The department of Game Design at Uppsala University, campus Gotland
Category: Guest Lectures
We use our ever-growing network to lure speakers from the game- & movie industry, academia and independent scene to the island. Unfortunately we’re very poor with keeping this category up to date; including the Gotland Game Conference we average 1 guest lecture every 14th day! Some of these are recorded – check the youtube channel. If you wish to speak with Sweden’s strongest game design students (or their staff), contact Ulf!
Posted on - Comments Off on Town Hall Spring 2022, April 19 CategoriesBlog, Guest Lectures
Join us for our next Town Hall Meeting in the Transformative Play Initiative Event Series! Town Halls feature lightning talks from experts in the field to spark conversation, as well as group discussions among community members interested in the use of analog role-playing games as vehicles for lasting personal and social change. We welcome you to share experiences, brainstorm ideas, and network at this game design think tank.
Join us for our next lecture in the Transformative Play Initiative Event Series: “Journey into Fear: Horror as a Vehicle for Healing and Transformative Play” by Yeonsoo Julian Kim!
When: March 15, 2022, 7 – 8:30 PM Central European Time (CET) Where: Online on Zoom Register here:https://tinyurl.com/kf3y8byr Link will be provided to registrants on the day of the event. Make sure to sign in with the same name you used to register.
Description:
People are often attracted to horror as a genre because of the intense emotional and physical responses it can invoke. This lecture will explore ways in which fear-based play can be utilized to create healing experiences, methods for integrating safety and calibration tools to support emotionally intense play, and how horror can look different across cultures. Finally, we will touch on how to respectfully incorporate (or avoid) supernatural elements that may have religious, spiritual, and/or cultural significance to different groups.
Presenter bio:
Yeonsoo Julian Kim is a game designer, writer, and cultural consultant who works in tabletop games, larp, and interactive fiction. They received a Masters in Interactive Telecommunications from New York University in 2015. Some of their games include the interactive horror novel The Fog Knows Your Name published by Choice of Games, and the storytelling game Women are Werewolves published by 9th Level Games. Their best known larps are But Not Tonight, The Long Drive Back from Busan, which won a Golden Cobra Award, and The Truth About Eternity, which debuted at Fastaval 2019.
Hosted by:
The Transformative Play Initiative Event Series is hosted by the Games & Society Lab at the Department of Game Design, Uppsala University Campus Gotland. The series explores the use of analog role-playing games as vehicles for lasting personal and social change.
When: Feb 22, 2022, 7 – 8:30 PM Central European Time (CET) Where: Online on Zoom Register here:https://tinyurl.com/5xahkejd
Description:
The transformative potential of live action role-playing allows players to develop holistically (on a physical, mental, emotional, creative, and social level), even when participating in games just for fun. Are the processes and elements at play different, however, when personal development happens informally in a recreational larp, as to when a larp is formally designed for psychotherapeutic purposes? What makes larp a valid and effective methodological tool in the hands of a mental health professional? In this lecture we will attempt to answer these questions by exploring characters and stories in larp as psychotherapeutic material, identifying the connections between larp and some of its most adjacent psychotherapeutic methodologies, and finally discussing how psychotherapy techniques can be used to design and use larps as tools in psychotherapy.
Hosted by:
The Transformative Play Initiative Event Series is hosted by the Games & Society Lab at the Department of Game Design, Uppsala University Campus Gotland. The series explores the use of analog role-playing games as vehicles for lasting personal and social change.