From July 12th until the17th, I was in one of the world’s most relevant gaming conferences: DIGRA 2017. It took place in Melbourne, Australia, in the fantastic Swinburne University. I attended this event in 2011 in Netherlands (by the way, it was the first time I was in an international conference) and it was a transforming moment in my professional/academic life. This year was not different: another great experience.
When I tell people about a gaming conference, they ask me how this works. First idea that comes to their minds is a place to play the newest games from big publishers, or an event full of gaming events. Well, the idea is very different from that. In a conference like DIGRA, we talk about the game industry, game design and tendencies, but the discussion goes beyond those subjects.
This year, we had excellent debates about sexuality in games, gender in games, gaming classification, historical contexts in ludic experiences, sound design, game design, interfaces, analogic vs. digital games, philosophy inside games, social contexts in games – these are just a few examples of the whole content. How is it possible? Because games – in the contemporary scenario - became a potent media and a very important platform to socialize, interact and cast messages.
In a conference like DIGRA, the specialists are discussing all these points inside a greater subject: games. One thing is a common sense among all the researchers: it is very difficult to study it, but all of us are trying to create a more serious space to debate this. As a Brazilian researcher, I understand the importance to be part of the gaming studies field, not only in my country, but also in other parts of the globe. Networking is another important keyword in this context.
So, answering the question on the title above: I travelled half of the world to “power up” my knowledge and reach a new level in my academic research. On the next months, I’ll try to write and produce more about all that I have experienced in this event.
Next year, the conference will be in Turin, Italy. Follow the DIGRA Twitter for more information. Keep your eyes open.
#GoGamers
When I tell people about a gaming conference, they ask me how this works. First idea that comes to their minds is a place to play the newest games from big publishers, or an event full of gaming events. Well, the idea is very different from that. In a conference like DIGRA, we talk about the game industry, game design and tendencies, but the discussion goes beyond those subjects.
This year, we had excellent debates about sexuality in games, gender in games, gaming classification, historical contexts in ludic experiences, sound design, game design, interfaces, analogic vs. digital games, philosophy inside games, social contexts in games – these are just a few examples of the whole content. How is it possible? Because games – in the contemporary scenario - became a potent media and a very important platform to socialize, interact and cast messages.
DIGRA main panel (july 6th - 2017). Pic by @vincevader
In a conference like DIGRA, the specialists are discussing all these points inside a greater subject: games. One thing is a common sense among all the researchers: it is very difficult to study it, but all of us are trying to create a more serious space to debate this. As a Brazilian researcher, I understand the importance to be part of the gaming studies field, not only in my country, but also in other parts of the globe. Networking is another important keyword in this context.
So, answering the question on the title above: I travelled half of the world to “power up” my knowledge and reach a new level in my academic research. On the next months, I’ll try to write and produce more about all that I have experienced in this event.
Next year, the conference will be in Turin, Italy. Follow the DIGRA Twitter for more information. Keep your eyes open.
#GoGamers