The Gotland Game Conference is looking over its award categories this year. There will be many changes, but one of higher priority than most is the addition of a… “diversity award”, for lack of a better term.
We work hard in the education and with the conference to engage thoughtfully with issues like representation, gender, intersectionality and the perspectives and lived experiences of the non-[white hetero cis male]. We need an award to highlight and celebrate student projects that exhibit an especially conscientious or nuanced understanding of these issues.
But we need help:
What should we call this award?
What are reasonable evaluation criterias for such an award?
Who (plural) should we look to invite for play testing and evaluation of the games? (the local RFSL and Pride chapters, for sure. But who’s an expert on, say, race in Sweden?)
Specifically: the department faculty, being very much mostly white and edumacated types, do not feel at all like a reasonable authority. I mean that both in terms of appropriation and in terms of perceived validity of the award. While the fight is ours to take, it is not on us to declare any sort of victory. And in terms of validity of the award – it risks being seen as self congratulatory.
So. I am currently looking for any sort of input, really. If you don’t want to discuss publicly, feel free to grab me over e-mail!
If you would like to be part of the Gotland Game Conference jury, read these instructions and submit an application. Leave a comment in the last field if you are particularly interested or suited for the diversity-perspective.
Niklas Nylund is a museum researcher working for the Finnish Museum of Games in Tampere, Finland. He is also working on a PhD at the Game Research Lab at the University of Tampere. He’s visiting us at the end of the month, and we’re taking the opportunity to have him share his deep knowledge and passion for the native gaming scene of our Scandinavian sister country!
Room: F20 Time: Tue 27/2, 16:00 Title:Finnish gaming from the 19th to the 21th century
The Finnish game industry is responsible for international hit games such as Nokia Snake (1997), Max Payne (2001), Angry Birds (2009) and Clash of Clans (2012). These games did not spring up overnight, however. The success of Finnish game companies is grounded on a centuries long interest in games and gaming, with a vivid gaming culture already in place in the 19th century. Researcher Niklas Nylund from the Finnish Museum of Games talks about what Finnish gaming has looked like in three different centuries.
The lecture is open to all game students on a first-come-first-serve basis!
The 2018 Game Developer’s Conference will once again feature the alt.ctrl.GDC exhibition – an area at the GDC dedicated to games that use alternative control schemes and interactions. Twenty games from around the world has been selected for the exhibition and our students snagged no less than three of those nominations. For reference, last year we earned two spots. 🙂
Yo, Bartender! puts you in the shoes of a modern day bartender mixing cocktails in a bustling city. Survive the night rush by mixing and serving as fast as you can while making sure you always have the orders right. For more info, read the interview – Alt.Ctrl.GDC Showcase: Yo, Bartender
Grave Call (Totally Not a Game Studio)
Grave Call is a time-based, asymmetrical multiplayer game based on communication between two players, one is buried alive and one is a police dispatcher. A phone holds clues for the coffin’s location, which has to be identified before the phone battery runs out. Check out their interview – Alt.Ctrl.GDC Showcase: Grave Call
… well, spoke rather, as TEDx Uppsala University took place a few months back. But the recordings were just made available so here goes!
Our own Patrick Prax ventured off island back in November to give a talk about co-creation in gaming – how players literally help build the games they play. In it he situates play and modding as important and deeply social forms of cultural participation. The talk highlights often-neglected parts of gaming (such as; community-driven research and development) and points out a potential tension between that and the commercial interests of rights-holders.