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 |
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| 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 |
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| 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 |
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| 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 |
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| 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] |
