This year’s conference is inspired by the rapid development of artificial intelligence and aims to bring together industrial practice and academic theories, as well as to unify questions of art and industry around the phenomenon of the artificial, emphasizing the position of video games as a unique medium of creation.
If you are interested in participating in the conference, you have the opportunity to submit an abstract of 200-300 words in English (the official language of the conference) by September 1st. You can apply via email – conference.svi@gmail.com, or through the FORM.
Reflecting the complexity of the issue, the conference will be held in three blocks dedicated to different types of intersections. You have the option to choose the topic you are interested in, while the conference organizers have suggestions you can rely on:
Video game technology and production
- Video game design: yesterday, today and tomorrow
- The history of artificial intelligence in video games
- AI and the consolidation of power in the gaming industry
- Virtual reality and the metaverse
- Artificial industry: the impact of AI on personnel
- Ethical and legal dilemmas of using AI for game production
- Blockchain and video games – do web3 technologies still have a place in gaming?
- Dark patterns in game design: AI and addiction
Technology and the production of culture
- Video games with an agenda: serious games and social technologies
- Artificial art: video games as art and new media art practices
- Video games as cultural heritage and cultural heritage as video games
- Artificial writers: the role of AI in video game narratives
- Video game narratives as cultural constructs
- The politics of video games: power relations and gaming
- Representations and the role of technology in video game narratives
- Culture and techno-(po)ethics
Technology and the production of reality
- New technologies and new forms of video games
- Game ontologies: what is artificial in games?
- Immersion in video games and the phenomenology of gaming
- Simulacrums of video games: the hyperreality of synthetic worlds
- Playing with players: players as game objects and AI as subject
- Performing identity in virtual worlds
- Video game futurology: technology in video games as futurology (and vice versa)
- Gamification and the “artificialization” of real-world experiences
One of the keynote speakers and special guests of the conference will be Espen Aarseth, professor and director of the Center for Computer Games Research at the IT University of Copenhagen.
You can find more details about the conference on their website.