The University of Turin is delighted to welcome you to the 2018 Conference of the Digital Games Research Association in Turin, Italy.

DiGRA’s Conference offers a venue for game research from all disciplines, welcoming researchers from around the globe. Founded in 2003, DiGRA is the premiere non-profit international association for academics and professionals who research digital games and associated phenomena. It encourages high-quality research on games, and promotes collaboration and dissemination of work by its members.

Founded in 1404, the University of Turin is one of the most ancient and prestigious Italian Universities. Hosting about 70.000 students, 4.000 academic, administrative and technical staff, 1800 post-graduate and postdoctoral students and with 120 buildings in different areas in Turin and in key places in Piedmont, the University of Turin can be considered as “city-within-a-city”, promoting culture and producing research, innovation, training and employment.


We look forward to welcoming you to DiGRA in Italy.

 

  • Important Dates

  • Submission opens
    December, 1st 2017

  • Final Submission Deadline:
    February, 9th 2018

  • Acceptance Notification:
    March, 1st 2018



  • We apologize for the delay in sending a notification about your DIGRA 2018 submission. Due to the high number of submissions, the review process is taking longer than expected but we plan to send out an official notification by next week. Other important dates such as Early Bird registration will be modified accordingly. We appreciate your patience and understanding.

    DiGRA Program Chairs



    Early Bird Fee Expiration:
    March, 29th 2018

  • Final submission of revised papers and extended abstracts:
    April, 15th 2018

The Game is the Message

Following Marshall McLuhan, we see games as extensions of ourselves. They recalibrate our senses. They redefine our social relationships. Their “content” is less important than the environment they create. As dramatic models of our psychological lives providing release of particular tensions, they reveal a lot about society. Their message is their effect. Games change us.

Moreover, games introduce new sets of relations between observers, modes of perception, textualities and technologies, within a broad network of power relations. They reconfigure our attention, establishing new patterns and forms of engagement. In an age of pervasive multitasking and constant distractions, games demand a great deal of scrutiny. (No) pun intended.

On the other hand, games produce meaning. If the game is – or carries – the message, how is this conveyed to the player? How do we know that a game is about something? More specifically what modes of signification or aesthetic devices are used by games that claim to be about serious topics or deal with political and social issues?

In other cases, games are the content of different media projects. Playthroughs, let’s play videos, live streaming on platforms such as Twitch transform video games into messages to be delivered via alternative channels, turning players into spectators. How are games experienced in these scenarios? How can we describe and examine the complex interweaving of practices found in these hybrid media environments?

Finally, The Game is the Message acts as a provocation and an invitation to move beyond the idea that narrative is the main mode of communication of video games. In this sense, we ask participants to reflect on how contingencies such as material and economic constraints, production tools, and player interventions contribute to the process of signification.

In other words, what is the language of games? How do they speak?

Inclusivity Policy

The Digital Games Research Association is committed to supporting diversity and inclusivity within the annual DiGRA conference, and more broadly in the field of game studies and beyond. Following the policies first introduced at DiGRA 2017, we will be enforcing several diversity and inclusivity initiatives in the ongoing effort to improve the diversity and inclusivity of this event. Such initiatives – including a safer spaces policy whose aims to foster an environment of respect which makes all participants, particularly those who are typically marginalized or excluded, feel welcome; discount rates for visitors from lower income and lower middle income countries; respectful social media policies, and special events – will be announced in the upcoming months.

The DiGRA 2018 conference venue is entirely wheelchair accessible. More information available here