Playing digital games has become a hobby like any other, and as younger generations enter the workforce today, […]
In April 2021 we organized Monstrosity, the 17th annual Tampere University Game Research Lab Spring Seminar. There was […]
Between February and June 2021, I was an intern at the Centre of Excellence in Game Culture Studies […]
The Centre of Excellence in Game Culture Studies is curating a series of events titled GameCult Talks: Discussing […]
The keynote talks of the 17th annual Tampere Game Research Lab spring seminar Monstrosity have now been published!
Two recent studies of Professor Frans Mäyrä, both published in the open access journal GAME, deal with a key research theme of CoE-GameCult – the cultural agency in games. The first article is titled “The Player as a Hybrid – Agency in Digital Game Cultures” and it outlines how the power relations informing the agency of players have evolved into increasingly complex and hybrid directions. The second article is titled “Game Culture Studies and the Politics of Scholarship: The Opposites and the Dialectic”. This study deals with the socio-cultural character and agency of game studies more generally, in an intellectual and disciplinary historical context, providing also a historical framing for the agenda behind the Centre of Excellence. Both articles have in common that they deal and emphasise the role of cultural and historical understanding, focusing on dialogue and interplay between elements that are often perceived as discrete or even oppositional.
In this impact story post, we describe our research and other activities aiming to raise public awareness and institutional recognition of creative computing practices related to digital game cultures and the demoscene in particular.
For the Centre of Excellence in Game Culture Studies, the principles and practices of open science provide a sound basis for being excellent in research. In this strategy document, we summarise our goals, guidelines, and good practices regarding open science.
In this blog post, we describe our research and other activities aiming to create and explore play in public spaces for increased wellbeing, social interaction, and economic growth.
In this post, we describe our research and other activities aiming to create better, research-based understanding and promotion of constructive approaches to gaming and (e)sports, and to their relationship to physical, mental, and social well-being.