Research Outcomes
Peer-Reviewed Edited Volumes
Bowman, Sarah Lynne, William J. White, and Evan Torner, eds. 2023. International Journal of Role-playing 14: Transformative Play Initiative Seminar 2022: Role-playing, Heritage, and Culture (September).
Bowman, Sarah Lynne, William J. White, and Evan Torner, eds. 2023. International Journal of Role-playing 13: Transformative Play Initiative Seminar 2022: Education, Meaning Making, and Personal Development (May).
Bowman, Sarah Lynne, William J. White, and Evan Torner, eds. 2023. International Journal of Role-playing 12.
Bowman, Sarah Lynne, Evan Torner, and William J.White, eds. 2021. International Journal of Role-Playing 11.
Harrer, Sabine, Mahli-Ann Butt, Rilla Khaled, Florence M. Chee, Amani Naseem, Katta Spiel, Cale Passmore, Kishonna L. Gray, and Outi Laiti. 2023. “Surviving Whiteness in Games.” Journal of Games Criticism (August 22).
Academic Articles
Astor, Kim, Marcus Lindskog, Joshua Juvrud, Sangay Choden Namgyel, Tshering Wangmo, Kinzang Tsherig, and Gustaf Gredebäck. 2022. “Maternal Postpartum Depression Impacts Infants’ Joint Attention Differentially Across Cultures.” Developmental Psychology 58, no. 12: 2230.
Baird, Josephine. 2023. "Alla Ser ut som Monster. Varsågod, Spela!" Ord & Bild 5: 7-12.
Baird, Josephine. 2022. "Learning About Ourselves: Communicating, Connecting and Contemplating Trans Experience Through Play." Gamevironments 17: Special Issue “Social Justice."
Baird, Josephine. 2021. “Role-playing the Self: Trans Self-Expression, Exploration, and Embodiment in (Live Action) Role-playing Games.” International Journal of Role-Playing 11.
Baird, Josephine, and Sarah Lynne Bowman. 2022. “The Transformative Potential of Immersive Experiences Within Role-playing Communities.” Revista de Estudos Universitário 48: 1-48.
Bowman, Sarah Lynne. 2024. “Finding the Self in Role-playing Games: Weaving Myth, Narrative, and Identity.” Media Practice and Education (March 2).
Diakolambrianou, Elektra, and Sarah Lynne Bowman. 2023. "Dual Consciousness: What Psychology and Counseling Theories Can Teach and Learn Regarding Identity and the Role-Playing Game Experience." Journal of Roleplaying Studies and STEAM 2, no. 2: 5-37.
Eklund, Lina, Björn Sjöblom, and Patrick Prax. 2019. “Lost in Translation: Video games Becoming Cultural Heritage?” Cultural Sociology 13, no. 4 (June 27).
Juvrud, Joshua, et al. 2022. “High Quality Social Environment Buffers Infants’ Cognitive Development from Poor Maternal Mental Health: Evidence from a Study in Bhutan.” Developmental Science 25, no. 3 (May): e13203.
Juvrud, Joshua, Gabriel Ansgariusson, Patrik Selleby, and Magnus Johansson. 2021.
"Game or Watch: The Effect of Interactivity on Arousal and Engagement in Video Game Media." In IEEE Transactions on Games (April 13).
Juvrud, Joshua, Laurence Myers, and Pär Nyström. 2024. “People Overlook Subtractive Changes Differently Depending on Age, Culture, and Task.” Nature: Scientific Reports 14, no. 1086.
Juvrud, Joshua, Sara A. Haas, Nathan A. Fox, and Gustaf Gredebäck. 2021. “Infants' Selective Visual Attention is Dependent on Maternal Affect and Emotional Context.” Frontiers in Psychology 12: 700272.
Nylund, Niklas, Prax, Patrick, and Olli Sotamaa. 2020. “Rethinking Game Heritage — Towards Reflexivity in Game Preservation.” International Journal of Heritage Studies: 268-280.
Prax, Patrick, Lina Eklund, and Björn Sjöblom. 2019. “‘More Like an Arcade’ – The Limitations of Playable Games in Museum Exhibitions.” Museum and Society 17, no. 3: 437-452.
Prax, Patrick, Niklas Nylund, Lina Eklund, Björn Sjöblom, and Olle Sköld. 2019. “Drawing Things Together: Understanding the Challenges and Opportunities of a Cross-LAM Approach to Digital Game Preservation and Exhibition.” The Nordic Journal of Cultural Policy 22, no. 2: 332-354.
Prax, Patrick. 2018. “Between Global Competition, Marketing, Deviant Play, and Cheating – High-End Raiding in World of Warcraft.” Communication Sociali 1.
Prax, Patrick. 2017. “Co-Creativity in Online Games as Alternative Media.” Néothèque: 257-287. (In French).
Rusch, Doris C. 2020. "Existential, Transformative Game Design.” Journal of Games, Self & Society 2, no. 1: 1-39. ETC Press.
Westborg, Josefin. 2023. “The Educational Role-Playing Game Design Matrix: Mapping Design Components onto Types of Education.” International Journal of Role-playing 13: 18-30.
Academic Books
Bowman, Sarah Lynne, Josefin Westborg, Kaya Toft Thejls, Josephine Baird, and Kjell Hedgard Hugaas. Role-playing Games for Interdisciplinary Research Collaborations: Theory and Practice. CIRCUS, Uppsala University. In press for 2024.
Academic Book Chapters
Baird, Josephine. 2023. "Playing It Our Own Way: Trans Deviations of Game Design." In Deviant Leisure and Events of Deviance: Leisure Studies in a Global Era, edited by Ian R. Lamond and Rosie Garland. London, UK: Palgrave Macmillan, Cham.
Baird, Josephine. 2021. "The Missing’s Misdirect: Or How I Came to Study Transgender Exploration, Expression and Embodiment in Videogame-based-learning." In A Ludic Society, edited by Natalie Denk, Alexander Pfeiffer, Alesha Serada, Thomas Wernbacher. Krems, Austria: Edition Donau-Universität Krems.
Baird, Josephine, Sarah Lynne Bowman, and Kjell Hedgard Hugaas. 2022. “Liminal Intimacy: Role-playing Games as Catalysts for Interpersonal Growth and Relating.” In The Magic of Games, edited by Nikolaus Koenig, Natalie Denk, Alexander Pfeiffer, and Thomas Wernbacher, 169-171. Edition Donau-Universität Krems.
Bowman, Sarah Lynne, and Josefin Westborg. In press for 2024 publication. “Cheat Sheet: What We Can Learn from EduLARP and Other (Non-TT-)RPGs.” In German: “Was wir von eduLARPs und anderen (Nicht-Tisch-)Rollenspielen lernen können.” In #eduRPG. Rollenspiel als Methode der Bildung, edited by Frank J. Robertz and Kathrin Fischer. Gelsenkirchen: SystemMatters Publ.
Bowman, Sarah Lynne. 2023. “The Epiphany Experiment: Role-playing for Personal Transformation.” In Fictional Practices of Spirituality I: Interactive Media, edited by Felix Schniz and Leonardo Marcato, 23-52. Bielefeld, Germany: Transcript Verlag.
Bowman, Sarah Lynne. “Immersion and Shared Imagination.” In Role-Playing Game Studies: Transmedia Foundations, edited by José P. Zagal and Sebastian Deterding, 379-394. New York: Routledge, 2nd Ed. in press for 2024 [2018].
Bowman, Sarah Lynne, and Andreas Lieberoth. “Psychology and Role-playing Games.” In Role-Playing Game Studies: Transmedia Foundations, edited by José P. Zagal and Sebastian Deterding, 245-264. New York: Routledge, 2nd Ed. in press for 2024 [2018].
Bowman, Sarah Lynne, and Karen Schrier. “Players and Their Characters in Role-playing Games.” In Role-Playing Game Studies: Transmedia Foundations, edited by José P. Zagal and Sebastian Deterding, 245-264. New York: Routledge, 2nd Ed. in press for 2024 [2018].
Eklund, Lina, Björn Sjöblom, and Patrick Prax. 2019. “Lost in Translation: Video games Becoming Cultural Heritage?” Cultural Sociology 13, no. 4 (June 27).
Eklund, Lina, Björn Sjöblom, and Patrick Prax. 2018. Spel på museer: Erfarenheter från spelutställningar. In Dataspelens Världar: Digitala spel som kultur och kulturärv, edited by P. Du Rietz Tekniska Museet. Stockholm, Sweden.
Hammer, Jessica, Alexandra To, Karen Schrier, Sarah Lynne Bowman, and Geoff Kaufman. “Learning and Role-playing Games.” In Role-Playing Game Studies: Transmedia Foundations, edited by José P. Zagal and Sebastian Deterding, 283-299. New York: Routledge, 2nd Ed. in press for 2024 [2018].
Harrer, Sabine, and J. Tuomas Harviainen. 2022. “Where are the White Perpetrators in all the Colonial Board Games? A Case Study on Afrikan Tähti.” In Representing Conflicts in Games: Antagonism, Rivalry, and Competition, edited by Björn Sjöblom, Jonas Linderoth, and Anders Frank, 171-188. London: Routledge.
Harviainen, J. Tuomas, Rafael Bienia, Sarah Lynne Bowman, Simon Brind, Michael Hitchens, Yaraslau I. Kot, Esther MacCallum-Stewart, David W. Simkins, Jaakko Stenros, and Ian Sturrock. “Live Action Role-playing Games.” In Role-Playing Game Studies: Transmedia Foundations, edited by José P. Zagal and Sebastian Deterding, 87-106. New York: Routledge, 2nd Ed. in press for 2024 [2018].
Hugaas, Kjell Hedgard. 2023. “Practicing Dying: How Role-playing Games Can Help Us Accept Death and Boost Our Quality of Life.” In Fictional Practices of Spirituality I: Interactive Media, edited by Felix Schniz and Leonardo Marcato, 137-160. Bielefeld, Germany: Transcript Verlag.
Nylund, Niklas, Prax, Patrick, and Olli Sotamaa. 2020. “Rethinking Game Heritage — Towards Reflexivity in Game Preservation.” International Journal of Heritage Studies: 268-280.
Prax, Patrick. 2018. “Between Global Competition, Marketing, Deviant Play, and Cheating – High-End Raiding in World of Warcraft.” Communication Sociali 1.
Prax, Patrick. 2018. ”Deltagande i produktion av digitala spel som alternative medier.” In Dataspelens Världar: Digitala spel som kultur och kulturärv. edited by P. Du Rietz. Tekniska Museet. Stockholm, Sweden.
Prax, Patrick. 2017. “Co-Creativity in Online Games as Alternative Media.” Néothèque: 257-287. (In French).
Prax, Patrick, et. al. (Forthcoming). “Teaching Sustainable Development: On Systemic Issues and Fake Excuses.” In The Climate Catastrophe: A Creative and Critical Survival Guide, edited by D. Binns and R. Najdowski. Intellect Books.
Prax, Patrick, Lina Eklund, and Björn Sjöblom. 2019. “‘More Like an Arcade’ – The Limitations of Playable Games in Museum Exhibitions.” Museum and Society 17, no. 3: 437-452.
Prax, Patrick, Niklas Nylund, Lina Eklund, Björn Sjöblom, and Olle Sköld. 2019. “Drawing Things Together: Understanding the Challenges and Opportunities of a Cross-LAM Approach to Digital Game Preservation and Exhibition.” The Nordic Journal of Cultural Policy 22, no. 2: 332-354.
Prax, Patrick, and Paulina Rajkowska. 2021. ”Spelstudier.” In Digitala metoder i humaniora och samhällsvetenskap, edited by J. Jarlbrink and F. Norén. Studentlitteratur. Lund, Sweden.
Prax, Patrick, and Paulina Rajkowska. 2018. “Problem Gaming from the Perspective of Treatment.” In What’s the Problem in Problem Gaming? - Nordic Research Perspectives, edited by Jessica Enevold, Anne Metter Thorhage, and Andreas Gregersen, 91-106. Nordicom. Göteborg, Sweden.
Phelps, Andrew M. and Doris C. Rusch. 2022. "The Witch's Way: A Transformational Story Adventure." In The International Conference on Interactive Digital Storytelling (ICIDS) 2021 Art Book: [re|dis connection], edited by Lynda Clark and Raivo Kelomees, 65-83. ETC Press, Carnegie Mellon University, Pittsburg, PA.
Rusch, Doris C. 2020. "Existential, Transformative Game Design.” Journal of Games, Self & Society 2, no. 1: 1-39. ETC Press.
Rusch, Doris C., and Andrew M. Phelps. 2023. “Conjuring The Witch’s Way: Game Design as Magic and Spiritual Practice.” In Fictional Practices of Spirituality I: Interactive Media, edited by Felix Schniz and Leonardo Marcato, 109-136. Bielefeld, Germany: Transcript Verlag.
Rusch, Doris C., and Andrew M. Phelps. 2022. "The Magic of The Witch's Way." In The Magic of Games, edited by Nikolaus Koenig, Natalie Denk, Alexander Pfeiffer, and Thomas Wernbacher, 55-72. Donau-Universitat, Krems.
Rusch, Doris C., and Andrew M. Phelps. 2020. “Existential Transformational Game Design: Harnessing the ‘Psychomagic’ of Symbolic Enactment.” Frontiers in Psychology (November 4)
Rusch, Doris C., and Andy Phelps. 2021. "Games of the Soul." In A Ludic Society, edited by Denk, et al., 102–126. Donau-Universität Krems, Universitätsbibliothek.
Stenros, Jaakko, and Sarah Lynne Bowman. “Transgressive Role-play.” In Role-Playing Game Studies: Transmedia Foundations, edited by José P. Zagal and Sebastian Deterding, 411-424. New York: Routledge, 2nd Ed. in press for 2024 [2018].
Westborg, Josefin, and Sarah Lynne Bowman. In press for 2024 publication. “GM Screen: The Didactic Potential of RPGs.” In German: “Das didaktische Potential von Rollenspielen.” In #eduRPG. Rollenspiel als Methode der Bildung, edited by Frank J. Robertz and Kathrin Fischer. Gelsenkirchen: SystemMatters Publ.
Peer-Reviewed Extended Abstracts
Laiti, Outi K., and Sabine Harrer. 2023. “A Tale of Two Paths": Approaching Difference in Game Research Collaboration through Aulahalan.” Extended abstract at Race in Games and Game Studies Conference, University of Helsinki, Finland.
Robinson, Raquel, Karin Johansson, James Collin Fey, Elena Márquez Segura, Jon Back, Annika Waern, Sarah Lynne Bowman, and Katherine Isbister. “Edu-larp @ CHI.” Extended abstract in CHI EA '23: Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, no. 346, April 2023. 1-5.
Theses and Dissertations
Benjaminsson, Ulf, and Danielle Unéus. 2023. “'It Was Never about the Games': A Critical Discourse Analysis of the Construction of "Video Game Addiction" in Swedish News 1991-2017.” Master’s thesis, Uppsala University.
Eriksson, Johan. 2023. “Recreating the Aesthetic Experience of Orwell’s Book Nineteen Eighty Four as a Tabletop Roleplaying Rule Set: A Systemic Perspective on Rules as the Aesthetic Space in Oceania 2084.” Master’s thesis, Uppsala University.
Hugaas, Kjell Hedgard. 2023. “Playing Dead: How Role-Play Game Experiences Can Influence Players’ DAP-R.” Master’s thesis, Uppsala University.
Hugaas, Kjell Hedgard. 2022. “Bleed and Identity: A Conceptual Model of Bleed and How Bleed-out from Role-playing Games Can Affect a Player’s Sense of Self.” Master’s thesis, Uppsala University.
Conference Proceedings
Baird, Josephine and Sabine Harrer. 2021. "Challenging Systems of Play: Toward Game Design Ethics for Transgender Allyship." In The 16th International Conference on the Foundations of Digital Games (FDG) 2021 (FDG’21), August 03–06, 2021, Montreal, QC, Canada. ACM, New York, NY.
Phelps, Andy, and Doris C. Rusch. 2020. “Navigating Existential, Transformative Game Design.” In Proceedings from DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere: 1-4.
Prax, Patrick. (Forthcoming). “Networked Player Participation Makes All the Difference – A Comparison of Warhammer 40k Analog and on Tabletop Simulator.” In Proceedings of the 2022 DiGRA International Conference: ‘Bringing Worlds Together,’ Krakow, Poland.
Prax, Patrick. 2020. “Boal on a Boat – Teaching Critical Game Making.” In Proceedings of the 2020 DiGRA International Conference: Play Everywhere.
Prax, Patrick. 2019. “Is This Still Participation? A Case Study of the Disempowerment of Player Labourers.” In Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo Mix. Kyoto, Japan.
Sihvonen, Tanja, Harrer, Sabine and Khattab, Mona. 2020. "Narrative Transformations and Cultural Appropriation. Placemaking in Assassin’s Creed: Origins Discovery Tour Mode." In The 16th International Conference on the Foundations of Digital Games (FDG) 2021 (FDG’21), August 03–06, 2021, Montreal, QC, Canada. ACM, New York, NY, USA.
Popular Articles
Baird, Josephine. 2023. “You Have Rainbow Drops.” In Stories of Autistic Joy, edited by Laura Kate Dale. London, UK: Jessica Kingsley Publishers.
Bowman, Sarah Lynne. 2024. “Helicon: An Epic Larp about Love, Beauty, and Brutality.” Nordiclarp.org, February 25.
Bowman, Sarah Lynne. 2023. “Listen 2 Your Heart Season 8: An Unexpectedly Bleedy Experiment.” Nordiclarp.org, November 20.
Bowman, Sarah Lynne, and Kjell Hedgard Hugaas. 2021. “Magic is Real: How Role-playing Can Transform Our Identities, Our Communities, and Our Lives.” In Book of Magic: Vibrant Fragments of Larp Practices, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021.
Popular Books
Harrer, Sabine, and Leonardo Custodio. 2022. Fair Play: Confronting Racism and Coloniality in Games. A Media Education Handbook. Illustrated by Warda Ahmed. Helsinki: KAVI.
Popular Podcasts
Baird, Josephine. "S03E06 - DONNA track panel @ Skövde Game Conference." SPELFOKUS by Gabriella Kalteneckar & Björn Flintberg. November 1.
Bowman, Sarah Lynne, Josephine Baird, and Richard Powers, et al. 2023. “Back to School: Supporting Neuro-divergent Students through LARP.” BBC: The Documentary Podcast: Back to School. BBC, August 23.
Bowman, Sarah Lynne. 2022. “LARP and Co-Created Reality.” Interview with Charles Melchor. Future of Storytelling Podcast, December 16.
Harrer, Sabine. 2024. “Kungen uppmanade Sara Danius att avgå – okända dagböcker bakom nya uppgifter.” Sverges Radio, P1 Kultur.
Academic Keynotes
Juvrud, Joshua. 2023. “Digital Media Use in Preschools and Home Environments.” Keynote at PS23 Congress, Karolinska Institutet, Stockholm, Sweden.
Juvrud, Joshua. 2023. “Interdisciplinary Games Research.” Keynote at Nordic DiGRA, Uppsala, Sweden.
Phelps, Andy. 2023. “A Celebration of Teaching, Researching, & Loving Games.” Keynote at Gotland Game Conference Educator’s Summit. Uppsala University, Gotland Campus, Sweden.
Rusch, Doris C. 2021. “Of Magic, Witches and Neuroscience – Designing Games for Integrity and Personal Power.” Keynote presented at ICDIS, Tallinn, Dec. 2021.
Westborg, Josefin. 2021. “10 Years of Working Professionally with Edu-larp.” Keynote presented at the Knutepunkt Conference in Oslo, Norway, October 7, 2021.
Academic Presentations
Baird, Josephine. 2024. “Teaching about Gender in Games While Trans.” GDC: Game Developer’s Conference. San Francisco, CA, March 18-22 2024.
Baird, Josephine. 2023. "Playing with Gender: Exploring, Expressing and Embodying (Trans) Gender in Games." Paper presented at CGF Higher Seminar, Karlstad University. January 18, 2023.
Baird, Josephine. 2022. "Larp as a Potential Space for Non-formal Queer Cultural Heritage." Paper presented at Transformative Play Initiative Seminar 2022, October 20-21 2022.
Baird, Josephine. 2022. “Role-playing as Your Self: Designing a Live Action Role-playing Game for Trans Self-Expression, Exploration and Embodiment.” Paper presented at Popular Culture Association, April 13.
Baird, Josephine. 2021. "Being Trans in Video Games." Paper presented at Humlab Share, Umeå University, September 8, 2021.
Baird, Josephine. 2021. “The Mislead of The Missing: A Queer Videogame Narrative through Misdirection of Gameplay, Player Presumption and Storytelling.” Paper presented at International Conference on Games and Narrative, University of Waterloo, U.K., June 11 - 16, 2021.
Baird, Josephine. 2021. "The Missing’s Reverse Revelation: A Videogame Attempt at Trans Empathy by Playing Counter Chrononormativity." Paper presented at Queer Temporalities in Literature, Cinema, and Video Games International Conference, December 2 2021, Murcia, Spain.
Baird, Josephine. 2021. “The Missing Trans(gender) Subject: Trans Exploration, Expression and Embodiment in Video game-based-learning.” Paper presented at NordMedia 2021 Conference, Reykjavik, Iceland, August 18–20th 2021.
Baird, Josephine 2021. "Role-playing the Real: Designing for Trans and Nonbinary Experiences and Explorations in Larps." Paper presented at Knutepunkt 2021, Oslo, Norway, October 6 2021.
Baird, Josephine. 2020. “The Mechanics and Misdirection of The Missing: Trans Exploration, Expression and Embodiment in Videogame-Based-Learning.” Paper presented at FROG: Future and Reality of Gaming 2020, Vienna, Austria.
Baird, Josephine and Sabine Harrer. 2023. “Teaching Games While Queer: When Your Identity is the Subject?” Gotland Game Conference Educator’s Summit, May 24-25 2023. Uppsala University, Gotland Campus, Sweden.
Baird, Josephine, and Sabine Harrer. 2021. "Challenging Systems of Play: Towards Game Design Ethics for Transgender Allyship." Paper presented at FDG21: Foundations of Digital Games 2021, Montreal, QC, Canada, August 3-6 2021.
Baird, Josephine, Sarah Lynne Bowman, and Kaya Toft Thejls. 2023. “Courting Euphoria: Designing for Trans and Diverse Gender Exploration, Expression, and Embodiment through Live Action Role-playing.” Paper presented at The 8th Nordic Trans Studies Conference 2023: From Transgender Rage to Trans Joy: Trans Studies through Affective Lens, Tampere, Finland. February 25, 2023.
Baird, Josephine, Sarah Lynne Bowman, and Kaya Toft Thejls. 2023. “Euphoria: Principles of Game Design for Exploring and Expressing Gender through Role-playing.” Paper presented at Nordic DiGRA 2023, April 27, 2023, Uppsala University.
Benjaminsson, Ulf, and Danielle Unéus. 2023. "The Construction of Video Game Addiction: A Critical Discourse Analysis of Swedish News." Paper presented at NordMedia23, August 16, Bergen, Norway.
Bowman, Sarah Lynne. 2024. “Learning with Computers How Not to Be a Robot.” Roundtable at Playful By Design: Transformative Approaches to Game Studies, Lusófona University, Lisbon, Portugal, January 8, 2024.
Bowman, Sarah Lynne. 2022. “Introduction to Identity and Role-Playing Games.” Paper presented at La Red de Investigadores de Juegos de Rol (RIJR) y la Universidad Autónoma de Baja California (UABC), Feb. 26.
Bowman, Sarah Lynne. 2022. “Finding the Self in Role-playing Games: Weaving Myth, Narrative, and Identity.” Paper presented at Evolution of Story II: Unravelling the Hero's Journey, June 23, 2022. (Forthcoming).
Bowman, Sarah Lynne. 2022. “‘Let's Play a Love Game: Role-playing Intimacy and Relationships in Games.” Paper presented at Popular Culture Association, April 13.
Bowman, Sarah Lynne. 2021. “Games of Personal Horror: Shadow Work and Role-playing Experiences.” Paper presented at Monstrosity Seminar at Tampere University, Finland, April 22, 2021.
Bowman, Sarah Lynne, Kjell Hedgard Hugaas, and Áron Birtalan. 2021. “Role-playing for Transformation.” Knutepunkt Magic Book Program, March 13, 2021.
Bowman, Sarah Lynne, Josephine Baird, Kjell Hedgard Hugaas. 2021. “Liminal Intimacy: Role-playing Games as Catalysts for Interpersonal Growth and Relating.” Paper presented at Future and Reality of Gaming 2021, 15th Vienna Games Conference, Vienna Austria, November, 26th & 27th 2021.
Bowman, Sarah Lynne, Josefin Westborg, Doris C. Rusch, Josephine Baird, Kjell Hedgard Hugaas and Kaya Toft Thejls. 2023. “Employing Educational Live Action Role-playing Games to Train Interdisciplinary Research Collaboration.” Paper presented at Nordic DiGRA 2023, April 28, 2023, Uppsala University.
Bowman, Sarah Lynne, Josefin Westborg, Kjell Hedgard Hugaas, Josephine Baird. 2021. “Agents of Empowerment: A Role-playing Game in Service of Cultivating a Soulful and Sustainable Academia.” Presented at the Gamification for Sustainable Development at Heriot-Watt University, Edinburgh, Scotland, December 15, 2021.
Bowman, Sarah Lynne, Josephine Baird, and Kaya Toft Thejls. 2023. “Euphoria: Role-playing Gender, Magic, and the Carnivalesque as Emergent Authenticity.” Presentation at Party! The 19th Annual Tampere University Game Research Lab Spring Seminar, Tampere, Finland, May 5.
Bowman, Sarah Lynne, and Kjell Hedgard Hugaas. 2023. “Philosophies of Psychological Safety in Analog Role-playing Game Discourses.” Paper presented at DiGRA Italia 2023: Analog Games in the Digital Age, December 4, 2023.
Bowman, Sarah Lynne, Josefin Westborg and Josephine Baird. 2022. "Analog Role-Playing Games as Vehicles for Co-Creative Social Skill Development." Paper presented at Ropecon 2022 Academic Seminar, July 29 2022.
Carletto-Leon, Francesca, Marina Diez, Monica Fan, Lindsay Grace, Kate Gray, Sabine Harrer, Aubrey Isaacman, Josie Robo, Aubrey Scott. 2021. “Sexy Microtalks: Making with Emotion.” Artist talk at GDC 2021.
Custodio, Leonardo, and Sabine Harrer. “Anti-Racist Literacy in Games? A Conversation.” Presented at Clash of Realities: 12th International Conference on the Art, Technology, and Theory of Digital Games, November 18-19, 2021. Online.
Consalvo, Mia, Kelly Boudreau, Nick Bowman, and Andrew Phelps. 2023. "Fame! I Wanna Stream Forever: Analysis and Critique of Successful Streamers’ Advice to the Next Generation." Paper presented at The 56th Annual Hawaiian International Conference on Systems Science (HICSS56). Maui, HI.
Diakolambrianou, Elektra, and Sarah Lynne Bowman. 2022. “Dual Consciousness: What Psychology and Counseling Theories Can Teach and Learn Regarding Identity and the Role-Playing Game Experience.” Paper presentation at 6th Coloquio Internacional de Estudios sobre Juegos de Rol: De la Simulación a la Inclusión Social. Universidad Autónoma de Yucatán, Mérida, México (online).
Diakolambrianou, Elektra, Josephine Baird, Josephine Westborg, and Sarah Lynne Bowman. 2021. “The Therapeutic Potential of Larp: Cognitive Considerations.” Poster/video presented at MET Conference: Neuroscience and Theater Therapy, Bucharest, Romania, May 28, 2021.
Ghorbanpour, Kamiab, and Kjell Hedgard Hugaas. 2023. “Imagination Is Free: How Tabletop RPGs Are Creating Uncensored Exploratory Play Spaces for Iranian Youth.” Paper presented at GENeration Analog 2023.
Juvrud, Joshua. 2022. “The Social Psychology of Play. “ Invited speaker at Swedish Collegium for Advanced Study (SCAS), Visby, Sweden.
Juvrud, Joshua. 2022. “Learning to Play.” Invited speaker at Karolinska Institutet, Medicinska Föreningen, Stockholm, Sweden.
Harrer, Sabine. 2023. “Colonial Border Games: On the White Epistemic Violence of European Game Studies.” Paper presented at Race in Games and Game Studies Conference, University of Helsinki, Finland.
Harrer, Sabine. 2021. “Artist Talk.” Artist talk at UCLA Game Lab, Design Media Arts Department, February 2021.
Harrer, Sabine. 2021. “Performing Whiteness through Play.” Invited lecture at Critical Perspectives on Technology, March 4, 2021.
Harrer, Sabine. 2021. “Playing With Grief: My PhD Journey.” Guest lecture at the University of the Witswatersrand, Digital Arts Department, May 5, 2021.
Harrer, Sabine. 2021. “Trauerarbeit mit Games (German).” Guest lecture at LAG Jugend und Film. YouTube, September 13.
Harrer, Sabine, and Outi Laiti. 2021. “Outside the Racist Nostalgia Box: Rethinking Afrikan Tähti’s Cultural Depictions.” Paper presentation at Ropecon Academic Seminar, July 30-August 1, 2021.
Hugaas, Kjell Hedgard. 2024. “The Value of Gamification and the Potential of Serious Games.” Roundtable at Playful By Design: Transformative Approaches to Game Studies, Lusófona University, Lisbon, Portugal, January 8, 2024.
Hugaas, Kjell Hedgard. 2022. “Death and Dying in Games: Exploring Age Old Questions of Mortality through Role-playing Games.” Paper presented at Popular Culture Association, April 13.
Hugaas, Kjell Hedgard. 2022. “A Conceptual Model of Bleed: Introducing the Bleed Perception Threshold, the Relational Matrix of Bleed, and Identity Bleed.” Paper presented at the Transformative Play Initiative Seminar 2022: Role-playing, Culture, and Heritage, Visby, Sweden, October 20-21, 2022,
Hugaas, Kjell Hedgard. 2021. “The Final Chapter: Practicing Dying Through Play.” Presented at the Knutepunkt Conference in Oslo, Norway, October 7, 2021.
Jarrell, Marie, Outi Laiti, Mia Consalvo, and Sabine Harrer. 2020. “Is Trying Our Best Good Enough? Representation in Games Research and Development.” Panel at CHI Play 2020, November 2-5, 2020. Online.
Johansson, Magnus. 2021. “A Better Tomorrow.” Invited panel at BUFF international Film Festival 2021, LadyBug Festival and Sveriges Unga Akademi.
Juvrud, Joshua. 2024. “The Pedagogical-Technological Transformation.” Roundtable at Playful By Design: Transformative Approaches to Game Studies, Lusófona University, Lisbon, Portugal, January 8, 2024.
Laiti, Outi K., and Sabine Harrer. 2023. “A Tale of Two Paths": Approaching Difference in Game Research Collaboration through Aulahalan.” Paper presented at Race in Games and Game Studies Conference, University of Helsinki, Finland.
Linnamäki, Jori. 2020. “An Approach to Board Game Design that Centres Allyship and Empowers Trans People.” Paper presented at FROG: Future and Reality of Gaming 2020, Vienna, Austria.
Linnamäki, Jori, and Josephine Baird. 2020. “A Reflection on the Ethical Decision-making Process during Participatory Game Design with and for Vulnerable Populations.” Paper presented at Gender Studies Conference 2020: Reclaiming Futures, Tampere University, Finland.
Phelps, Andy, and Mia Consalvo. 2023. “A Fantastic Imagination of Digital Disintegration: The Gestalt and Rhetoric of the Atomization of the Social Network.” Paper presented at Northern Star Symposium. Nord University, Bodø, Norway.
Phelps, Andy, and Steven Dashiell. 2023. “Of Platforms and Incongruities of Virtual Party Worlds: (There is Much More to the Party than the House).” Paper presented at Tampere Games Spring Seminar. Center of Excellence for Game Culture Studies, Tampere University, Finland.
Phelps, Andy, Mia Consalvo, L. Grace, Roger Altizer, and Hartmut Koenitz. 2023. “Mis/Dis Information and Games Studies in Climate, Health, Culture, and News.” Paper presented at Digital Games Research Association (DiGRA) 2023 International Conference. Seville, Spain.
Phelps, Andy, Micaela Mantegna, Willy Duhen, W. and Lord Timothy Clement-Jones. 2023. “A Constitution for the Metaverse.” Panel Discussion. More Than Just A Game VII, Queen Mary University of London Centre for Commercial Law Studies. London, UK.
Prax, Patrick. (Forthcoming). “Gamechangers of 40k - The Professionalization and Commodification of Warhammer 40k.” In The 2022 DiGRA International Conference: “Bringing Worlds Together.” Krakow, Poland.
Prax, Patrick. 2021. “From Talking about Loot Boxes to Discussing Political Economy – Conceptualizing Critical Game Literacy.” Nordmedia 2021. Reykjavik, Iceland.
Prax, Patrick. 2021. “Networked Player Participation makes all the Difference – A Comparison of Warhammer 40k Analog and on Tabletop Simulator.” Ropecon 2021. Tampere, Finland.
Prax, Patrick. 2019. “Two Sides of the Same Game: Esports between Participatory Culture and Entrepreneurship.” Abstract presentation at 2019 DiGRA International Conference: Game, Play and the Emerging Ludo Mix. Kyoto, Japan.
Prax, Patrick. 2018. “Gaming vs. Gambling: Can They be Treated Together?” Presentation at DiGRA 2018. Turin, Italy.
Prax, Patrick. 2018. “Let´s kill it while the devs are sleeping!” – The Struggle for Defining the Game of High-End Raiding in “World of Warcraft”. Panel presentation at DiGRA 2018. Turin, Italy.
Prax, Patrick. 2018. “More like an Arcade” – The Limitations of Playable Games in Museum Exhibitions.” Pre-conference presentation at DiGRA 2018. Turin, Italy.
Prax, Patrick. 2018. “Where the Logics of Political Economy and Exhibition Meet: Towards an Explanation for the Lack of Subversive and Participatory Practices in Game Exhibitions.” Panel Participation at Nordic DiGRA 2018. Bergen, Norway.
Prax, Patrick. 2017. “Dimensions of Participatory Game Design in Online Games.” NordMedia: Mediated Realities - Global Challenges. Tampere, Finland.
Prax, Patrick. 2017. “Political Participation as a Lens for Understanding Co-creation and Exploitation Practices.” The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY). Amsterdam, Netherlands.
Prax, Patrick, and N. Carpentier. 2017. “The Multiples Struggles of Participatory Game Design.” IAMCR 2017: Transforming Culture, Politics & Communication: New Media, New Territories, New Discourses. Cartagena, Columbia.
Rusch, Doris C. 2020. “Symbolic Enactment in Digital Games.” Lecture presented at Gotland Higher Seminar Series, Department of Business Studies, Uppsala University, Campus Gotland, Feb. 13, 2020.
Rusch, Doris C. 2019. “Existential Game Design – Games that Contribute to a Meaningful Life.” Lecture presented at Forskarlunchen at Campus Gotland May 8th, 2019.
Rusch, Doris C. 2019. “Existential, Transformative Game Design.” Lecture presented at the Center of Excellence in Game Culture Studies, University of Tampere, Oct. 2019.
Rusch, Doris C. 2019. “Existential, Transformative Game Design.” Lecture presented at the Department of Public Health and Social Medicine / Social Medicine / CHAP (Child, Health and Parenting), Uppsala University, Dec. 12th, 2019.
Rusch, Doris, and Andy Phelps. 2020. “Games of the Soul.” Paper presented at FROG: Future and Reality of Gaming 2020, Vienna, Austria.
Sihvonen, Tanja, Harrer, Sabine and Khattab, Mona. 2020. "Narrative Transformations and Cultural Appropriation. Placemaking in Assassin’s Creed: Origins Discovery Tour Mode." Paper presented at FROG: Future and Reality of Gaming 2020, Vienna, Austria.
Toft, Ida, and Sabine Harrer. 2020. “Design Bleed: A Community Affirming Game Design Methodology.” Paper presented at QGCon: The Queerness and Games Conference, May 14, 2021.
Westborg, Josefin. 2022. “Learning and Transfer through Role-playing and Edu-larp: A Cognitive Perspective.” Paper presented at Popular Culture Association, April 13.
Westborg, Josefin. 2022. “Role-playing Games and Education: A Design Matrix.” Paper presented at the Transformative Play Initiative Seminar 2022: Role-playing, Culture, and Heritage, Visby, Sweden, October 20-21, 2022.
Westborg, Josefin, Josephine Baird, Kjell Hedgard Hugaas, Sarah Lynne Bowman. “Higher Education for Edu-Larpers: The Transformative Play Initiative” Presented at the Edu-Larp Conference in Oslo, Norway, October 4, 2021.
Westborg, Josefin, Josephine Baird, Kjell Hedgard Hugaas, Sarah Lynne Bowman. “The Transformative Play Initiative.” Presented at the Knutepunkt Conference in Oslo, Norway, October 8, 2021.
Academic Workshops
Bowman, Sarah Lynne, Josefin Westborg, Josephine Baird, and Kjell Hedgard Hugaas. 2022. "Creating Order from Chaos: The Practice of Synthesizing Disparate Research Agendas into Coherence." Workshop and larp for CIRCUS, Uppsala University, April 29.
Bowman, Sarah Lynne, and Kjell Hedgard Hugaas. 2021. “The Batman Effect: Unlocking Your Inner Superhero.” Workshop at Knutepunkt 2021 Magic Book (online), March 13, 2021.
Harrer, Sabine. 2019. “Bitsy as Research Creation.” Workshop given at Tampere University.
Hugaas, Kjell Hedgard, and Sarah Lynne Bowman. 2023. “Cultivating a Soulful and Sustainable Academic Journey.” Workshop given at 7th International PhD Summer School, Kaunas University of Technology, July 14, 2023. Palanga, Lithuania.
Prax, Patrick. 2019. “Nordic Interfaces – Gambling and Gaming from Research to Practice.” Keynote at the Preconference to The 12th SNSUS Conference, eSports, Loot Boxes, and (Ir)Responsible Gaming/Gambling. Workshop.
Popular Presentations and Appearances
Baird, Josephine. 2024. "It Takes A Village - Ep 06 - with Lecturer in Game Design, Josephine Baird." Samantha Béart. YouTube, February 8. Online.
Baird, Josephine. 2023. "Playing While Trans and Playing as Trans: (Trans) Gender Representation and Player Experience in Digital Games." Sweden Game Conference. Skövde, Sweden. November 25-26, 2023.
Baird, Josephine, Soni Jörgensen, and Ville Jegerhjelm (mod). 2023. Att Skriva för Spel. Almedalsbibliotek, Gotland. October 5, 2023.
Eriksson, Johan. 2023. “Recreating the Aesthetic Experience of Orwell’s Book Nineteen Eighty Four as a Tabletop Roleplaying Rule Set: A Systemic Perspective on Rules as the Aesthetic Space in Oceania 2084.” Presented at Campus Gotland POP 2023, Uppsala University.
Harrer, Sabine. 2021. “Can Video Games Help Me or Harm Me?” Interview at BBC Sounds: CrowdScience, April 6, 2021.
Harrer, Sabine. 2021. “Forscherin: ‘Spiele aus den 50ern sind von Rassismus durchzogen.’” Kurier, August 31, 2021.
Hugaas, Kjell Hedgard. 2023. “Playing Dead: How Role-Play Game Experiences Can Influence Players’ DAP-R.” Presented at Campus Gotland POP 2023, Uppsala University.
Hugaas, Kjell Hedgard. 2023. “Playing Dead: How I learned to Stop Worrying and Love Larping Again.” Presented at Knudepunkt, Vejen, Denmark, May 18-21, 2023.
Prax, Patrick, Johan Eriksson, et al. 2022. “Gaming for Good.” Panel.
Westborg, Josefin, Josephine Baird, Kjell Hedgard Hugaa and Sarah Lynne Bowman. 2022. "The Transformative Play Initiative Research Report." Paper presented at Knutpunkt. September 9-12 2022.
Westborg Josefin, Josephine Baird, Kjell Hedgard Hugaas and Sarah Lynne Bowman. 2022. "The Transformative Play Initiative: A Research and Education Report." Paper presented at Portal 10 Conference, 24-26 June 2022.
Collaborations with Civic Society and Other Organizations
Prax, Patrick. 2018. ”Klickfiske i spelvärlden – hur ser ansvarsfull speldesign ut?” Invited talk at Almedalsveckans. Organized by Svenska Spel.
Prax, Patrick. 2018. ”Gaming disorder - Sjuk av dataspel.” Invited talk at Almedalsveckans. Organized by Stödlinjen; 2018.
Prax, Patrick. 2018. “Expert in Swedish National TV on User Data Collection in Facebook and Social Media.” TV4 News Morning, March 4.
Prax, Patrick. 2019. ”Går det att prata sig till bättre psykisk hälsa?” Invited talk at Almedalsveckans. Organized by Suntprat.
Prax, Patrick. 2018. “Problem Gaming and Treatment.” Family Therapy Centre of Gotland.
Prax, Patrick. 2019. “What is Problem Gaming and What Can We Do About It?” Invited talk at Nordsken.
Prax, Patrick. 2018. ”What is the Problem with Gaming?" Invited talk at Gotland Municipality.
Rogert, Jakob Berglund. 2023. Gyllencronas Hjältar. (Eng. Gyllencronas' Heroes). Board Game.
Game Design
Baird, Josephine, Sarah Lynne Bowman, and Kaya Toft Thejls. 2022. Euphoria. Larp. Alexandria.dk.
Euphoria is a nightclub in a pocket reality, specially designed for gender exploration, expression, play, and performance. Players can choose to enact characters similar or different to themselves. This larp encourages performances of various types for the enjoyment of the group.
Bowman, Sarah Lynne, Josefin Westborg, Kaya Toft Thejls, Kjell Hedgard Hugaas, and Josephine Baird. 2022. The Deadline. Edu-larp. CIRCUS, Uppsala University. In press for 2024 publication.
An edu-larp in which conflicts emerge as a group of academics revise their proposal based on their research agendas.This scenario utilizes practices of conflict resolution and nonviolent communication to address everyone’s needs peacefully and effectively.
Bowman, Sarah Lynne, Josefin Westborg, Kaya Toft Thejls, Kjell Hedgard Hugaas, and Josephine Baird. 2022. The Pitch Session. Edu-larp. CIRCUS, Uppsala University. In press for 2024 publication.
An edu-larp set during a proposal workshop and subsequent pitch session. The goals of this larp are to practice collaboration, persuasion, and synthesizing different styles of writing and disciplinary language into a coherent proposal.
Bowman, Sarah Lynne, Josefin Westborg, Kaya Toft Thejls, Kjell Hedgard Hugaas, and Josephine Baird. 2021. Common Ground. Edu-larp. CIRCUS, Uppsala University. In press for 2024 publication.
An edu-larp featuring members of a multidisciplinary research team discussing the possibility of collaborating and brainstorming a project idea. This larp helps researchers better understand the collaboration process, then reflect on their own practices.
Eriksson, Johan. A One in a Million Chance at Adventure. Tabletop role-playing game.
This is a game based on the works of Terry Pratchett where you play the roles of, often unwilling, sometimes zealous, pawns in the cosmic octarine coloured narrative. Your character is not necessarily a "hero" per se, instead one could possibly see it as being important to the story.
Eriksson, Johan. A One in a Million Chance at a Zine. Tabletop role-playing zine.
A One in a Million Chance at a Zine is a compilation of the results from the Game jam held during march 2021. It contains a lot of random tables created by emerus_snow and an author stance hack by Dabuz. It also contains some random tables made by Jocher Symbolic Systems (the author of the core rules and host of the Game Jam).
Ericsson, Johan. The Creation of Belief: Optional Rules of Casting Spells. Tabletop role-playing game supplement.
The Creation of Belief is a supplement to the game A One in a Million Chance at Adventure, that expands on the rules of magic and spellcasting. For those who want to play a really magic-heavy adventure or character, they felt a bit, well, lackluster.
Eriksson, Johan. Control: A Free Emotional TTRPG System for Drama, Horror and Thriller Games. Tabletop role-playing game.
Control is a system aimed at capturing the idea of how in certain situations we must remain in control of our emotions. The system is useable mainly in horror, stealth, and settings that demand a very scripted social decorum. Examples are games inspired by Jane Austen, horror survival games such as Alien or Kult, or perhaps when playing as a spy.
Eriksson, Johan. Dreams of Fire from Void. Storytelling game.
A storytelling game concerned with world building and co-creation. Story is meant in a very broad way; you get what you put in. If you populate your world with ideas of dragons, princesses and magic, you get a fairy tale when this game plays out. If you populate it with more abstract things such as; hierarchy, poverty and pollution, you will have a very different world, a very different story.
Eriksson, Johan. Fxck Capitalist Game Design Zine. Zine.
A very small contribution to the anti-capitalism jam. A printable zine containing a collection of ideas around things to explore mechanically to create games that break from capitalist logic.
Eriksson, Johan. The Murder of Dommick Kolchak. Tabletop role-playing adventure.
The Murder of Dommick Kolchak is a murder mystery adventure suitable for your first play session of A One in a Million Chance at Adventure, a Discworld tribute TTRPG made by Jocher Symbolic Systems in 2020.
Eriksson, Johan. Oceania 2084. Tabletop role-playing game.
An Orwellian TTRPG about resistance against a totalitarian world, ushered in by ecological collapse and authoritarian populism.
Eriksson, Johan. Optional Auditing Roles: A Supplement A One in a Million Chance at Adventure. Tabletop role-playing game supplement.
The Optional Auditing Rules is a supplement for the TTRPG A One in a Million Chance at Adventure, that expands on the rules of judging difficulty ratings and constructing encounters. It also contains some suggestions for how to adjust the rules for longer more epic campaigns.
Ericsson, Johan. Soapboxer: A Silly Game of Agitation and Awakening a Crowd. 2nd ed. Social game.
The game is a print-to-play release, and it is a social game, where you all take turns in being the soapbox speaker. It lifts the spirit of anyone who dares take a stand on the soapbox! Practice your public speaking and angry-mod-rallying skills in a rather silly way with your friends!
Eriksson, Johan. The Witches Unofficial Adventures. Board game.
A fan-made unofficial expansion to the fantastic board game The Witches: a Discworld game (Martin Wallace, 2013). It changes the rules for the special abilities of the four different witches, adds 9 cards that make the outcome of failing "problems" more varied, and introduces a few small changes to how "cackle counters" and "having tea" works.
Eriksson, Johan. Zombitaire: The Zombie Survival Solitaire Card Game. Solitaire card game.
A zombie survival solitaire card game. The world of Zombitaire is unforgiving and harsh. You will most likely die a horrible, agonizing death. When the game starts you find yourself unarmed, alone, and without a safe house but at least you are well-rested and have a few days' worth of food.
Harrer, Sabine, and Johannes Krenner. 2020. Kyoto. Board game. Pegasus Publishing.
Kyoto takes players straight into one of the burning issues of our time: climate change, and not with a wagging finger, but by putting them into the shoes of the decision makers. Delegates from different countries face a few quick rounds of negotiation at a climate conference.
Harrer, Sabine, and Kayode Shonibare-Lewis. 2019. Denierosaurs. Bitsy game. Itch.io.
Denierosaurs is a Bitsy game about fish, climate activists, and common rhetorics used to deny the need for radical change. Help your friends Ridhima Pandey, Autumn Peltier, Artemisa Xakriabà, and Greta Thunberg to change the minds of denierosaurs.
Hugaas, Kjell Hedgard, and Karijn van der Heij. 2021. If I Could See Your Face Again. Larp.
If I Could See Your Face Again takes place in the small West Virginian mining town of Norton’s Gully. In traditional coal country, this tiny town is a place where everybody knows your name, and where God, country, and family stands at the centre of everything. It tells the story of how this tiny community reacts to an accident that leaves miners caught underground, and the rescue operation that attempts to save them.
Juvrud, Joshua, Elias Faltin, Jan Plähn, Kentaro Hayashida, and Gustaf Gredebäck. Ludum Platform. Digital game interface. Uppsala University.
A Unity-based plug-in designed to create custom game experiences for research purposes. The editor allows for customization of game mechanics, goals, assets, and aesthetics. The game itself is a puzzle-solving game to measure certain player outcomes.
Rogert, Jakob Berglund. 2023. Gyllencronas Hjältar. (Eng. Gyllencronas' Heroes). Board Game.
A collaboration between Region Gotland, Department of Game Design, and Baluba, the production company that produced the television show Kronprinsen som försvann (Eng. The Crown Prince that Disappeared) for Swedish television. The project explores the collaborative capacity between commercial entities, governing agencies, and the university. The game will be distributed in a limited printing to schools, hospitals, and venues where it might spread joy.
Rusch, Doris C., and Andrew Phelps. 2021. The Witch's Way: A Tranformational Story Adventure. Twine game. Itch.io.
An interactive story adventure. In addition to standing on its own as a game experience, The Witch's Way also seeks to illustrate design principles with respect to designing games for transformative play.
Westborg, Josefin, Sarah Lynne Bowman, and Kaya Toft Thejls. 2022. The Committee. Edu-larp. CIRCUS, Uppsala University. In press for 2024 publication.
An edu-larp featuring grant funders on a review board evaluating a funding application. Each funder has a different agenda related to heritage, causing friction in the discussion. This larp helps researchers better understand the constraints that committees face.
Westborg, Josefin, Kaya Toft Thejls, and Sarah Lynne Bowman. 2023. The Prenup. Edu-larp. CIRCUS, Uppsala University. In press for 2024 publication.
An edu-larp based on work by Lyall et al. (2011), in this scenario, academics are writing up research results for an interdisciplinary conference. The goals are developing skills in collaboration, conflict management, shared agreements, and academic strategizing.
Game Exhibitions, Festivals, and Game Jams
Baird, Josephine, Sarah Lynne Bowman, and Kaya Toft Thejls. 2022. Euphoria. Larp. Stockholm Scenario Festival.
Harrer, Sabine, and Annakaisa Kultima. 2019. “Bitsy Game Jam.” Game Jam at DiGRA Kyoto.
Hugaas, Kjell Hedgard, and Karijn van der Heij. 2021. If I Could See Your Face Again. Larp. Stockholm Scenario Festival 2021.
Rusch, Doris C., and Andrew Phelps. 2021. The Witch's Way: A Tranformational Story Adventure. Twine game. Digital Artefacts Exhibition at the International Communication Association (ICA) 2022 Conference.
Rusch, Doris C., and Andrew Phelps. 2021. The Witch's Way: A Tranformational Story Adventure. Twine game. Online 3D Virtual Reality Gallery. Paris, France.
Rusch, Doris, and Andy Phelps. 2021. "The Witch's Way: A Transformational Story Adventure." At The International Conference on Interactive Digital Storytelling (ICIDS) 2021 Art Show. Tallinn, Estonia.
Game Awards
Eriksson, Johan. 2005. Prom Queen. Swedish Game Awards.
Rusch, Doris, and Andy Phelps. 2021. "The Witch’s Way: A Transformational Story Adventure: Theorizing a Model for Existential, Transformative Game Design via the Creation and Analysis of an Experimental Sample Work." At Foundations of Digital Games 2021 Conference (FDG21). Games & Demos. Winner of 2nd place for best-of-show award.
Performance Art
Baird, Josephine. 2023. "A Series of Three Performances." Presentation/Performances at Thinking Wildly with Jack Halberstam Symposium, Uppsala University. March 16-17 2023.
Consultation
Eriksson, Johan. 2021. Skill Mill. Erasmus+ Cooperation Partnership. Consultant.
Grants and Project Funding
Austrian Science Fund (FWF) Hertha-Firnberg grant: White Play: Processes, Practices, and Products of White Game Development in Europe. June 30, 2020. (Sabine Harrer).
- Amount: 240,000 EUR.
Children's Prosocial and Empathetic Behaviors: Play in Digital and Real-World Contexts. Helge Ax:son Johnsons Stiftelse. Coordinator. 2023. (Joshua Juvrud).
- Amount: 5,000 EUR.
Children’s Transformative Problem-Solving Strategies: Examining Additive and Subtractive Changes in Digital Games. CIRCUS, Uppsala University. 2023. Coordinator. (Joshua Juvrud).
- Amount: 15,000 EUR.
The Digital Playground: How are Children Affected by Playing Digital Games? Clas Groschinskys Minnesfond. 2022. Coordinator. (Joshua Juvrud).
- Amount: 30,000 EUR.
The Effects of Digitalization on Learning in Preschool Children: Examining the Interactions between Family, School, and Cultural Contexts. SuHRF, Uppsala University. 2023. Coordinator. (Joshua Juvrud).
- Amount: 10,000 EUR.
Empowering Game Design Education with Transformative Role-playing Games (EDGE). Erasmus+ Cooperation Partnership 2023: Uppsala University (coordinator), Turku University of Applied Sciences, Chaos League, Dragons’ Nest, Avalon Larp Studios. (Sarah Lynne Bowman).
- Amount: 250,000 EUR.
GECO – Gamify Energy Communities. Energimyndigheten, July 2023 - Dec 2024. (Elias Faltin).
- Amount: 3,076,188 SEK.
Larpocracy: A Cross-disciplinary Team Working Towards an EU Proposal. Informatics and Media (coordinator), Political Science, Game Design. CIRCUS, Uppsala University. 2023-2024. (Sarah Lynne Bowman).
- Amount: 250,000 SEK.
Learning the Foundations of Mathematics through Serious Games. Planeringsrådet för Campus Gotland, Uppsala University. 2021. Co-applicant. (Joshua Juvrud).
- Amount: 72,000 EUR.
The Ludum Platform: Video Games and Learning in Children. CIRCUS, Uppsala University. Coordinator. 2022. (Joshua Juvrud).
- Amount: 33,000 EUR.
Role-Playing Games on Conflict Transformation for Equity in Higher Education through Virtual Exchange (ROCKET). Erasmus+ Cooperation Partnership 2023: Göttingen University (coordinator), Uppsala University, Groningen University in the ENLIGHT Network. (Sarah Lynne Bowman).
- Amount: 400,000 EUR.
Sustainable Heritage Research Fund (SuHRF) grant for the Role-playing, Culture, and Heritage Seminar. October 6-8, 2022. (Forthcoming). (Doris Rusch and Sarah Lynne Bowman).
- Amount: 150,000 SEK
Transforming Games: Behavior, Identity, Culture, and Community (TAG). Game Design (coordinator), Centre for Gender Research, Psychology. CIRCUS, Uppsala University. 2024-2026. (Sarah Lynne Bowman).
- Amount: 400,000 SEK
Uppsala University Planeringsrådet grant for Games & Society Lab. (Doris Rusch and Magnus Johansson).
- Amount: 7,000,000 SEK
Games & Society Lab
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