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CITY U HK
GAMELAB
Game design and game research space at
City University of Hong Kong
Latest projects
Beneath the dragon: the evolving topography and scenography of Kamurocho
Barroso, D., & Huang, Z. (2026, August). Beneath the dragon: the evolving topography and scenography of Kamurocho. In Replaying Japan 2026: The 14th International Japan Game Studies Conference. Diego Barroso and Zidong Huang By analyzing models and architectural drawings across different scales, this research reveals the specific spatial translation strategies employed by RGG Studio. At the macro-urban scale (first modality), drawing upon Kevin Lynch's "Five Elements of the C
Ludoforming strategies in small-scale open worlds. The design philosophy of Ryu Ga Gotoku Studio
Huang, Z., & Barroso, D. (2026, August). Ludoforming strategies in small-scale open worlds. The design philosophy of Ryu Ga Gotoku Studio. In Proceedings of the 21st International Conference on the Foundations of Digital Games (pp. 1-14). Zidong Huang and Diego Barroso This study examines how the ludoforming strategies of Ryu Ga Gotoku Studio (RGG Studio) serve not only as methods for translating real urban spaces into virtual environments but also as core principles within t
Fostering Social Interaction Through Game Design: A Case Study of It Takes Two and Overcooked! 2
Wang, Z., & Holopainen, J. (2026, August). Fostering Social Interaction Through Game Design: A Case Study of It Takes Two and Overcooked! 2. In Proceedings of the 21st International Conference on the Foundations of Digital Games (pp. 1-4). Ziyi Wang and Jussi Holopainen Video games are increasingly recognized for fostering social interaction, yet limited research examines how specific mechanics influence social dynamics during co-located play. This qualitative case study comp
Recent events
Exhibition: The Power of Play—Exploring the Ludic Landscape
04 July-25 October 2026 This exhibition focuses on the core aspects of what games are, and what we think they do, and it will also puncture some myths and false beliefs about play. Are violent games making children violent? Will games lead to addiction? Are games in the classroom a better way to learn? What, if anything, can we learn from games? Can they make the world a better place? The selection presented in this exhibition is meant to show the variety of play, from games
The Gam(bl)ing Conference
The Gam(bl)ing Conference: Thinking Outside the Loot Box at the City University of Hong Kong welcomes research on topics including, but not limited to, loot boxes, gacha games, skin gambling, social casino games, gam(bl)ing advertising, regulation, youth protection, and physical gambling-like products.
History of Games 2026: The Ages of Games
25-27 June 2026 History is often divided into epochs, be they ages, periods, dynasties or eras. The history of popular culture is no different: cinema, for example, has the cinema of attractions, the silent period, the age of vanguards, post-war movements such as the New Waves or the Italian Neorealism, the New Hollywood, the age of V-Cinema and OVA, and the international rise of independent films. Similarly, games and video games have Golden Ages, revolutions, generations, c
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