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INSTANT REPLAY GAMES INSTITUTE FALL '18 TERM IN REVIEW - University of Waterloo
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                                 GAMES INSTITUTE FALL ’18 TERM IN REVIEW

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INSTANT REPLAY GAMES INSTITUTE FALL '18 TERM IN REVIEW - University of Waterloo
WHAT’S INSIDE
    DIRECTOR’S NOTE                                                                  NOVEMBER > 12                                                                 SPOTLIGHTS
    A note from the Executive Director...........................3                  DualPanto featured on the Arduino blog...............12                        VR Working Group predicting
                                                                                                                                                                   motion sickness in VR.................................................21
                                                                                    Toben Racicot at the Mid-Atlantic
    NEWS                                                                            Popular & American Culture Association                                         GI Members organizing “Gaming with
                                                                                                                                                                   the Subaltern”: Workshop at CHI Play 2018........... 22
                                                                                    (MAPACA) Conference................................................12
     SEPTEMBER > 3
                                                                                    Games Institute members present a                                              Docu-video from VR Workshop with Gada
    Shawn Dorey and Sarah Stang:                                                    panel discussion at Enthusiast Gaming                                          Jane and SpiderWebShow Performance.............. 22
    Play-by-post-roleplaying and Queer Identity.......3                             Live Expo (EGLX)..........................................................13   Tina Chan for TEDxUW: Bandaids
    IMMERSe funded project “Play the Knave”                                         Mark Hancock at the Rochester                                                  for Mental Health........................................................23
    featured in Shakespeare Quarterly.........................4                     Institute of Technology HCI Colloquium..................13                     Rina Wehbe at the Grace Hopper
    Dr. Lennart Nacke gives a Brown                                                 Multisensory Brain and Cognition                                               Celebration (GHC) 2018.............................................. 24
    Bag talk at the Communitech Hub............................4                    lab researchers at the Society for                                             A firsthand account of a non-programmer’s
                                                                                    Neuroscience 2018 conference.................................14                experience at the GI Jam.........................................26
    Emma Vossen presents new
    research at QGCon......................................................5        Marco Moran-Ledesma on 3D Printing                                             Lindsay Meaning on analyzing game
                                                                                    in VR at the Inter-University Workshop (IUW)........ 15                        adaptations of literary works...................................28
    Robert Gauthier gives a GRADTalk on
    Social Networks.............................................................6   Caroline Wong at the Inter-University                                          Introducing the GI to Engineering
                                                                                    Workshop (IUW): Interacting with data                                          Exchange Students from Mexico............................29
    VR Storytelling Workshop with Gada                                              through touch-enabled systems............................ 15
    Jane and SpiderWebShow Performance................6                                                                                                            Spotlight on Alexandra Orlando’s
                                                                                    Tina Chan presents a paper on                                                  YouTube channel.......................................................30
    GI Research Associate Gada Jane                                                 gamification and mental health at
    in the Waterloo Record................................................7         the Inter-University Workshop (IUW)....................... 16                  Multidisciplinary Panel: Horizon Zero Dawn......... 31
    Games Institute HCI researchers redefining                                      Quantum Cats at the Ontario Science Centre...... 16
    “Gamefulness” in the International Journal
    of Human-Computer Studies......................................7                Sarah Stang at ReFig 2018........................................17            RESEARCH TALKS
                                                                                    Lennart Nacke weighing in on violence                                          Jonathan Rodriguez..................................................34
     OCTOBER > 8                                                                    in videogames on Kitchener Today........................ 18                    Dr. Lewis Chuang........................................................34
                                                                                    Elise Vist at the Fan Studies Network                                          Dr. Ali Mazalek.............................................................35
    Justin Carpenter at the Society for Literature,
                                                                                    North America (FSNNA) Conference....................... 19
    Science, and the Arts (SLSA) Conference...............8                                                                                                        Toben Racicot.............................................................35
    John Yoon at the University of California                                                                                                                      Amy Liang.....................................................................35
    Esports Conference (UCIESC)................................... 9                 DECEMBER > 19
                                                                                                                                                                   Jason Hawreliak.........................................................36
    Steve Wilcox at Meaningful Play 2018...................... 9                    Mark Hancock receives the 10-Year
                                                                                    Impact Award at ISS.................................................. 19       Jonathan Enns...........................................................36
    Milad Soroush at CHI Play 2018 on games
    for self-control improvement................................... 10              Lennart Nacke on the “Keeping the                                              Eugenie Roudaia........................................................36
                                                                                    Human in Artificial Intelligence” panel..................20                    John Muñoz.................................................................36
    Jason Hawreliak’s new book “Multimodal
    Semiotics and Rhetoric in Videogames”................. 11                       Emma Vossen at ReFiG 2018.....................................20
    Digital Oral Histories for Reconciliation
    (DOHR) at the Canadian History of Education
    Association Conference............................................. 11

B | UNIVERSITY OF WATERLOO
INSTANT REPLAY GAMES INSTITUTE FALL '18 TERM IN REVIEW - University of Waterloo
DIRECTOR’S NOTE

                     A NOTE FROM THE
                     EXECUTIVE DIRECTOR
                     As a richly interdisciplinary research centre at the           augmented reality, immersive media and technology,
                     University of Waterloo, the Games Institute supports and       interactive narrative, cultural understanding, knowledge
                     experiences a broad range of activities and initiatives. But   mobilization, social media – all of these along with games
   NEIL RANDALL      conveying all of this is anything but straightforward. Our     themselves. And games themselves mean more than
EXECUTIVE DIRECTOR
                     website helps, our social media helps, our events help, but    just games – serious games, empathy games, training
 GAMES INSTITUTE
                     each captures only part, and only in a limited way. What we    games, board games, game adaptations, gamification –
                     needed, we realized, was something that collected together,    you get the point. The Games Institute is about rich,
                     in one place, everything that goes on in the GI semester by    compelling interactive user engagement, in many forms
                     semester – a journal, perhaps a diary, of a centre comprised   and for many purposes.
                     of active, engaged students, faculty, and staff.
                                                                                    Highlights from Fall 2018, which you’ll read about here,
                     Instant Replay is the result. In these pages you’ll see
                                                                                    include the extremely well attended GI Jam, the VR
                     the GI unfold throughout the Fall 2018 semester. Over
                                                                                    Storytelling Workshop, the Human-Computer Interaction
                     50 students work in our space in East Campus 1, along
                                                                                    (HCI) Industry Panel, and the Multidisciplinary Panel about
                     with faculty members from various UW faculties, and
                                                                                    Horizon Zero Dawn. And more. We welcomed numerous
                     all of them contribute to the GI’s culture in various ways.
                                                                                    speakers, including Lewis Chuang and John Munoz who
                     All of them conduct research, but research means different
                                                                                    traveled internationally to get here, and we saw our students
                     things to different disciplines, and in our space that means
                                                                                    and faculty travel around the world, sharing their research
                     different ways of working. The GI exists to value all of
                                                                                    at such high profile conferences as BlizzCon 2018, CHI
                     these different approaches and to facilitate communication
                     and collaboration among the students, the faculty              Play 2018, Interactive Surfaces and Spaces (ISS), and the

                     members, and the research partners. This is a space            Canadian Game Studies Association (CGSA) at Congress
                     that strongly supports and proudly strives for day-to-         (Canada’s largest academic trade show organized by the
                     day interdisciplinarity, where the windows between the         Federation for the Humanities and Social Sciences and
                     disciplines are opened wide, because the world of games        hosted). Collectively, they spread the word about the GI,
                     and interactive media refuses to let them stay closed.         its culture, and its interdisciplinary core.

                     The Games Institute is about games, but also about more        As Executive Director, I am deeply proud of them all,
                     than games. Far more. Virtual reality, player experience,      and I welcome you to recapture a busy, productive
                     user research, human-computer interaction,                     semester in a constantly changing field.

                                                                                                                                   GAMES INSTITUTE | 1
INSTANT REPLAY GAMES INSTITUTE FALL '18 TERM IN REVIEW - University of Waterloo
2 | UNIVERSITY OF WATERLOO
INSTANT REPLAY GAMES INSTITUTE FALL '18 TERM IN REVIEW - University of Waterloo
NEWS
SEPTEMBER
    These are a sampling of the news items from
       September 2018. For a full list please visit

          uwaterloo.ca/games-institute/news

                                          GAMES INSTITUTE | 3
INSTANT REPLAY GAMES INSTITUTE FALL '18 TERM IN REVIEW - University of Waterloo
NEWS > SEPTEMBER

   SHAWN DOREY AND SARAH STANG: PLAY-BY-POST-ROLEPLAYING AND QUEER IDENTITY
    WEDNESDAY, SEPTEMBER 12, 2018

   Play-By-Post Roleplaying: Ludic Structures, Creative     Before Dorey’s article, PBPRP had been considered to       two missions: to create a meaningful and rich
   Play, and Queer Identity                                 be collaborative writing by other game studies scholars.   conversation that will advance PBPRP, and other
                                                            Dorey’s new take on the phenomenon caught Sarah            creative roleplay, as a topic of interest in game studies
   Shawn Dorey, alumnus of the Games Institute, and
                                                            Stang’s attention. She responded in the comments           and other academia; and to empower queer identity
   Sarah Stang, PhD candidate in the Communication
                                                            section to reflect on her own experiences, further         and agency by investigating how they emerge and
   and Culture joint program at York University
                                                            demonstrating the ludic structures governing PBPRP.        take shape in PBPRP.
   and Ryerson University, will be presenting their
                                                            But also, Stang remarked that her queer identity
   co-authored research at the Queerness and Games                                                                     “Overall, the purpose of this presentation is to
                                                            developed in part through PBPRP with friends.
   Conference in Montreal, September 29-30, 2018.                                                                      discuss an under-researched form of gameplay and
   The two plan to explore the connections between          October 2017, Stang published her own article in First     encourage our audience to build on, respond to, and
   play and queer identity development through              Person Scholar entitled, “Friendship, intimacy, and        continue to explore the topic” (Dorey and Stang, 2018).
   play-by-post-roleplaying (PBPRP).                        play-by-post-roleplaying”, in which she expanded on
                                                            her ideas about queer development. She argued that
   Dorey published their article, “Play by post roleplay:                                                              WORKS CITED
                                                            when it comes to queer identity development, PBPRP
   Where player becomes designer and designer becomes
                                                            does not happen in a magic circle because, “With my        Dorey, S. (2017). Play by post roleplay: Where player
   player”, in First Person Scholar, May 2017. They began                                                              becomes designer and designer becomes player.
                                                            writing, I was literally changing the game world, but
   by defining PBPRP as “the act of taking the role of a                                                               First Person Scholar. http://www.firstpersonscholar.
                                                            I was also changing my physical world. For me, there
   character, and implanting them into an imaginary                                                                    com/play-by-post-roleplay
                                                            really was no “magic circle”: roleplay was as important
   world that may or may not be based on some greater                                                                  Dorey, S., & Stang, S. (2018). Play-by-post-roleplaying:
                                                            to me as any other type of social interaction, perhaps
   metafiction” and “using the power of prose to bring                                                                 Ludic structures, creative play, and queer identity.
                                                            more so” (Stang, 2017).
   these worlds to life through lush description and                                                                   Queerness and Games Conference. https://qgcon.
                                                                                                                       com/qgcon-2018/talks/play-by-post-roleplaying-
   carefully implemented dialogue” (Dorey, 2017).           One year later, September 2018, Dorey and Stang will       ludic-structures-creative-play-and-queer-identity
   Through experiences of their own and observations        present the next steps of their research. The two will
   of other play experiences with PBPRP, Dorey argued       present their personal anecdotes about participating       Stang, S. (2017). Friendship, intimacy, and
                                                                                                                       play-by-post-roleplaying. First Person Scholar.
   that PBPRP has recognizable ludic structures, thus       in PBPRP communities in order to connect their             http://www.firstpersonscholar.com/friendship-
   it should be classified as a “game” and should be        experiences with theoretical paradigms of identity,        intimacy-and-play-by-post-roleplaying
   studied as one in game studies.                          play, queerness, and social hierarchies. They have

4 | UNIVERSITY OF WATERLOO
INSTANT REPLAY GAMES INSTITUTE FALL '18 TERM IN REVIEW - University of Waterloo
NEWS > SEPTEMBER

IMMERSE FUNDED PROJECT “PLAY THE KNAVE”                                                  DR. LENNART NACKE GIVES
FEATURED IN SHAKESPEARE QUARTERLY                                                        A BROWN BAG TALK AT THE
 WEDNESDAY, SEPTEMBER 12, 2018                                                           COMMUNITECH HUB
                                                                                          WEDNESDAY, SEPTEMBER 19, 2018
Play the Knave allows players to become an actor in a Shakespearian play without
having to worry about trivial things like experience, skill, or preparation. The         Dr. Lennart Nacke, the director of the (HCI)
game was developed by faculty and students in the ModLab at the University of            Games Group at the Games Institute, is giving a
California, Davis, in partnership with the Games Institute through IMMERSe.              Brown Bag talk at the Communitech hub in Kitchener,
In this essay “’A whole theater of others’: Amateur Acting and Immersive                 Wednesday, September 19. Dr. Nacke will be talking
Spectatorship in the Digital Shakespeare Game Play the Knave” published in               about the concept of game thinking and how this
Shakespeare Quarterly, Gina Bloom, Sawyer Kemp, Nicholas Toothman, and                   method can be incorporated to improve user-
Evan Buswell provide in-depth analysis of what happened when an installation             experience: “game thinking is a problem-solving
of Play the Knave took up a three-month residency in the Festival Hall at the            process that uses strategies from game design
Stratford festival in Ontario.                                                           and gamification to help drive the design of user
                                                                                         experiences in digital and non-digital applications”.
Play the Knave is a cross between karaoke and machinima: players’ voices and
actions are projected onto an avatar using recording devices and motion-capture          Those in attendance will learn how incorporating
cameras. Bloom, Kemp, Toothman, and Buswell present their findings about player          game thinking into the UX process can:
engagement with the game at the Stratford Festival installation. In this essay, you’ll
                                                                                         1) Foster users’ intrinsic and extrinsic motivations
learn about how the game’s digital form and Shakespearian content interacted
                                                                                           to engage with the application
with one another to generate important insights into the ancient rhetorical style
of declamatory actions as well as contemporary perceptions of Shakespearian              2) Engage users in a learning and mastery process,
performance. This research represents the intersection of digital humanities and           in which they develop the abilities needed to
theatre studies. It will inspire you to think differently about the way we study           accomplish their goals throughout their user journey
Shakespeare, making something we studied in high school seem fresh and new.
                                                                                         IN CASE YOU NEED MORE CONVINCING...
                                                                                         Dr. Nacke is using concepts from game studies to help
IN CASE YOU STILL NEED MORE CONVINCING…
                                                                                         start-ups and tech designers improve user-experiences.
It wasn’t only the players who engaged with Play the Knave; some onlookers that
                                                                                         His work is an impactful example of a real-world
resisted stepping into the role of “player” inevitably found themselves participating
                                                                                         application of game studies theory, bridging games
in the game. This essay discusses how Play the Knave led to unique, unexpected
                                                                                         discourses to the business world.
insights into how people behave in the roles of actor and audience.

                                                                                                                                    GAMES INSTITUTE | 5
INSTANT REPLAY GAMES INSTITUTE FALL '18 TERM IN REVIEW - University of Waterloo
NEWS > SEPTEMBER

   EMMA VOSSEN PRESENTS NEW RESEARCH AT QGCON                                                                  ROBERT GAUTHIER GIVES
    WEDNESDAY, SEPTEMBER 19, 2018                                                                              A GRADTALK ON SOCIAL
   Emma Vossen will be speaking at the Queerness        heterosexual women differ when experiencing
                                                                                                               NETWORKS
                                                                                                                WEDNESDAY, SEPTEMBER 19, 2018
   and Games Conference in Montreal (QGCon              the hyper-sexualized female characters and ever-
   will take place September 29 and 30). Her talk       present damsel-in-distress tropes within games.
                                                                                                               GI resident Robert Gauthier will be giving
   entitled “Queering the Links Between Sexual          In this presentation, Emma will argue that her
                                                                                                               a GRADtalk about social networks on
   Orientation and the Female Gamer Identity”           attraction to women could have actually made
                                                                                                               September 27 in Needles Hall. Robert is
   explores how sexuality interacts with female         consuming games comparatively more accessible
                                                                                                               a PhD candidate for Public Health and
   gamer identity formation.                            to herself (and potentially other women and
                                                                                                               Health Systems. His research contributes to
                                                        non-binary people who are attracted to women)
   For the past six years, Emma’s work has focused on                                                          the fields of HCI and public health because
                                                        as opposed to heterosexual women.
   investigating the nuances of gender discrimination                                                          he investigates how online communities
   and gate keeping that make games culture less        Her research approach integrates interviews with       support sensitive issues such as addiction
   accessible to women and non-binary people            hetero and queer people and analysis of her own
   (download her PhD dissertation here) (Vossen,        autoethnographic experience. “Because this is          For this upcoming GRADtalk, Robert
   2018a). Now she is shifting gears to present new     very new research I don’t expect to answer these       will be sharing his research on how
   research on a complex, understudied aspect of        questions in my talk, but I do hope to open up         Reddit is used as a platform for online
   games culture: how does sexuality interact with      avenues of investigation to pursue in future work”     communities to provide support for
   the formation of the gamer identity?                 (Vossen, 2018b).                                       recovery from addiction. There are
                                                                                                               well known social programs in place
   Emma explains that her motivation for the new                                                               to support individuals suffering from
   research came from questions she has been            WORKS CITED                                            addiction, such as needle exchanges and
   grappling with for some time but hasn’t had the                                                             12-step programs, and yet these online
                                                        Vossen, E. (2018a). “On the cultural inaccessibility
   opportunity to explore academically: “why are        of gaming: Invading, creating, and reclaiming          communities have formed on Reddit
   so many of the female gamers I know (especially      the cultural clubhouse”. Available on                  with rules and structures in place separate
   within the field of game studies) queer? And,        UWSpace. https://uwspace.uwaterloo.ca/
                                                        handle/10012/13649
                                                                                                               from the gaze of medical professionals.
   is my attraction to women somehow connected
   to my gamer identity?” (Vossen, 2018b).              Vossen, E. (2018b). “Queering the links between
                                                        sexual orientation and the female gamer identity”.
   Emma’s preliminary research into this question       QGCon. https://qgcon.com/qgcon-2018/talks/
                                                        queering-the-links-between-sexual-orientation-
   asks how the experiences of queer women and
                                                        and-the-female-gamer-identity/

6 | UNIVERSITY OF WATERLOO
INSTANT REPLAY GAMES INSTITUTE FALL '18 TERM IN REVIEW - University of Waterloo
NEWS > SEPTEMBER

                                             GAMES INSTITUTE HCI RESEARCHERS REDEFINING “GAMEFULNESS”
                                             IN THE INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
                                              THURSDAY, SEPTEMBER 27, 2018

                                             The term “gamefulness” is used often in business,        of measuring it in the future. Then, we will be able
Robert has been studying these               healthcare, and government as the goal of                to clearly tell if a system or intervention made to
communities in order to get a better         gamification but do we really know what it means?        be gameful is fostering the desired user experience,
understanding of how and why they            In fact, many disciplines have been using the term       which is something that we cannot reliably do yet”.
work. In this talk he will be presenting     “gamefulness” interchangeably with “gamification”
                                                                                                      Nacke, Tondello, and their colleagues draw from
the results of a thematic analysis he        and “game thinking”. We get away with it because
                                                                                                      literature on HCI and psychology, as well as other
conducted on two subreddits. Using that      there is no precise or consistent definition of
                                                                                                      related fields, to define “gameful experience” with
thematic analysis, Robert is exploring       “gamefulness” in the game studies literature.
                                                                                                      three specific constructs. Then they outline the effects
the context of pseudonymity (protecting
                                             HCI researchers from the Games Institute,                of those constructs in process models.
identities without complete anonymity)
                                             Lennart Nacke and Gustavo Tondello, published
to theorize about why Reddit is a valuable                                                            “Most critically, we argue that gameful experience is
                                             a paper with Richard N. Landers, Dennis L. Kappen,
tool for addiction recovery.                                                                          the core focal construct of this theory and define it as
                                             Andrew B. Collmus, and Elisa D. Mekler to address
                                                                                                      an interactive state occurring when a person perceives
                                             our need to more precisely describe what happens
JUST A LITTLE TEASER…                                                                                 non-trivial achievable goals created externally, is
                                             when someone interacts with a gameful system.
One of Robert’s findings is that these                                                                motivated to pursue them under an arbitrary set of
                                             The paper, entitled “Defining Gameful Experience
online communities are used to support                                                                behavioral rules, and evaluates that motivation as
                                             as a Psychological State Caused by Gameplay:
individuals who are struggling with the                                                               voluntary” (Landers, Tondello, Kappen, Collmus,
                                             Replacing the Term ‘Gamefulness’ with Three
12-step program. This suggests that these                                                             Mekler, & Nacke, 2018).
                                             Distinct Constructs,” was recently published in the
communities might not be replacing
                                             International Journal of Human-Computer Studies.
publicly funded programs, but are in
addition to traditional methods.             Not having a specific and theoretically grounded         WORKS CITED
                                             definition of “gamefulness” leads to many problems       Landers, N. R., Tondello, G. F, Kappen, D. L., Collmus,
                                             in the gamification process. What is the ultimate        A. B., Mekler, E. D., & Nacke, L. E. (2018). “Defining
                                                                                                      gameful experience as a psychological state caused
                                             goal? What processes can and should be employed?
                                                                                                      by gameplay: Replacing the term ‘gamefulness’ with
                                             In the paper, the researchers suggest replacing the      three distinct constructs”. International Journal of
                                             term “gamefulness” with “gameful experience”.            Human-Computer Science. https://doi.org/10.1016/j.
                                             According to Tondello, “having a precise definition      ijhcs.2018.08.003

                                             of ‘gameful experience’ will allow us to develop a way

                                                                                                                                               GAMES INSTITUTE | 7
INSTANT REPLAY GAMES INSTITUTE FALL '18 TERM IN REVIEW - University of Waterloo
8 | UNIVERSITY OF WATERLOO
NEWS
OCTOBER
  These are a sampling of the news items from
        October 2018. For a full list please visit

        uwaterloo.ca/games-institute/news

                                         GAMES INSTITUTE | 9
NEWS > OCTOBER

   JUSTIN CARPENTER AT THE SOCIETY                                                   JOHN YOON AT THE UNIVERSITY OF CALIFORNIA
   FOR LITERATURE, SCIENCE, AND THE                                                  ESPORTS CONFERENCE (UCIESC)
   ARTS (SLSA) CONFERENCE                                                             MONDAY, OCTOBER 22, 2018

    FRIDAY, OCTOBER 5, 2018
                                                                                     John Yoon, GI resident and English PhD student, presented a poster at
   Justin Carpenter, GI resident and First Person Scholar Editor, will be            this year’s University of California Esports Conference (UCIESC) that took
   presenting a paper at this year’s Society for Literature, Science, and the Arts   place Oct. 11-12, 2018. His poster examined the cultural practice of sports
   (SLSA) conference in Toronto, November 15-18. His paper looks at how the          writing in esports.
   games Mountain (2014) and Everything (2017) by Irish artist David OReilly
                                                                                     Yoon’s work examines and analyzes narratives in esports writing. He argues
   challenge players to reconsider notions of consciousness, things, and nature.
                                                                                     that esports writing is a mode of technical communication that accommodates
   Carpenter argues that both games are “meditations on games as a medium”:          non-expert audiences through narratives.

       “OReilly uses simplistic graphics and absurd design choices                   His analysis is based on Jeanne Fahnestock’s model of genre shifts in scientific
       to dissect the qualities typically associated with video games,               writing. When scientific knowledge is translated into digestible information
       namely player agency, immersion, and identity. Through this                   for public audiences, Fahnestock calls that process “accommodation”:
       self-reflexive approach OReilly’s games are able to represent
                                                                                        “My paper argues that this generic transformation is
       matter as mindful, challenge anthropocentrism, and
                                                                                        paralleled in esports writing when highly technical
       reconsider the problems of hyperobjectivity and nature.”
                                                                                        games analyses geared towards knowledgeable fan bases
   This talk is a spectacular fit for the SLSA conference theme “Out of Mind”.          are decoded into much broader terms for the public
   Carpenter will explore how OReilly’s design choices in Mountain and                  unfamiliar with the game, or even esports as a whole.”
   Everything emulate the philosophy of panpsychism - the idea that all
                                                                                     Yoon proposes that esports writing utilizes narrative as its rhetorical
   matter has some form of mind.
                                                                                     mode because relatable story-building fosters emotional investment
   For game studies and game science scholars, this talk is of particular            in the audience toward the highly technical esports competition.
   interest because Carpenter will present ways that Mountain and Everything’s
                                                                                        “With a new model for approaching cultural production
   disruption of conventional video game tropes leads to deep and engaging
                                                                                        surrounding esports, we can better understand, guide, and
   philosophical criticism.
                                                                                        communicate the culture of competitive play […] allowing
   How does the parody subvert player expectations? And, furthermore,                   the industry to more effectively present itself not only to
   how does the violation of player expectations force them to engage with              its fans but also the world at large.”
   unfamiliar philosophical ideas?                                                                                                      - John Yoon

10 | UNIVERSITY OF WATERLOO
NEWS > OCTOBER

STEVE WILCOX AT                                     CITY AS PLATFORM LAB IN WATERLOO NEWS FOR
MEANINGFUL PLAY 2018                                “RIGHT TO THE SMART CITY” WHITEPAPER
 MONDAY, OCTOBER 22, 2018                            TUESDAY, OCTOBER 23, 2018

Steve Wilcox, GI alum and Assistant Professor       The City as Platform lab (cityasplatform.com),          These five “plays” were identified by stakeholders
of Game Design and Development at Laurier,          an associate lab of the Games Institute, published      from academia, government, and private sectors
presented a paper at the International Academic     a Whitepaper to present their findings from their       from across North America who attended the
Conference on Meaningful Play in East Lansing,      “Right to the Smart City” symposium that took           “Right to the Smart City” symposium:
Michigan on Oct. 11.                                place March, 2018 at Harvard University. Their work     1. Embracing smart cities
                                                    aims to help municipalities, experts, and community     2. Cultivating local innovation ecosystems
Wilcox’s paper entitled “(Re)Thinking Empathy
                                                    members plan smart cities together.                     3. Inviting public influence
Games” looks at empathy games through
                                                                                                            4. Questioning data
the perspectives of feminist epistemology,          An announcement about the Whitepaper and
phenomenology, psychology, disability studies,      toolkit was featured on Waterloo News this              5. Designing for play and civic imagination

and rhetorical theory. This research comes from     morning. The toolkit is a crucial step forward          Read the Whitepaper that accompanies the toolkit to
Wilcox’s recognition of our need for a new          for developing a paradigm for “smart” cities.           learn more about how these “plays” were developed
understanding how empathy functions in games:                                                               and why they are essential for building “smart” cities.
                                                    According to the Whitepaper, the toolkit is
   “Empathy games have recently and                 “a template for municipalities to reproduce             To learn more about the “Right to the Smart City”
   deservedly been criticized as facile             our process on a local level in order to ground-truth   symposium, check out their website.
   attempts to reproduce fundamentally              our general findings and provide local texture to
                                                                                                            The City as Platform lab is directed by Beth Coleman,
   inimitable experiences. As a result              the definition of smart”.
                                                                                                            an Associate Professor of Experimental Digital Media
   empathy games have increasingly been
                                                    The toolkit provides five major actions, what           at the University of Waterloo. She is quoted in the press
   viewed with skepticism at best and
                                                    the City as Platform Lab calls “plays” that should      release, saying:
   derision at their worst.”
                                                    be taken by any organization or municipality
                            - Steve Wilcox                                                                     “Civic engagement must be part of a
                                                    looking to engage the public with plans for
                                                                                                               smart city if it is to be a city of innovation,
By analyzing empathy in games through different     integrating technology in city decisions.
                                                                                                               generosity, play, and opportunity.”
paradigms and theoretical frameworks, Wilcox
argues that we can chart a new path forward for
designing more effective tools for honing empathy
in gameful systems.

                                                                                                                                                   GAMES INSTITUTE | 11
NEWS > OCTOBER

    MILAD SOROUSH AT CHI                              JASON HAWRELIAK’S NEW BOOK “MULTIMODAL
    PLAY 2018 ON GAMES FOR                            SEMIOTICS AND RHETORIC IN VIDEOGAMES”
    SELF-CONTROL IMPROVEMENT                           FRIDAY, OCTOBER 26, 2018

     THURSDAY, OCTOBER 25, 2018
                                                      Jason Hawreliak, co-founder of FPS and Assistant Professor of Game Studies at Brock University,
    Milad Soroush, GI Resident and PhD                authored “Multimodal Semiotics and Rhetoric in Videogames,” published Oct 10, 2018. The book
    student in the department of Management           is available in hardcopy and as an eBook.
    Sciences, will be presenting his paper entitled
                                                      “Multimodal Semiotics and Rhetoric in Videogames” explores how different videogame forms
    “Investigating game mechanics that target
                                                      convey meaning, and how that meaning is interpreted by game designers and players. This text
    players’ self-control while maintaining
                                                      is of particular interest to students and researchers in multimodal studies, game studies, rhetoric,
    engagement” at CHI Play 2018.
                                                      semiotics, and discourse analysis.
    Soroush researches how games can be used as
                                                      Read the full summary from the publishers, CRC Press:
    interventions for self-control improvement. In
    this study, he ran participants through a game         “This book merges recent trends in game studies and multimodal studies to explore the relationship
    he created called “Save the Garden” and then           between the interaction between video games’ different modes and the ways in which they inform
    asked them to complete a questionnaire.                meaning for both players and designers. The volume begins by laying the foundation for integrating
                                                           the two disciplines, drawing upon social semiotic and discourse analytic traditions to examine
    “Save the Garden” was designed to test how             their relationship with meaning in videogames. The book uses a wide range of games as examples
    participants perform in interactive, long-term         to demonstrate the medium’s various forms of expression at work, including audio, visual, textual,
    game tasks that challenge their self-control.          haptic, and procedural modes, with a particular focus on the procedural form, which emphasizes
    Performances were then compared with the               processes and causal relationships, to better showcase its link with meaning-making. The second half
    subsequent questionnaire that looked at self-          of the book engages in a discussion of different multimodal configurations and user generated content
    reports on perceived competence, enjoyment,            to show how they contribute to the negotiation of meaning in the player experience, including their
    and trait self-control.                                role in constructing and perpetuating persuasive messages and in driving interesting and unique
                                                           player decisions in gameplay. Making the case for the benefits of multimodal approaches to game
    Soroush will discuss his findings on game
                                                           studies, this volume is key reading for students and researchers in multimodal studies, game studies,
    performance and player experience with the
                                                           rhetoric, semiotics, and discourse analysis.”
    audience at CHI Play 2018 in Melbourne,
    Australia. This study is a part of Soroush’s         “This volume is key reading for students and researchers in multimodal studies,
    ongoing research.                                    game studies, rhetoric, semiotics, and discourse analysis.”
                                                                                                                                      - CRC Press

12 | UNIVERSITY OF WATERLOO
NEWS > OCTOBER

DIGITAL ORAL HISTORIES FOR RECONCILIATION (DOHR) AT THE
CANADIAN HISTORY OF EDUCATION ASSOCIATION CONFERENCE
 MONDAY, OCTOBER 29, 2018

Tony Smith and Kristina Llewellyn represented the Digital Oral Histories for Reconciliation (DOHR)
project at the Canadian History of Education Association (CHEA) conference in New Brunswick,
October 18-21, 2018. Their co-presentation was entitled “Building Just Relations: Oral History and
Virtual Reality in History Education”.

Tony Smith is a survivor of the Nova Scotia Home for Colored Children, a segregated welfare
institution for black children. Kristina Llewellyn, faculty member of the Games Institute and Social
Development Studies professor at UWaterloo, founded the DOHR project with support from Smith
and other survivors in partnership with the NSHCC Restorative Inquiry and the organization Victims
of Infant and Child Exploitation Services (VOICES):

   “DOHR is a project that creates and assesses virtual reality oral histories
   for students to address the historical harms of racism. The Nova Scotia Home
   for Colored Children (NSHCC) opened in 1921 as a welfare institution for black
   children who were segregated from white-only welfare institutions. Residents suffered
   the effects of institutionalized racism and abuse during the 70 years of its operation.”
                                                                                      - DOHR

The first project of DOHR is a Virtual Reality experience that brings students into a digitally
rendered representation of the Nova Scotia Home for Colored Children. They explore the home
and listen to stories from Smith, and survivors Gerry Morrison and Tracey Dorrington-Skinner.

Smith and Llewellyn co-presented on the importance of oral storytelling for a restorative approach
to history learning in schools. They shared a demo of DOHR and explained the goals of the project
with teachers who were attending CHEA.

The DOHR project is funded in part by the IMMERSe partnership grant. Follow @projectDOHR
on twitter for more updates.

                                                                                                       GAMES INSTITUTE | 13
14 | UNIVERSITY OF WATERLOO
NEWS
NOVEMBER
    These are a sampling of the news items from
        November 2018. For a full list please visit

          uwaterloo.ca/games-institute/news

                                         GAMES INSTITUTE | 15
NEWS > NOVEMBER

     DUALPANTO FEATURED ON THE                                           TOBEN RACICOT AT THE MID-ATLANTIC
     ARDUINO BLOG                                                        POPULAR & AMERICAN CULTURE
      TUESDAY, NOVEMBER 6, 2018                                          ASSOCIATION (MAPACA) CONFERENCE
                                                                          TUESDAY, NOVEMBER 6, 2018
     DualPanto, a non-visual haptic device for the blind, was featured
     on the Arduino blog, October 22. The device allows visually         Toben Racicot, GI resident and English PhD student, will be attending
     impaired users to engage with video games that would otherwise      the Mid-Atlantic Popular & American Culture Association conference
     be inaccessible to them:                                            in Baltimore, November 8-10. His paper, “Trauma and Demogorgons:
                                                                         Analyzing Dungeons & Dragons in Stranger Things”, examines the
        “The device features two handles. Users interact with
                                                                         impact that roleplaying games have in strengthening psychic
        DualPanto by actively moving the ‘me’ handle with one
                                                                         protections in anticipation of future traumas.
        hand and passively holding on to the ‘it’ handle with
        the other. DualPanto applications generally use the                 “When I first saw Stranger Things I was struck by
        ‘me’ handle to represent the user’s avatar in the virtual           the parallels between their D&D campaign and how
        world and the ‘it’ handle to represent some other moving            they later negotiated the real-world traumas in their
        entity, such as the opponent in a soccer game.”                     storylines. I started researching the connection between
                                                  - Arduino Team            roleplaying and trauma, considering how Stranger
                                                                            Things models Freudian psychoanalytic theories.”
     DualPanto allows visually impaired users to gain an awareness
                                                                                                                          - Toben Racicot
     of a virtual field, track moving objects, and control an avatar
     simultaneously. Arduino featured DualPanto on their blog because    Drawing from the psychoanalytic theories of repetition-compulsion,
     the gaming system uses an Arduino Due to interface the physical     pre-traumatic stress syndrome, and the Fort-Da! game, Racicot
     hardware with the setup of the software.                            examines the impact roleplaying has on the younger characters
                                                                         in Stranger things in their preparation and execution of coping
     DualPanto was developed by Oliver Schneider, a faculty member of
                                                                         with trauma.
     the Games Institute and Assistant Professor of Human-Computer
     Interaction, with his team from the Hasso Plattner Institute        In this paper, Racicot highlights how imagination, storytelling,
     (University of Potsdam, Germany): Prof. Patrick Baudisch, Jotaro    and play for children helps to bolster their confidence and mental
     Shigeyama, Robert Kovacs, Thijs Jan Roumen, Sebastian Marwecki,     armatures. This paper is part of Racicot’s ongoing research on the
     Nico Boeckhoff, Daniel Amadeus Gloeckner, and Jonas Bounama.        benefits of roleplaying games.

16 | UNIVERSITY OF WATERLOO
NEWS > NOVEMBER

GAMES INSTITUTE MEMBERS PRESENT A PANEL                                                            MARCO MORAN-LEDESMA ON 3D
DISCUSSION AT ENTHUSIAST GAMING LIVE EXPO (EGLX)                                                   PRINTING IN VR AT THE INTER-
 FRIDAY, NOVEMBER 9, 2018                                                                          UNIVERSITY WORKSHOP (IUW)
                                                                                                    THURSDAY, NOVEMBER 15, 2018
John Yoon, GI resident and English PhD               “Various levels of community have
student, chaired a panel at the Enthusiast           blossomed ranging from grassroots             Marco Moran-Ledesma, a System Design Engineering Master’s
Gaming Live Expo (EGLX) in Toronto,                  competitions, collegiate level play,          student, will be presenting a poster at the Inter-University Workshop
October 26-28. His co-panelists were Campbell        and professional organized play.              (IUW) at the University of Toronto, Nov. 17. In this poster, he
Macrae, Executive at the UW Smash club,              What should these strata of our               outlines his preliminary research on a system he proposes to
Andre Paradis, Founder of the UW LoL club,           industry do to further their growth           improve the VR experience.
Alexandra Orlando, Games Institute alumnus           and foster meaningful community
and Games studies researcher and streamer,           engagement for the future?”                   Virtual Reality (VR) represents the potential for stepping into
and Charlie Watson, CEO and founder of                                                             realistic, computer-generated three-dimensional virtual worlds, but
                                                  A recurring question the panel addressed         the most recent technology provides haptic input through hand-held
SetToDestroyX.
                                                  was “who is responsible for shaping how          controllers. This means that users do not have realistic interactions
The purpose of the EGLX panel was to              the industry develops?” How do players           with virtual objects: if you can’t touch or hold objects with your
generate conversations and ideas about            shape eSports? What about fans, organization,    hands and fingers, how realistic is the overall VR experience?
important considerations for eSports,             or administrators?
particularly as it becomes a more established                                                      Moran-Ledesma explores how integrating 3D printed models
                                                  As eSports grows, there are increasing           with low-priced micro-electromechanical sensors and affordable
fixture in popular culture. According to Yoon:
                                                  concerns about fostering inclusivity and         single-board computers enables more physical-like interaction
   “It’s time we move past the clichéd            representation in the scene. The panelists       with virtual objects in VR. He proposes that the integration
   discussions of the legitimacy of               considered who should have the responsibility    of these three technologies into a system will enhance the
   eSports as bona fide competition.              and authority over these sensitive decisions.    realism of VR experiences:
   We have to shift our attention from
                                                  Esports is currently an inchoate industry so        “In the short-term, I will explore the design space
   what eSports is to what eSports
                                                  the panelists argued that it’s crucial to pose      of 3D printed objects in VR by incorporating sensors
   can accomplish.”
                                                  these questions now while we have time              into 3D printed models and testing their viability as
ESports is more nuanced than competitive          to determine the course of development.             controllers. In the long-term, I intend to provide a
gaming: it is a cooperative society. The panel    This was a dedicated dialogue for honing            design vocabulary of 3D-printed widgets for use in VR
considered the state and role of eSports in our   the questions and considerations, bringing          so that designers and researchers can build systems that
communities, examining how the industry           them to the fore of eSports discourse, and          leverage hand and finger interaction in virtual worlds.”
can contribute to community building online       examining how the industry should pursue                                            - Marco Moran-Ledesma
and offline.                                      the answers.
                                                                                                                                                       GAMES INSTITUTE | 17
NEWS > NOVEMBER

   CAROLINE WONG AT THE INTER-UNIVERSITY                                        TINA CHAN PRESENTS A PAPER ON
   WORKSHOP (IUW): INTERACTING WITH DATA                                        GAMIFICATION AND MENTAL HEALTH AT
   THROUGH TOUCH-ENABLED SYSTEMS                                                THE INTER-UNIVERSITY WORKSHOP (IUW)
    FRIDAY, NOVEMBER 16, 2018                                                    MONDAY, NOVEMBER 19, 2018

   Caroline Wong will be presenting a poster at IUW, 2018 at the University     Tina Chan, Masters of Science candidate in the School of Public
   of Toronto. Wong is a Master’s student of Management Sciences studying       Health and Health Systems, is presenting a paper at IUW entitled
   the benefits of touch-enabled systems that improve our interaction with      “Designing for Engagement in Peer to Peer Support Using Cognitive
   large datasets.                                                              Behavioural Therapy with Gamification and the Proteus Effect”.

   Wong argues that making data visualization tools touch-enabled can           Chan’s research draws from crowdsourcing studies that combine
   make personal data more meaningful and accessible to non-experts             online peer to peer (P2P) support with cognitive behavioural
   rather than technologies that only allow for point-and-click.                therapy (CBT), as well as the Proteus Effect.

       “The underlying assumption is that touch/mobile provides                 In P2P support with CBT, researchers have found there is therapeutic
       easier access; however, the benefits of multi-touch interaction          value for mood disorders when strangers are asked to cognitively
       to gaining insight about data are not well understood.”                  appraise each other’s negative thoughts. Chan’s work investigates
                                                     - Caroline Wong            how gamification can improve how users engage with this niche
                                                                                therapeutic practice.
   Wong’s poster at IUW investigates how multi-touch interaction with data
   improves immersion, engagement, and competency in data interpretation:       She proposes that the Proteus Effect, a phenomenon where
   To evaluate interaction experiences, Wong uses data visualization tools to   players perform stereotyped behaviours of their avatars, represents
   conduct a series of tests that measure people’s engagement with data.        a promising theoretical background for developing a gamified
                                                                                version of P2P support using CBT:
   This preliminary research is a part of Wong’s ongoing research in her
   Master’s program:                                                               “[My objective is] to understand if the Proteus
                                                                                   Effect can persuade increased helpful contributions
       “The progress of this research [so far] has been a literature
                                                                                   in a gamified P2P CBT platform, if avatars with
       review along with a touch and mouse version of a visualization
                                                                                   stereotypical supportive qualities are used.”
       tool that is ready to test. The findings from this research will be
                                                                                                               - Tina Chan from her abstract
       used to iteratively make appropriate design recommendations,
       implement, and evaluate future touch visualizations.”
                                                     - Caroline Wong

18 | UNIVERSITY OF WATERLOO
NEWS > NOVEMBER

                                        QUANTUM CATS AT THE ONTARIO SCIENCE CENTRE
                                         MONDAY, NOVEMBER 19, 2018

                                        Quantum Cats (2015), a game that allows players to learn and engage with concepts from quantum physics,
                                        is currently featured at the Ontario Science Centre exhibit “Quantum: The Exhibition,” an exhibit created
                                        by the Institute for Quantum Computing (IQC).
Chan’s method involves designing
and developing a computer game          Quantum Cats was created by a team of researchers from the IQC and the Games Institute. James Wallace
and then measuring how study            and Victor Cheung are credited for the conceptualization and design, Mike Brown and Jagger Nast are
participants interact with their        credited for the programming, and Keith McLean is credited for the art.
avatars. This project is a part of
Chan’s ongoing research:                Quantum Cats asks players to rescue kittens by sending cats to their rescue, but the catch is that the cats are
                                        affected by different properties from quantum physics: quantum mechanics, superposition, the uncertainty
   “The developed game is               principle, and quantum tunnelling.
   currently undergoing pilot
   testing with lab members,               “The Quantum Cats are on a mission to rescue the kittens. But we need your help! Using
   and the study is to run with            the weird and spooky laws of quantum mechanics, help the Quantum Cats save the kittens.”
   participants from November                                         - Quantum Cats team, from “What’s Happened to the World’s Kittens?!”
   to December 2018.”
                                        Through observing and adapting to how the cats behave under different quantum principles, players gain
                          - Tina Chan
                                        an understanding of complex quantum principles:
                    from her abstract
                                           “Quantum technologies are emerging from research labs faster and faster. From highly
                                           secure communications to ultra-sensitive devices to powerful quantum computers, these
                                           technologies are going to transform how we live, work and play. We here at The Institute
                                           for Quantum Computing (IQC) want to help people become familiar with the science
                                           behind these quantum technologies.”
                                                                               - Quantum Cats team, from “The Story Behind Quantum Cats”

                                        Visit Quantum Cats at “Quantum: The Exhibition” until January 6, or play Quantum Cats by downloading
                                        on Google Play or the App Store.

                                                                                                                                             GAMES INSTITUTE | 19
NEWS > NOVEMBER

   SARAH STANG AT REFIG 2018                                                                                       LENNART NACKE WEIGHING IN
    THURSDAY, NOVEMBER 22, 2018                                                                                    ON VIOLENCE IN VIDEOGAMES
   Sarah Stang, Essays Editor for First Person             from mythology are categorized and classified
                                                                                                                   ON KITCHENER TODAY
                                                                                                                    MONDAY, NOVEMBER 26, 2018
   Scholar and PhD student in the Communication            in the Monster Manual.
   and Culture program at York University, delivered
                                                           The scope of the presentation included a                Dr. Lennart Nacke joined reporter Brian
   a co-presentation with Dr. Aaron Trammel at
                                                           discussion of D&D, its history, and its connection      Bourke from Kitchener Today to weigh in
   ReFig 2018.
                                                           to the bestiary. Stang focused specifically on a        on the societal value of games. Nacke was
   Their presentation, entitled “The Misogynist Ludic      case study of the abject monstrous feminine –           invited to join Bourke because interest in
   Bestiary: How Women are Made Monstrous in               the figure of the Hag:                                  the negative effects of violent videogames
   Dungeons & Dragons (D&D)” was a condensed                                                                       is re-emerging in the media following the
                                                              “The Hag is a particularly troubling                 publication of a meta-study showing the
   version of a longer article the two co-authored:
                                                              example because not only are Hag                     results of 24 studies looking at heightened
       “In our article we discuss the Monster                 monsters at the intersection of sexism               physical aggression post-gameplay in youths
       Manual - the bestiary for D&D - as a text              and ageism, the Monster Manual also                  from 9-19.
       which draws on the (sexist) conventions                describes them as reproducing in a
       of the Medieval Bestiary which often                   monstrous way, as sexually dangerous, as             Nacke’s work involves studying motivations
       labelled women monstrous and evil.                     well as being hideous, grotesque, evil, etc.”        in games. Why do people play? What do
       Gygax was also influenced by Tolkienesque                                                 - Sarah Stang     they gain by playing? How can designers
       fantasy and mythology, so many of the                                                                       better develop gameful systems to actualize
                                                           The presentation and article are connected to
       female monsters in the Monster Manual                                                                       their intent?
                                                           Stang’s dissertation work which looks at monsters
       are drawn from mythology, like the
                                                           as symbolic representations of marginalized
       Medusa, Sirens, Harpies, Banshees, etc.”                                                                    Nacke’s research is not specifically focused
                                                           identities in digital games. Stang’s research employs
                                         - Sarah Stang                                                             on the effect of violence in video games;
                                                           textual and visual analysis and the concepts of the
                                                                                                                   rather, he looks at motivational and
   Stang does visual and textual analysis of monsters in   Abject, the Monstrous-Feminine, and the Grotesque.
                                                                                                                   behavioural outcomes from playing games.
   games, while Trammell’s expertise is in the history
                                                           Slides from the presentation, “The Misogynist           In this conversation, Nacke gave Bourke the
   of D&D and its material culture and circuits of
                                                           Ludic Bestiary: How Women are Made Monstrous            example of how the game as a medium can
   distribution. Their article combines these efforts to
                                                           in Dungeons & Dragons (D&D)”                            be a powerful educational tool.
   look at how really horrific female monsters drawn

20 | UNIVERSITY OF WATERLOO
NEWS > NOVEMBER

  “We learn and comprehend much
  better in an interactive context […]
  Games can be much more powerful
  than traditional [media] so the question
  becomes how can we design those
                                                     ELISE VIST AT THE FAN STUDIES NETWORK
  games so that there is an effect that              NORTH AMERICA (FSNNA) CONFERENCE
  the students can actually learn?”                   WEDNESDAY, NOVEMBER 28, 2019
                                  - Lennart Nacke,
                                                     Elise Vist presented a paper at the Fan Studies           In this presentation, Vist shared her findings
                               on Kitchener Today
                                                     Network North America (FSNNA) 2018 Conference             on how these intimate publics help reconcile
                                                     at DePaul University in Chicago, October 25-27,           the tension that queer fans have about being
Nacke also reminded listeners that the evidence
                                                     2018. Vist is an English PhD candidate studying fans,     a fan of a sport with a culture that is
can be misleading if we don’t understand how
                                                     immersion, and queerness at the Games Institute, as       unwelcoming to queer identities. However, she
the researchers quantified violence:
                                                     well as the producer for First Person Podcast.            also acknowledged that Hockey RPF doesn’t
                                                                                                               solve all of the problems of public fandoms:
  “... we have to be careful about what we           Vist’s paper, entitled “Hockey RPF and Intimate
  classify as a violent video game. In the           Fandoms of Hockey”, examined real person fanfiction       “P.K. Subban is one of the very few black men
  study, sometimes they look at challenge,           (RPF) of players in the NHL. She argued that              in the NHL, […] the racism that hounds Subban
  and competitive play in aggression ...             mainstream Hockey fandoms aren’t inclusive or             in reality is not absent, even in an intimate
  so we have to think about how they                 accessible to many queer and POC fans. Instead,           fandom that celebrates queerness through
  measure aggression.”                               queer fans of hockey are drawn to Hockey RPF, of          Hockey RPF, because not every intimate fandom
                                                     which there are several intimate publics of fandom.       of hockey prioritizes blackness in the same way
How do these studies conceptualize and measure
                                                                                                               it prioritizes queerness.”
violence in videogames? How do they measure          Intimate publics are small, relational groups of
instances of aggression following gameplay –         people who identify with one another in a fandom          Hockey RPF and intimate publics of fandom
are they using self-reports or physical acts?        to the extent that they disidentify with the norm         are parts of Vist’s ongoing research for her
                                                     of the public fandoms:                                    PhD. She also maintains a blog where she writes
Nacke challenges us to consider the positive                                                                   about specific findings from her research, such
experiences that come from playing videogames.          “In my intimate fandom of hockey, I can’t
                                                                                                               as the term “bromance” and the homosexual
Aggression, conflict, and competition are               simply identify with hockey players, because
                                                                                                               paradox of the sport.
common human experiences:                               to take them on as objects of identification
                                                        would be to let go of the identities that
  “You have to think about healthy ways                 make me, me: queer, anti-racist, anti-
  of expressing violence and aggressive                 capitalist, feminist. The alternative, though,
  emotions. It helps [young players] reflect            can’t be to avoid hockey or its athletes
  on what they’re currently experiencing.               altogether, because – however hypocritical
  There’s a lot of positive power.”                     it is – I like hockey.”
                                                                                                - Elise Vist

                                                                                                                                                  GAMES INSTITUTE | 21
22 | UNIVERSITY OF WATERLOO
NEWS
DECEMBER

       GAMES INSTITUTE | 23
NEWS > DECEMBER

   MARK HANCOCK RECEIVES THE 10-YEAR                                                LENNART NACKE ON THE “KEEPING
   IMPACT AWARD AT ISS                                                              THE HUMAN IN ARTIFICIAL
    TUESDAY, DECEMBER 4, 2018                                                       INTELLIGENCE” PANEL
                                                                                     WEDNESDAY, DECEMBER 12, 2018
   Mark Hancock, Associate Director of the Games Institute and Director
   of the UW Touchlab, was honoured with the 10-Year Impact Award on                Lennart Nacke, faculty member of the Games
   Tuesday, Nov. 27 at the ACM International Conference on Interactive              Institute and director of the HCI Games Group,
   Surfaces and Spaces (ISS) in Tokyo.                                              spoke on a panel, entitled “Keeping the Human
                                                                                    in Artificial Intelligence”, on December 3 at the
   Every year, the ISS steering committee selects a paper to receive the 10-Year
                                                                                    Kitchener Public Library.
   Impact Award based on the how it has impacted the ISS community. They
   consider the number of times the work was cited, how those citations             The other panelists were Carla Fehr, professor
   benefited future work, and how and if the work was cited by researchers          of philosophy and Wolfe Chair in Scientific and
   from other disciplines.                                                          Technological Literacy, and Joel Bilt, economics
                                                                                    professor. The event asked the panelists to share
   Hancock and his co-authors, Thomas ten Cate and Sheelagh Carpendale,
                                                                                    their ideas about how Artificial Intelligence (AI)
   received the 10-Year Impact Award for their paper “Sticky tools: Full 6DOF
                                                                                    can, or will, impact society and the human condition
   force-based interaction for multi-touch tables” because of its significance to
                                                                                    through the lens of their disciplinary backgrounds.
   the field.
                                                                                    Nacke’s Human-Computer Interaction work looks
   Also at ISS, Stacey Scott, Associate Professor of HCI at the University of
                                                                                    at player behaviour and motivation in response
   Guelph and a founding member of the Games Institute, was awarded an
                                                                                    to gameful systems. During the panel he discussed
   honourable mention for her work on “Post-meeting curation of whiteboard
                                                                                    the implications of the relationship between user
   content captured with mobile devices” with Danniel Varona-Marin, Jan A.
                                                                                    engagement and AI and argued that gamification
   Oberholzer, and Edward Tse. This work was based on a Mitacs-SSHRC joint
                                                                                    can help support the user-AI relationship.
   initiative internship through the IMMERSe SSHRC Partnership Network,
   managed by the GI.                                                               Waterloo stories covered the event and published
                                                                                    an article on the University of Waterloo home page.

24 | UNIVERSITY OF WATERLOO
NEWS > DECEMBER

EMMA VOSSEN AT REFIG 2018
 WEDNESDAY, DECEMBER 19, 2018

Emma Vossen, alum of the Games Institute and former Editor in
Chief of First Person Scholar, ran the Refiguring Innovation in Games
(ReFiG) conference in Vancouver on October 25, 26, and 27, 2018.
Vossen also presented a talk about teaching games related classes.

Vossen is presently a Postdoctoral Research Fellow at York University
where she helps to run the ReFiG network and all its associated projects.
ReFiG aims to promote diversity and equity in the games industry and
culture by intervening in games culture, the games industry, informal
learning environments, and formal education.

                                                                             GAMES INSTITUTE | 25
26 | UNIVERSITY OF WATERLOO
SPOTLIGHTS

         GAMES INSTITUTE | 27
SPOTLIGHTS
                                                                                                                     GI MEMBERS ORGANIZING
                                                                                                                     “GAMING WITH THE
                                                                                                                     SUBALTERN”: WORKSHOP
                                                                                                                     AT CHI PLAY 2018
   VR WORKING GROUP PREDICTING MOTION SICKNESS IN VR                                                                  THURSDAY, OCTOBER 4, 2018
    MONDAY, OCTOBER 1, 2018

                                                                                                                     GAMING WITH THE SUBALTERN:
   Last week, neurophysiologists and VR researchers         “We found that the sway in response to vection
                                                                                                                     A WORKSHOP ON DIVERSITY AND
   at the University of Waterloo started making             stimuli had the strongest predictive power for
                                                                                                                     INCLUSION IN GAMES
   headlines because of their findings on how to            [cybersickness] among all measures collected.”
   predict which VR users might be more susceptible                                                                  Cayley MacArthur, Systems Design PhD
                                                         Media outlets have been excited about these findings
   to cybersickness.                                                                                                 student, and Mark Hancock, Associate
                                                         because of the broad implications for VR research.
                                                                                                                     Director of the Games Institute, are co-
   Séamas Weech, Jessy Varghese, and Michael             For one, this predictive model means researchers now
                                                                                                                     organizing a workshop in collaboration
   Barnett-Cowan, members of the VR working              have a way of predicting motion sickness without
                                                                                                                     with six other international scholars.
   group at the Games Institute, co-authored             inducing nausea in participants.
                                                                                                                     The workshop, entitled “Gaming with
   a paper entitled “Estimating the sensorimotor
                                                         Weech, Varghese and Barnett-Cowan speculate                 the subaltern: A workshop on diversity
   components of cybersickness” published in
                                                         that the more we understand about this correlation          and inclusion in games,” is scheduled for
   the Journal of Neurophysiology.
                                                         between sensitivity to vection stimuli and cybersickness,   CHI Play 2018 in Melbourne, Australia.
   Their results caught the attention of many,           the more researchers will be able to develop strategies
   many news outlets who were picking the story          for overcoming VR motion sickness.                          Despite the fact that games are played by
   up and claiming that UW researchers are on the                                                                    a highly diverse group of people, game
   cusp of curing cybersickness ... What exactly did
                                                         NEED MORE CONVINCING?                                       development teams are comprised of 70% +
                                                         Weech, Varghese and Barnett-Cowan measured balance          white men. We have known this for a while,
   Weech, Varghese, and Barnett-Cowan publish?
                                                         control, vection responses, and vestibular sensitivity -    but the problem persists because there is
   Their paper presents the findings that participant    in other words, they measured how well participants         little diversity among the groups of people
   sway patterns during vection stimuli, the sensation   maintained balance, how their bodies moved in               who are attempting to implement change.
   of body movement produced by visual motion            response to visual stimulation, and how prone they
   cues, is a strong predictor for VR motion sickness.   were to dizziness. In the article they discuss how sway     How can we make gaming research,
                                                         responses aren’t the only neurophysiological processes      development, and play more diverse
   Their study involved conducting tests to
                                                         affecting cybersickness.                                    if the people in conversations about
   measure individual differences in specific
                                                                                                                     solutions don’t have lived experiences
   neurophysiological ltraits, and then measuring
                                                                                                                     of the problems?
   participants’ experiences of VR motion sickness.      WORKS CITED
   In the article, Weech says:
                                                         Weech, S., Varghese, J. S., & Barnett-Cowan, M. (2018)      This workshop is designed and structured
                                                         Journal of Neurophysiology. https://www.physiology.
                                                                                                                     to disrupt the patterns of non- and
                                                         org/doi/abs/10.1152/jn.00477.2018
                                                                                                                     misrepresentation in order to stimulate

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