Appy to the Visual Game and Media Design Master’s program in Copenhagen, deadline March 1st

This is for the program that I run in Copenhagen. Join us!

Apply to the Visual Game and Media Design Master’s program at KADK in Copenhagen. The Application deadline for the 2018-2020 class is March 1st. 

The application process is now open for the Visual Game And Media Design master’s program at KADK – the Royal Danish Academy of Fine Arts, School of Design in Copenhagen.

This is a two-year program running from September 1, 2018. The application deadline is March 1st.

Visual Game and Media Design is an intensive two-year program for students wishing to do creative work in game design, visual media, and beyond. During the program, you will continually combine the hands-on creation of digital games, animations, motion graphics and visual designs with innovative conceptual approaches to game design and storyworld design.

Who can apply?
The master’s program in Visual Game and Media Design is in English, and is open to all students, Danish and International, with a relevant bachelor’s degree in fields such as graphic design, game design, animation, or 3D modeling. We encourage students with nontraditional backgrounds to apply.

More about the program and application process
To learn more about the program, and to apply, go to the website or email program head Jesper Juul,

Why study at KADK in Copenhagen?
KADK is a leading academy in Scandinavia in the fields of architecture, design and conservation. It is located centrally by the Copenhagen harbor.

Copenhagen is a hub for video game development, with a vibrant English-language game development community, and home to both small and large companies such as Sybo games, IO Interactive, Playdead and Unity3D.

KADK works closely with (and is situated next to) the National Film School of Denmark, and with the professional TV and Film community in Denmark.

American Journal of Play 10.1

For your intellectual stimulation, American Journal of Play Volume 10, Number 1.

 Editor’s Note


Open call for PhD projects at KADK in Copenhagen

At KADK in Copenhagen, we are posting a call for PhD applications for 2018, with deadline January 12, 2018.

This is an open call which can include, of course, games. A game PhD would be located with the research group of Visual Media. We are interested in candidates with strong research interests of their own.

KADK is a lively multidisciplinary institution located centrally in Copenhagen, offering a BA and MA in game design.

Please contact me for any questions. Jesper Juul.

Open call for PhD applications at The Royal Danish Academy of Fine Arts Schools of Architecture, Design and Conservation (KADK)

The Royal Danish Academy of Fine Arts Schools of Architecture, Design and Conservation (KADK) invites applications within subject areas of the institution for prequalification in connection with The Danish Council for Independent Research (DFF) Call for Research Educations outside the Universities (PhD).

PhD positions are 3 years, and include full tuition and a salary of approximately 3,350 EUR per month before taxes (DKK 300,174 per year) plus pension contributions of 17% of the salary (DKK 41,013 per year).


Applications to KADK must contain the following documents in PDF format:

  • Project description of no more than 5 pages. Please follow the DFF–Project Description template (, chapter 3.3) and include references/bibliography.
  • Applicant’s CV and list of publications for applicant (see also chapter 3.3)
  • Diploma and complete academic transcript, from applicant’s bachelor’s programme as well as graduate studies – or alternatively a written evaluation of your master’s thesis.

Please mention the relevant research program to evaluate your application: Architecture, Design or Conservation.

Application deadline  

12 Jan at 12:00 AM (Danish time).

To apply for the position

For questions concerning the advertisement contact Ditte Dahl at (general), or Jesper Juul (for game-related questions).

Kinephanos issue: It’s [not just] in the game

For your theoretical dissection.

Kinephanos special issue: “It’s [not just] in the game”: the promotional context of video games / le contexte promotionnel des jeux vidéo

Volume 7, Issue 1, November 2017 / Volume 7, numéro 1, novembre 2017
Edited by / Dirigé par Ed Vollans, Stephanie Janes, Carl Therrien & Dominic Arsenault

Introduction: “It’s [not Just] in the Game”: the Promotional Context of Video Games

Peer-reviewed articles / Articles avec comité de lecture

Exploring the Myth of the Representative Video Game Trailer
Independent Scholar

Now You’re Playing with Adverts: A Repertoire of Frames for the Historical Study of Game Culture through Marketing Discourse
Université de Montréal

Man’s Best Enemy: The Role of Advertising During Atari’s Launch in Brazil in 1983
Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS)

“The most Cinematic Game yet”
Bournemouth University

Marketing Authenticity: Rockstar Games and the Use of Cinema in Video Game Promotion
University of Warwick

Configurative Dynamics of Gender in Bioware’s Marketing for the Mass Effect Franchise
King’s College London

Pervasive Games Beyond the Promotional Tools: Approaches of Aesthetic Pervasiveness in Consumption of Experience
Federal Fluminense University

Not actual game play, but is it real life?: Live-action footage in digital game trailers and advertising as gamerspace
Walsh University

Quality of Video Game Trailers
Duquesne University

Game-playing, from Submission to Creation

I keep returning to this question: When we play a game, are we free –  or are we prisoners of the game rules?

Here is Playing, my contribution to Henry Lowood and Raiford Guins’ wonderful Debugging Game History collection.

In the piece I argue that there are four main conceptions of the act of game-playing, going from playing as submission to playing as creation.

1. Playing as submission, where the player is bound by the limits set forth by the game rules.

2. Playing as constrained freedom, where the game creates a space in which players acquire a certain amount of freedom and the opportunity to perform particular acts.

3. Playing as subversion, where the player works around both the designer’s intentions and the game object’s apparent limitations.

4. Playing as creation, where the game is ultimately irrelevant for (or at least secondary to) the actual playing.

Read the full text here:


ToDIGRA special issue, 1st DiGRA and FDG conference

For your theoretical consumption:

Special Issue, 1st Joint International Conference of DIGRA and FDG

Introduction PDF
Ashley Brown, Rafael Bidarra
No-one Plays Alone PDF
Chris Bateman
“Ruinensehnsucht”: Longing for Decay in Computer Games PDF
Mathias Fuchs
Creative Communities: Shaping Process through Performance and Play PDF
Lynn Parker, Dayna Galloway
Playful Fandom: Gaming, Media and the Ludic Dimensions of Textual Poaching PDF
Orion Mavridou
A Review of Social Features in Social Network Games PDF
Janne Paavilainen, Kati Alha, Hannu Korhonen
Focus, Sensitivity, Judgement, Action: Four Lenses for Designing Morally Engaging Games PDF
Malcolm Ryan, Dan Staines, Paul Formosa
Developing Ideation Cards for Mixed Reality Game Design PDF
Richard Wetzel, Tom Rodden, Steve Benford
Source Code and Formal Analysis: A Reading of Passage PDF
Ea Christina Willumsen

ISSN: 2328-9422

Well Played volume 6 number 3

For your theoretical delectation: Well Played: volume 6 number 3

Agency, Identity, Sex, Gender, and Pokémon Go
Allison Bannister

So Close You Can Feel Her
Prostitution, Proximity & Empathy in Grand Theft Auto 5
Elena Bertozzi, Amelia Bertozzi-Villa

Learning at the Farm
Developmental Psychology in Peekaboo Barn
Carly A. Kocurek, Jennifer L. Miller

Taking Over the World, Again?
Examining Procedural Remakes of Adventure Games
Anastasia Salter

Purchase from, or Download for free

Game Studies Vol 17, Issue 1

For your theoretical delight, a new issue of Game Studies.

Game Studies: The International Journal of Computer Game Research has just published its latest issue (Volume 17, Issue 1, July 2017). All articles are available at



Watching People Is Not a Game: Interactive Online Corporeality, and Videogame Streams

by Sky LaRell Anderson

This article examines in order to reveal the design strategies it employs to direct awareness to the presence of players and viewers. Specifically, I describe the elements that direct attention toward humans, persons and personalities outside of games.


Glory to Arstotzka: Morality, Rationality, and the Iron Cage of Bureaucracy in Papers, Please

by Jason J. Morrissette

This article examines how ludic and thematic elements coalesce in Papers, Please to replicate the monotony of bureaucratic work, trapping players in Weber’s iron cage of bureaucracy. Moreover, by offering opportunities to deviate from administrative protocols, the game highlights the inherent tension between morality and bureaucratic rationality.


Abstracting Evidence: Documentary Process in the Service of Fictional Gameworlds

by Aaron Oldenburg

This paper looks at a strategy for creating content and gameplay using documentary processes such as interviews and on-location evidence collection for games that abstract that content with varying levels of fictionalization.


An Enactive Account of the Autonomy of Videogame Gameplay

by Jukka Vahlo

In this paper, the phenomenon of videogame gameplay is analyzed from an enactive view of social cognition. It is asserted that videogame gameplay arises as an autonomous organization in the reciprocal dynamics between at least one social agent and a responsive game. This autonomy is argued as both original and irreducible to its constituents.