Otaku Fandoms

Moderator: HUTCHINSON, Rachael

Activity Room D 

Game Preservation Roundtable

Jon-Paul Dyson, Aki Nakamura, Martin Roth, Hosoi Koichi, Geoffrey Rockwell

10:30-11:00 Coffee break (Outside Activity Rooms C and D)
11:00-12:30 Activity Room C

Cross-Cultural and Socio-Cultural Issues

OKABE, Tsugumi (Mimi) – “The Game is afoot:Transmedia Storytelling in Japanese Sherlockian Videogames”

ZANESCU, Andrei – Yasumi Matsuno’s Balkanism

ABEL, Jonathan – The Frames of the Game: The Portal as Portable in Steins;Gate

Moderator: PELLETIER-GAGNON, Jérémie

Activity Room D

Platform Studies

FUST, Philipp – Transmedia storytelling and theory-visualization in the Xeno-verse’

SMITH, Peter – Transmedia Storytelling in the Game & Watch Series

ALTICE, Nathan – Translating Computer to Cardboard

Moderator: DYSON, Jon-Paul

12:30-2:00 Lunch
2:00-3:30 Activity Room C

Close Readings – RPG

FUKUCHI, Kentaro – Names of Playable Characters in Video Games

PAYEN, Sylvain – The final Final Fantasy?

BLOM, Johanna – Characters as gateways to the Game World

Moderator: HOSOI, Koichi

Activity Room D

Platform Studies 2

FREEDMAN, Eric – Engine: The Mechanics of Play

NEWMAN, James – “Slower, squashed and six months late.” Playing Japanese videogames in Europe 1991-2017

ANDLAEIR, Leticia – Transmedia through globalization in otome industry: a reception study of gender representations in France

Moderator: FUKUDA, Kazafumi

5:30-9:30 Strong Museum Happiest Hour (optional museum public program, extra fee)


Posters and Demos Posters and Demonstrations: August 21st, 3:30-5:30

Activity Room B

Demonstration SAITOH, Shinya et al Applying Game Design Technology in Visualization Case of VR-Timeline From Digital Humanities Perspective
Demonstration NAKAJIMA, Risa Social logs and visual design -Through design and implementation of “Toilet type UI”-
Demonstration MORITA, Sosuke “The Digital Game Work Which Is Available a Having The Re-Experience Japanese Elementary School Cultures – The VR Eraser Duel -“
Demonstration ITOH, Suguru Towards implementation of Persona and Play Arc in a Fighting game
Poster MUKAE, Shunsuke Beyond the conflicts: How does transmedia storytelling change the relation between digital/analog and interaction/non-interaction in Otome game?
Poster TAKEDA, Shousaku et al. Report on Game Design Work Shop Using “Difficulty Adjsutment Engineering” and Narrative Engineering
Poster JUHYUNG, Shin What Otome Games Can Teach Us? [poster]