Game For Thought

Introducing ‘Game for Thought’ – a Livestream series launched by Howest Hogeschool's campus for Digital Arts and Entertainment (DAE) in collaboration with local medialab Quindo, tackling ethically-relevant topics in the industry.

 

Streaming monthly from our campus The Level, we’ll critically evaluate topics at the intersection of gaming and social ethics. We’ll explore the impacts and implications of industry developments while reflecting upon our responsibilities as creators, addressing the capacity of gaming to transcend its virtual reality. How does the gaming world affect the contemporary world beyond the screens – and vice versa?

 

UPCOMING STREAMS

 

Tune in via Twitch on Thursdays at 20h00: 

 

March 18th, 2021: 'Ethics, AI and the Progress of Technology'

April 22nd, 2021: 'The Social Dilemma (social media & privacy)'

 

Missed the previous livestreams? No worries, you can rewatch them on our Youtube Channel. You can find the livesessions below:

 

SEX & VIOLENCE IN GAMES

 

The first stream was on November 19th, 2020 from 20:00-21:30, on the topic: Sex & Violence in Games.

What roles do sex and violence play within the gaming industry? How do these themes shape the digital art and entertainment scene – and how do they impact user experience? What is the relationship between violence and gaming – and what are the consequential impacts?

 

During a 90-minute stream, we had the opportunity to hear from topical experts and lecturers in the field – followed by a panel discussion and audience Q&A. Check out the first livestream here:

 

DISCRIMINATION & REPRESENTATION IN GAMES

 

The second stream was on December 17th, 2020 from 20:00-21:30, on the topic: Discrimination & Representation in Games.

Where does the responsibility lie in terms of inclusion and equity within the industry – and within games themselves? How does representation (or the lack thereof) impact gameplay, while perhaps molding our understandings of identity? In which ways does discrimination show its face – and what can be done to provide for a more inclusive gaming environment?

 

During a 90-minute stream, we had the opportunity to hear from topical experts and lecturers in the field – followed by a panel discussion and audience Q&A. Check out the first livestream here:

  

GAMES & ADDICTION

 

The third stream was on February 18th, 2021 from 20:00-21:30, on the topic: Games & Addiction

What are the defining features of problematic gaming – and how can we recognize such in ourselves and others? Is “addiction” an appropriate term to use in light of such behavior – and, if not, what alternative phrasing should be used? What roles and responsibilities – if any – does the game industry itself have with regard to addictive gameplay and/or elements such as lootboxes? How might such elements shape game design and user experience?

 

During a 90-minute stream, we had the opportunity to hear from topical experts and lecturers in the field – followed by a panel discussion and audience Q&A. Check out the first livestream here: