Game For Thought

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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

 

Streaming via Twitch, available on our Youtube Channel. Check out our second season of upcoming sessions:

  • 14 October 2021: Women in Games & Workplace Culture @ UNWRAP FESTIVAL
  • 17 November 2021: Serious Games
  • 15 December 2021: The Metaverse
  • 16 February 2022: Accessibility in Games
  • 16 March 2022: Dark Design Patterns
  • 20 April 2022: E-Sports
  • 18 May 2022: Games & The Idea of Control

 

PREVIOUS STREAMS

 

Available on our Youtube Channel. Find all the topics below:

- Sex & Violence in Games

- Discrimination & Representation in Games

- Games & Addiction

- Ethics, AI & the Progress of Technology

- Social Media & Privacy

- Crunch Time & Well-being in the Industry

 

GAME FOR THOUGHT - PODCAST

 

Don’t forget to check out the Game for Thought podcast, produced by QUINDO and now available on Spotify.

Join two Howest Journalism students, Ruth Coppens and Manon Commeyne, as they dedicate each episode to a topic we’ve covered on the stream.

 

 

SEASON 2: WOMEN IN GAMES & WORKPLACE CULTURE

Last academic year, Howest Digital Arts & Entertainment (DAE) unveiled a new project called ‘Game for Thought’ – a monthly livestream and podcast series tackling ethically-relevant topics in the industry.

 

On Thursday, 14 October, we launched Season 2 of the 'Game for Thought' series at the UNWRAP Festival in Kortrijk, Belgium. The topic of our first stream this year? Women in Games & Workplace Culture – one we find particularly relevant and timely.


 

S2: SERIOUS GAMES

On Wednesday, 17 November, we launched our second episode of Game for Thought of the semester -- covering the topic of Serious Games.

 

What's a serious game, exactly? Serious games are games designed for a primary purpose other than pure entertainment (for example: games used by industries like defense, education, scientific exploration, healthcare, psychology, emergency management, etc.).


 

S2: THE METAVERSE

On Wednesday, 15 December, we launched our third episode of Game for Thought of the semester -- covering the topic of The Metaverse.

 

A super interesting topic this time around: The Metaverse – AKA, a virtual reality experience where people can interact with each other. What are the ethical implications of a highly immersive experience akin to the internet? Why should we buy into the metaverse now – and what are the possible barriers to widespread usage? What’s at stake here? Why should we buy in?


 

S2: ACCESSIBILITY IN GAMES

On Wednesday, 16 February, we kicked off our second semester with a new Game for Thought stream -- tackling the topic of Accessibility in Games.

 

Accessibility in games is a topic gaining attention worldwide. We talk all things accessibility -- exploring current obstacles to inclusive gameplay, the shaping of accessible game design, industry updates and trends in research -- while reflecting on what it means to participate in a flexible, inclusive game space.

 

 

S2: DARK DESIGN PATTERNS

On Wednesday, 16 March, we returned once again to Twitch to tackle the topic of Dark Design Patterns.

 

What are dark design patterns, exactly? -- Design intentionally deceiving for the benefit of the company at the expense of users. It can be easy for us to get "sucked" into a game for hours on end; games are fun, after all, and often transport us to a different dimension -- allowing us to explore new worlds, characters, and creatures along the way. What if -- though -- you're playing a game that was INTENTIONALLY designed to keep you hooked? How can we determine these 'dark' patterns for ourselves? How can we best protect ourselves as consumers?


 

S2: E-SPORTS

 

On Wednesday, 20 April, we returned once again to Twitch to tackle the topic of E-Sports.
 

What are E-Sports? E-Sports (short for electronic sports) is a form of competition using video games. E-Sports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Popular E-Sports franchises include League of Legends, Counter-Strike, Valorant, Overwatch, etc.


 

S2: GAMES & THE IDEA OF CONTROL

 

On Wednesday, 18 May, we returned once again to Twitch -- and for the FINAL time this academic year (oh, the nostalgia!) -- to tackle the topic of Games & The Idea of Control (including content classification, parental controls, censorship, and policy making).

 

We hope you enjoyed our season finale, and we can't wait to "see" you next year for yet another season of GFT! We're already counting down the days.

 

 

S1: 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 livestream here:


  

S1: 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 livestream here:


  

S1: ETHICS, AI & THE PROGRESS OF TECHNOLOGY

Our forth stream was on March 18th, 2021 from 20:00-21:30, on the topic: Ethics, AI & the Progress of Technology. 

In which ways have computers become an indispensable part of our society? Does the advancement of technology reduce the likelihood of people to think for themselves – instead only making their surroundings more efficient? How could artificial intelligence threaten traditional ethics – and how do we weigh the pros and cons of technological progress? What are the implications within the game sector; for both creator and consumer?

 

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 livestream here:


  

S1: SOCIAL MEDIA & PRIVACY

Our fifth stream was on April 22nd, 2021 from 20:00-21:30, on the topic: Social Media & Privacy.

In which ways has social media cultivated such a grip on our society, and what are the advantages and disadvantages of such? How can we best protect ourselves, and our own personal data when we are online? What are some of the implication within the game industry?

 

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 livestream here:


   

S1: CRUNCH TIME & WELL-BEING IN THE INDUSTRY

The final installment of 'Game for Thought' for the 2020-21 Academic Year was on Thursday, May 20th, 2021 from 20-21:45, join us via Twitch during which we covered the topic: Crunch Time & Well-Being in the Industry.

 

What are the expectations regarding working overtime ("crunch time") in the game industry -- and within university curriculums (i.e. DAE)? How have these expectations evolved (or not) over time? What are the potential impacts, both on a professional and individual level? How can one sustain a healthy lifestyle (including work-life balance) within the game/digital media industries, given the predisposition toward a heavy workload?

 

During a 90-minute stream, we had the opportunity to hear from industry professionals throughout a panel discussion and audience Q&A. Check out the livestream here:


 

SEASON 1: SEX & VIOLENCE IN GAMES

 

This 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.