BEGIN:VCALENDAR VERSION:2.0 PRODID:-//Drupal iCal API//EN X-WR-CALNAME:Events items teaser X-WR-TIMEZONE:America/Toronto BEGIN:VTIMEZONE TZID:America/Toronto X-LIC-LOCATION:America/Toronto BEGIN:DAYLIGHT TZNAME:EDT TZOFFSETFROM:-0500 TZOFFSETTO:-0400 DTSTART:20240310T070000 END:DAYLIGHT BEGIN:DAYLIGHT TZNAME:EDT TZOFFSETFROM:-0500 TZOFFSETTO:-0400 DTSTART:20230312T070000 END:DAYLIGHT BEGIN:STANDARD TZNAME:EST TZOFFSETFROM:-0400 TZOFFSETTO:-0500 DTSTART:20231105T060000 END:STANDARD BEGIN:STANDARD TZNAME:EST TZOFFSETFROM:-0400 TZOFFSETTO:-0500 DTSTART:20221106T060000 END:STANDARD END:VTIMEZONE BEGIN:VEVENT UID:68228147601be DTSTART;TZID=America/Toronto:20240404T150000 SEQUENCE:0 TRANSP:TRANSPARENT DTEND;TZID=America/Toronto:20240404T160000 URL:/games-institute/events/building-connective-ethnogr aphy-children-engaged-digital-age SUMMARY:Building a Connective Ethnography with Children Engaged in the Digi tal\nAge CLASS:PUBLIC DESCRIPTION:Summary \n\nChildren are seeking their place in contemporary di gital cultures\,\nnotably through the use of mobile devices\, playing a va riety of games\nwith friends and accessing social networking platforms\, r esulting in\ninterconnected performances in the digital setting. Therefore \, it was\nnecessary to base it on connective ethnography to track the\nin teractions of a group of children between physical and digital\nspaces dur ing playtime with peers.\n\n_Register with Ticketfi!_\n[https://www.ticket fi.com/event/5563/building-a-connective-ethnography-with-children-engaged- in-the-digital-age]\n\nThis event will be held in HYBRID format. Please jo in us in-person at\nthe Games Institute\, EC1 at the University of Waterlo o or virtually\nthrough Microsoft Teams.\n\nSPEAKER: Bruna Oliveira\n\nBR UNA is a Ph.D. candidate in Education at the Federal University of\nSergip e and a visiting researcher at the University of À¶Ý®ÊÓÆµ. She\nhas been r esearching topics involving children's engagement with\ndigital games\, ch ildren's playful experiences with digital\ntechnologies\, children as cont ent producers\, and research\nmethodologies involving children in the digi tal era.\n DTSTAMP:20250512T231623Z END:VEVENT BEGIN:VEVENT UID:6822814764cad DTSTART;TZID=America/Toronto:20240229T140000 SEQUENCE:0 TRANSP:TRANSPARENT DTEND;TZID=America/Toronto:20240229T150000 URL:/games-institute/events/designing-exergames-patient s-osteoporosis SUMMARY:Designing Exergames for Patients with Osteoporosis CLASS:PUBLIC DESCRIPTION:Summary \n\nOsteoporosis is a major bone disease in the world\, increasing the risk\nof fractures\, and that can be slow down by an healt hy lifestyle.\nTherefore\, physical activity is very important\, but engag ement is a\nchallenge. Eléa's research aims to design active games (exerg ames) to\nincrease engagement while improving physical health\, and fittin g to a\npopulation at risk of fall and fracture.\n\n_Register with Ticketf i!_\n[http://designing-exergames-for-patients-with-osteoporosis.ticketfi.c om]\n\nThis event will be held in HYBRID format. Please join us in-person at\nthe Games Institute\, EC1 at the University of À¶Ý®ÊÓÆµ or virtually\n through Microsoft Teams.\n\nSPEAKER: Eléa Thuilier\n\nELÉA THUILIER is a PhD student at the university of Galway (Ireland).\nShe has a background of software and computer science engineer in\nFrance. She's also part of t he Canadian AGE-WELL network as an HQP.\nHer research focus on the use of technology for older adults.\n DTSTAMP:20250512T231623Z END:VEVENT BEGIN:VEVENT UID:68228147657c8 DTSTART;TZID=America/Toronto:20231207T110000 SEQUENCE:0 TRANSP:TRANSPARENT DTEND;TZID=America/Toronto:20231207T120000 URL:/games-institute/events/workshop-history-and-cultur e-through-traditional-games SUMMARY:Workshop: History and culture through traditional games CLASS:PUBLIC DESCRIPTION:Summary \n\n_Please note that this is an in-person event at the Games Institute \,\nEC1 at the University of À¶Ý®ÊÓÆµ_. _ Online particip ation may be\naccommodated for individuals with accessibility requirements \, however\,\nTHE WORKSHOP IS DESIGNED FOR AN IN-PERSON AUDIENCE. Please r each out\nto the Games Institute (games.institute@uwaterloo.ca) if you wou ld\nlike to discuss the online option. _\n\nThis workshop hosted by Dalla s Squire of Onkwehonwe Games offers\nparticipants the opportunity to learn about the history and culture of\nthe people of the Six Nations (also cal led Haudenosaunee) through\nTraditional Games. Interactive and hands-on\, their approach to\nteaching is indigenous in its foundation.\n DTSTAMP:20250512T231623Z END:VEVENT BEGIN:VEVENT UID:6822814766058 DTSTART;TZID=America/Toronto:20231120T110000 SEQUENCE:0 TRANSP:TRANSPARENT DTEND;TZID=America/Toronto:20231120T123000 URL:/games-institute/events/emerging-voices-asian-ameri can-game-studies SUMMARY:Emerging Voices in Asian/ American Game Studies CLASS:PUBLIC DESCRIPTION:Summary \n\nThis panel highlights emerging scholars in Asian/Am erican games\nstudies. Panelists will present recent and/or ongoing work\, sharing a\nglimpse of the emerging research questions animating the field . Topics\ninclude He’s analysis of NPC discourse\, particularly the phen omena\nof NPC streaming\, as an Asiatic form\, Ganzon’s examination of\n Filipino political activism in digital games that extend public and\ncommu nity spaces\, and Howard’s inquiry on 'region locking' in online\ngames as racial practices.\n DTSTAMP:20250512T231623Z END:VEVENT BEGIN:VEVENT UID:6822814766784 DTSTART;TZID=America/Toronto:20231114T110000 SEQUENCE:0 TRANSP:TRANSPARENT DTEND;TZID=America/Toronto:20231114T120000 URL:/games-institute/events/skins-deep-race-gender-and- nationality-esports SUMMARY:Skins Deep: Race\, Gender\, and Nationality in eSports CLASS:PUBLIC DESCRIPTION:Summary \n\nSince the Nintendo Entertainment System in 1985\, A sia has remained the\ncenter of the manufacturing of video game hardware ( China and\nSoutheast Asia)\, the center of game innovation and the birthpl ace of\nmost game genres (Japan)\, and the largest reliable resource of\nc onsumers (nearly half of game players reside in Asia).\n DTSTAMP:20250512T231623Z END:VEVENT BEGIN:VEVENT UID:6822814766f23 DTSTART;TZID=America/Toronto:20231102T143000 SEQUENCE:0 TRANSP:TRANSPARENT DTEND;TZID=America/Toronto:20231102T153000 URL:/games-institute/events/fused-spectatorship SUMMARY:Fused Spectatorship CLASS:PUBLIC DESCRIPTION:Summary \n\nSpectating digital games can be exciting. However\, due to its\nvicarious nature\, spectators often wish to engage in the gam eplay\nbeyond just watching and cheering. To blur the boundaries between\n spectators and players\, we propose a novel approach called \"Fused\nSpect atorship\"\, where spectators watch their hands play games by\nloaning bod ily control to a computational Electrical Muscle\nStimulation (EMS) system .\n DTSTAMP:20250512T231623Z END:VEVENT BEGIN:VEVENT UID:6822814767738 DTSTART;TZID=America/Toronto:20231027T130000 SEQUENCE:0 TRANSP:TRANSPARENT DTEND;TZID=America/Toronto:20231027T140000 URL:/games-institute/events/psychology-fun-and-frustrat ion SUMMARY:The Psychology of Fun and Frustration CLASS:PUBLIC DESCRIPTION:Summary \n\nAn enduring appeal of interactive entertainment med ia such as video\ngames is that they invite the user to co-create the on-s creen\nexperience. More than an invitation\, these experiences demand\nnea r-constant attention from players—and do so on myriad dimensions\,\nincl uding cognitive (problem-solving)\, emotional (affective\nreactions)\, app aratus (control or interface intuitiveness)\, exertional\n(physical activi ty) and social (attending to social agents).\n DTSTAMP:20250512T231623Z END:VEVENT BEGIN:VEVENT UID:6822814767eec DTSTART;TZID=America/Toronto:20231031T150000 SEQUENCE:0 TRANSP:TRANSPARENT DTEND;TZID=America/Toronto:20231031T160000 URL:/games-institute/events/case-paratopian-design SUMMARY:The Case for Paratopian Design CLASS:PUBLIC DESCRIPTION:Summary \n\nWhat if we could make complex social and cultural q uestions playable?\nAnd what if we could do so through interactions with f amiliar digital\ninterfaces set in alternative presents and near futures? The work I\nwill discuss sits at the intersection between the design tradi tions of\nspeculative and critical design on the one hand\, and the philos ophies\nand best practices of game design\, playful media and interaction\ ndesign on the other.\n DTSTAMP:20250512T231623Z END:VEVENT BEGIN:VEVENT UID:682281476867c DTSTART;TZID=America/Toronto:20231004T090000 SEQUENCE:0 TRANSP:TRANSPARENT DTEND;TZID=America/Toronto:20231004T120000 URL:/games-institute/events/workshop-physiological-meas ures-games-and-vr-novel-tools-and SUMMARY:Workshop on Physiological Measures for Games and VR: Novel Tools an d\nApproaches CLASS:PUBLIC DESCRIPTION:Summary \n\nThe utilization of physiological measures in games and virtual reality\n(VR) has garnered significant attention in recent yea rs. This hybrid\npanel covers the exploration of biometrics (or physiologi cal measures)\nin game user research\, driven by advancements in sensing t echnologies\nand the increased accessibility of signal processing tools.\n DTSTAMP:20250512T231623Z END:VEVENT BEGIN:VEVENT UID:6822814768c7a DTSTART;TZID=America/Toronto:20231023T110000 SEQUENCE:0 TRANSP:TRANSPARENT DTEND;TZID=America/Toronto:20231023T123000 URL:/games-institute/events/workshop-building-equitable -and-sustainable-game-development SUMMARY:Workshop on Building Equitable and Sustainable Game Development\nEd ucation CLASS:PUBLIC DESCRIPTION:Summary \n\nWith recent waves of layoffs\, high-profile workpla ce harassment cases\,\nand a notoriously short career length for gender mi norities and people\nof colour\, the transition of new workers into the ga me industry\ninvolves navigating a spate of barriers to equity and success that\nhave been understudied in academic research. This panel talks about \n\"The First Three Years\"\, an ongoing longitudinal study of graduates o f\ngame programs in Canada and the United States\, following the journey\n of 207 students as they move into the game industry.\n DTSTAMP:20250512T231623Z END:VEVENT END:VCALENDAR