top of page
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
GameLab
Jun 261 min read
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.
GameLab
Jun 71 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
bottom of page