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Gameplay Lecture # 1
Investigating Kamurocho Presenter: HUANG Zidong 13 March 2026 Together, let us experience life in the exciting district of Kamurocho, in the vibrant city of Tokyo. We catch a glimpse of crime groups fighting for supremacy, thugs harassing people on the streets; we have a can of Staminin in the interim to regain strength as we engage in a variety of activities, from racing drones to playing arcade games. What kind of district is this? Detective Yagami will show us.
GameLab
Mar 131 min read
Guest Seminar: Towards the idea of video game ethos: Maybe, or the atomic music in Fallout
Guest seminar by Dr. Nieves Rosendo Sánchez. Friday, 6 March 2026 This lecture examines how this distinctive, playful, and aesthetic element of Fallout has been successfully adapted in the eponymous television series (Amazon Prime, 2024-). Through a mixed quantitative and qualitative analysis of the musical repertoire used in the series, it explores how the selection and staging of the songs preserve the playful and ironic character of the original work. The objective is to
GameLab
Mar 51 min read
GachaCon 2026: Genshin Impact
12-13 Feb 2026 GachaCon 2026 brings together game studies, psychology, law, and all researchers from around the world to explore the implications of gacha games on game design, player communities, and regulatory policy, with a spotlight on the Chinese game, Genshin Impact. https://www.scm.cityu.edu.hk/en/events/gachacon-2026
GameLab
Feb 131 min read
Seminar: Critical Game Design in Practice
Seminar: Hanna Wirman 09 Feb 2026 Social criticism through video games has been explored since the early 2000s, when game designer and theorist Gonzalo Frasca (2001) poignantly borrowed approaches from experimental theatre and proposed that “the goal of these games is not to find appropriate solutions, but rather to trigger discussions […] games would work as metonyms to guide those discussions and explore alternative ways of addressing real-life issues.” By drawing together
GameLab
Feb 91 min read
Seminar: The Reflexive Askēsis of Computer Gameplay as Ethico-Aesthetic Practice?
Seminar: Dr. Feng Zhu 21 January 2026 Many digital gameplay practices involve the player being reflexive about their own actions. They may attempt to bring non-conscious dispositions to awareness as part of transforming their own play – an essential aspect of the askēsis (training, practice, or development) involved in improving play. If Foucault remarked that “it is the forms of reflexivity that constitute the subject as such”, we may ask: what are the features of these form
GameLab
Jan 212 min read
Urban (re)Development for video games. Effective Ludoforming and the Work of Ryu Ga Gotoku
Barroso, D., & Huang, Z. (2025). Urban (Re) Development for Video Games. Effective Ludoforming and the Work of Ryu Ga Gotoku. CEEGS 2025 Landscapes Cities Localities. Diego Barroso and Zidong Huang There are multiple reasons to use preexisting spaces in fiction, from nostalgia to faithful simulation. Cities are sometimes used as settings for books, films, and video games, with their own completeidentities. Still, more often than not, those cities are an inspiration, their ess
GameLab
Sep 8, 20251 min read
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