Upcoming events

ELO2022 online workshop: In-game books and ludo-narrative literacies

In-game books and ludo-narrative literacies: ELO2022 online workshop

Electronic books can serve many purposes—decorative, narrative, game-mechanical—in digital games. The players of Minecraft (2011), the popular sandbox game, can craft books and bookshelves or even build whole libraries in the gameworld. In The Elder Scrolls V: Skyrim (2011), books work as part of game mechanics but also add to the lore of the action role-playing video game. In addition, walking simulators such as Dear Esther (2012) or Everybody’s Gone to the Rapture (2015) unfold as works of literary fiction and include elements of multiple texts and mediums such as diaries, letters, or audio drama.

This workshop discusses in-game books, texts and libraries as arenas for literacies (multiliteracies, game literacy, literature teaching and so on). What is the place of the electronic book in video games? What do games draw from electronic literary fiction? And how can in-game books or bookish games promote literacies?

We invite you to discuss the following topics. This list of possible topics includes but is not limited to:

· Games, books and aesthetics
· In-game books and literacies
· Libraries and book archives in games
· Books and texts as game-mechanical devices
· In-game books as incentives to read
· The meaning of books in games
· Bookish games

Submitting your paper

The presenters will be selected based on extended abstracts of 800–1200 words. Please submit a short bio and your abstract to by 25 April 2022. We will review the papers and make decisions by 2 May 2022.

The Zoom workshop will be held on 24 May 2022. The papers are made available for every participant prior to the workshop. In addition, every presenter is required to prepare a short (5–10 min) presentation for the online event, followed with 20–25 min time for discussion.

The workshop is organized by Department of Music, Art and Culture Studies in the University of Jyväskylä. The event is part of the ELO2022 conference E2Lit: Education and Electronic Literature. For further information on ELO2022, visit the conference website:

Important dates:

Abstract deadline 25 April 2022
Acceptance 2 May 2022
Online workshop 24 May 2022

Recurring events

GameCult Talks: Discussing games in culture and society

GameCult Talks is an event series aiming to create and strengthen dialogue between researchers and other societal actors on current game cultural topics in our culture and society. The events are organised by the Centre of Excellence in Game Culture Studies with various partners. They bring together game studies researchers, industry experts, cultural institutions, community representatives, activists, and policy makers to develop and highlight new initiatives into building sustainable game culture for our future.

GameCult Talks events:

Meaning of Games Talks

The Meaning of Games series of talks are organised by the University of Jyväskylä CoE group and focus on research Theme 1, Meaning and Form of Games. Each month, we invite researchers to share their latest scholarship on aesthetics, philosophy, and culture of games with the CoE GameCult. Feel like you have something to share or want to know what the CoE researchers think about your research? Contact the JYU coordinator.

Meaning of Games Talks events:

  • 5 October 2020, Daniel Vella: Virtual Existentialism: Meaning and Subjectivity in Virtual Worlds
  • 2 November 2020, Johnathan Harrington: Workshops of Our Own: Analysing Constraint Play in Digital Games
  • 7 December 2020, Torill Mortensen & Kristine Jørgensen: The Paradox of Transgression in Games
  • 8 February 2021, Larissa Hjorth & Ingrid Richardson: Ambient Play
  • 12 April 2021, Olli Tapio Leino: Existential Hermeneutics and the Tragedy of the Art Game
  • 14 June 2021, Sebastian Möring: Caring for the environment in and of games
  • 4 October 2021, Laura op de Beke: Anthropocene temporalities
  • 15 March 2022, Aleena Chia: Automating Creativity in Digital Game Production
  • 6 June 2022, Yaewon Jin: On technicity of esports(LCK): A way of understanding the becoming of technoculture


Tampere University Game Research Lab’s OASIS hosts various talks on academic and non-academic topics. These talks are always free and open to everyone. The current talk series is called OASIS Lunchtime Talks and you can find the schedule and information about the talks on the OASIS website:

The talks are live streamed whenever possible, and you can find them on the OASIS Facebook-page and Centre of Excellence in Game Culture Studies YouTube channel.

Collaborative Game Histories events

The aim of the Collaborative Game Histories events is to provide a forum for a focused discussion on issues related to game history research and preservation.

Read more from the event website:

Jyväskylä game studies conference series

The University of Jyväskylä games research group has organised several conferences related to games and play over the years.

Past conferences and seminars in the series:

Tampere Game Research Lab Spring Seminar

The longest running game studies seminar, Tampere University Game Research Lab Spring Seminar, has been organised since 2003, and in collaboration with the Centre of Excellence in Game Culture Studies since 2018. Each year, there is a different theme and different expert commentators offering feedback on the seminar papers.

The seminar emphasises work-in-progress submissions and strongly encourages submitting late breaking results, working papers, and submissions from graduate and PhD students. The purpose of the seminar is to have peer-to-peer discussions and thereby provide support in refining and improving research work in this area.

Read more from the seminar website:

Museum exhibitions

The Centre of Excellence in Game Culture Studies researchers have been involved in organising several museum exhibitions and events:

Other past events