CEEGS in Wrocław

This year’s conference will take place in Wrocław, “the City of one Hundred Bridges,” also dubbed the meeting place. It has long been a place on or near the border, linking multiple countries, cultures, communities, and languages. Historically influenced by Slavic, Roman, Jewish, and Germanic inhabitants, today the city continues to witness various kinds of international, intercultural, and interspecies meetings, which makes it a particularly matching scenery for the conference topic: Landscapes, Cities, Localities.

The conference program is managed by the Central and Eastern European chapter of the Digital Games Research Association. Workshops and local organization are managed by the local team at the University of Wrocław (UWr). The units organizing the conference at UWr are the Institute of English Studies and the Institute of Sociology.


CALL FOR PAPERS

Landscapes, Cities, Localities

Thinking in terms of space and environment is an experience shared by game designers, players, and scholars. Explorable, strategic, symbolic, imaginary, open or claustrophobic, game spaces can be essential genre markers, narrative devices, mechanical tools, political platforms, critical resources and more. The three spatial categories that co-create the topic of this year’s CEEGS conference – landscapes, cities, and localities – bring out the qualities that seem particularly in tune with the multifaceted and complex ways in which space may be relevant for games, game cultures, and game industries. On the one hand, they are, by definition, constructed, delineated and, more often than not, anthropocentric – locality defined from a situated point of view and usually signifying the mutual infiltration of the spatial and the social (Duncan, 1989); city as a trademark example of human-shaped habitat; and landscape implying the presence of not only an observer and their aesthetic lens, but sometimes also traveling technology (Urry, 2007). All those features resonate with controlled and pragmatic design as games’ fundamental attribute. On the other hand, each of those categories offers a different kind of flexibility, openness and porosity – local and global contexts in an ongoing negotiation within game cultures and industry; in-game urban settings frequently functioning as patchwork, heterotopian, or hybrid environments; landscapes reconciling the inevitable omnipresence of the player’s eye with various ways and not always anthropocentric goals of visualizing the gameworld space.

The three categories are also in line with the fact that many game scholars around the world are now interested in local aspects of games. The local, conceived broadly as a counterweight to the global (Swalwell, 2021), can manifest itself on different scales. In-game, this could mean a very specific area (S.T.A.L.K.E.R), a large stretch of land that now belongs to a single nation-state (Kingdom Come: Deliverance), or a region containing multiple countries (Reign: Conflict of Nations). In terms of game cultures and game production, “the local” could refer to a few friends making small games in the same city of the Eastern Bloc in the 1980s, to the contemporary indie game industry in a particular country, or to the decades-long unauthorized game distribution across Central and Eastern Europe.

The conference embraces all these scales, and also acknowledges the importance of the global scale. This year’s edition, however, puts emphasis on relatively small places and spaces, which we term as localities. The other two categories, landscapes and cities, are not meant to limit the discussion scope or oppose each other, but rather to signal the variety of approaches to space in and around the game medium: from flat to three-dimensional, from decorative to interactive, from carefully arranged to chaotic, from uninhabited to populated, from places to non-places (Augé, 1995).


We welcome academic contributions related to Landscapes, Cities, and Localities from any relevant disciplinary perspective, including the following topics:

in-game cities as heterotopias, melting pots, transcultural or multicultural environments, and more

simulacra, mimesis, and parody: real cities and environments mirrored in game worlds

architectural ideals, theories, and developments as they are mirrored in digital cities

game localization and regional game studies

ARGs and pervasive games

local games and local game histories

game production: culturally important cities and regions, game dev’s impact on local environments

urban ludic traditions and spaces

aesthetic functions of places in games

 non-places and liminal places

soundscapes

games and cultural heritage, games and the politics of memory

green gaming, game ecologies, and ecosystems

SUBMISSION GUIDELINES

All CEEGS 2025 papers in the main program must contain original research work and should be submitted as abstracts of approximately 500 words (400 words minimum and 600 words maximum). Each submission needs to be accompanied by a list of references cited within the abstract, which do not count towards the word limit.

To submit an abstract, you will need to create an account (or use an existing account) in the CMT system. Please click here to submit. In CMT, your abstract and references will need to be entered as plain text in the field provided.

All papers will undergo a peer review process by at least two expert reviewers to ensure a high standard of quality, considering originality, soundness of method and/or argument, clarity of exposition, and relevance to the conference’s thematic areas.

A single author may submit multiple abstracts, but will only be allowed to present a maximum of one single-authored and one co-authored paper (or two co-authored papers). The Doctoral Consortium and workshops do not count into this limit.

If you have questions about the review process, please contact the Program Chair: Agata Waszkiewicz, agata.waszkiewicz@kul.pl

CEEGS has a long tradition of inspiring workshops, meant mainly to present and discuss work-in-progress research. Workshops will take place on the first day of the conference. If you want to propose a workshop, please contact Sylwia Jankowska, sylwia.jankowska@uwr.edu.pl. Workshops can be proposed by June 23 and the instructions for submitting a proposal can be found here.


WORKSHOPS

What follows is a list of workshops accepted for the conference, sorted alphabetically by title. The workshops will be held on 8 September.

If you would like to participate actively in a workshop – e.g., by presenting a talk – please contact its organizers directly. (The same information is also available here.)


REGISTRATION


EARLY BIRD FEES

until/on 25 July

Standard fee: 100 EUR or 430 PLN
Reduced fee: 70 EUR or 340 PLN (applies to students, including PhD students)


LATE FEES

until/on 22 August

Standard fee: 130 EUR or 560 PLN
Reduced fee: 90 EUR or 440 PLN (applies to students, including PhD students)


To register for the conference, please pay the applicable fee through a bank transfer to the account of the University of Wrocław and fill in the registration form. When filling in the form, you will be asked to provide proof of payment (a receipt or a screenshot).

The account number if you pay in EUR:
PL 92 1090 2590 0000 0001 5878 8893

The account number if you pay in PLN*:
56 1090 2590 0000 0001 5878 8862

In the bank transfer title, please write the conference number, 7003/0141/25, as well as your first and last names.

  • We are accepting fees and registration forms until 22 August, but a lower fee (early bird fee) is available for those who register until 25 July. The fees include coffee breaks, lunches, conference materials, and a visit to the Museum of Games and Computers of the Past Era.
  • The fees apply to active participants (those presenting a talk on 9 or 10 September and to those taking part in workshops on 8 September). For the other participants, there is no attendance fee, but meals, materials, etc. are not included.
  • If you take part in a workshop but do not present a talk on 9 or 10 September, you are eligible for an early bird fee until 22 August. This is due to the fact that the admission process for the workshops has not started yet.
  • *Please note that Polish participants are required to make the transfer in PLN, not in EUR.

KEYNOTE SPEAKERS

Layers Upon Layers – the Spaces for Disco (Elysium & Pentiment)

Märten Rattasepp is an ex-academic, researcher, essayist, writer, and narrative designer from Estonia. He graduated with a Master of Arts degree from the University of Tartu in the field of literary and cultural theory, with a focus mostly on postmodern/amodern writing, metafiction, and historiography. After shifting to the gamedev world, he has written for games such as Pentiment, Disco Elysium, Death and Taxes, and Broken Alliance. From these, both Pentiment and Disco Elysium especially are intertwined with particular landscapes and localities, so much so that the living city of Revachol itself plays a significant part in the experience of the protagonist of Disco Elysium. The world of Disco Elysium is heavily built around particular temporalities and experiences of 90s and early 00s Tallinn, the capital of Estonia, while Pentiment is trying to recreate an authentic-feeling vision of a small town in early 16th-century Bavaria and the Holy Roman Empire.

The Game Exotic – How to Decolonize Gaming and Not Lose the Fun? A Transmedia Reflection

Postcolonial studies have done a lot to raise the awareness how deeply entrenched the appropriative and commodifying processes of representing cultural uniqueness and difference are in the global culture of today (read: globality engendered by the cultural industry of the West). Even if literature, especially postcolonial literature, is keen to debunk the allure of exoticism inscribed in the very idea of adventure/quest/hero narrative since modernity (and before), and even if gaming communities are increasingly far-from-naïve cultural commodity consumers, the exotic remains a powerful transmedia force in cultural narratives which seep into games, too.

In my talk, I will reflect on how narrative media, including games, develop their own cultural landscapes by succumbing to two contradictory forces. One seeks always new stimulating narrative wrapping for the game, infusing it with exotic locales and encouraging ergodic involvement in the tasks of conquest and domination. The other undermines the mythopoeic pull of the hero/quest/conquest/domination narrative models as cultural commodification, reification and appropriation.

My key concern, however, will be not how criticism and game studies deconstruct and debunk the game exotic, but how games, as intermedia narratives, can actually eat the cookie and have it. In so many words, my question will be how we can enjoy the foundational narrative elements of the game which require an archetypal quest layer, and still decolonize what comes along with it and make our desire for the thrill of the exotic sustainable and equitable.

PROGRAMME

DAY 1
9 September

8:00-8:30 REGISTRATION
8:30-9:00 OPENING REMARKS
9:00-10:00 KEYNOTE 1
Dorota Kołodziejczyk
The Game Exotic – How to Decolonize Gaming and Not Lose the Fun? A Transmedia Reflection
10:00-10:30 COFFEE BREAK
10:30-12:30 PANEL 1
(Un)Real Spaces
chair: Agata Waszkiewicz
10:30-12:30 PANEL 2
Spaces in Development
chair: Stanisław Krawczyk
Hans-Joachim Backe Who, Where, or What Is the ‘Heart of Chornobyl’? Calculated Spatial Ambiguity in S.T.A.L.K.E.R. 2Wacław Kulczykowski From Local History to Global Play: Science-Based Video Games as Tools for Cultural Heritage and Education
Tomasz Majkowski, Aleksandra Prokopek, Magdalena Kozyra Only Beavers Left Alive. Polish City Re-Builders and Climate ApocalypseSIlvester Buček Reframing Game Space: From Technical to Symbolic Spectacle in Digital Game Marketing
Daniel Vella, Justyna Janik Taking in the View: Viewpoints, Vistas and Veduti in GamesXinyu Kang, Yuantong Yun Climatic Erasure and Ecological Amnesia: A Critique of Climate Instrumentalization in CEE Game Development
Jan Švelch, Jan Houška, Tereza Fousek Krobová, Jaroslav Švelch The City of Brno as a Video Game Industry Cluster: Cottage-Like Origins and Community ValuesMaria Ruotsalainen, Tanja Välisalo From Obscurity to Sports Pages – the Evolving Attitudes towards Esports in Media
12:30-13:30 LUNCH
13:30-15:30 PANEL 3
Mapping out the Spaces
chair: Andrei Moran-Nae
13:30-15:30 PANEL 4
Liminal and Ambiguous Spaces
chair: Justyna Janik
Ashley Rezvani The City as Ideology: The Spatial Politics of Urban Planning in Frostpunk 2 and Terra NilKatarzyna Matlas“You’re on a Path in the Woods” – Liminality of Space as a Metamodern Narrative Design in Slay the Princess
Gerald Kapałka, Maria Celińska Emotional Landscapes in Localization: Affective Reception of Proper Nouns in Outer WildsZsófia Orosz-Réti The Master’s Code to Dismantle the Master’s Game? Games as Pocket Universes in Black Mirror
Yuantong Yun Pixel to Parallax: Low-Poly Cartographies of Medieval Spatial Narrative in GamesMagdalena Kozyra, Aleksandra Łozińska Vampiric Spaces of Ambience. The Case of Visual Novels Vampire: The Masquerade – Coteries of New York and Shadows of New York
Diego Barroso, Zidong Huang Urban (Re)development for Video Games. Effective Ludoforming and the Work of Ryu Ga GotokuMikołaj Pokrzepa, Matylda Szpila, Wojciech Nowak Headache as a Tool – Critical Strategies and Their Dissonances in Transhuman-Coded Ludotopias
15:30-16:00 COFFEE BREAK
16:00-17:30 PANEL 5
Home(less) Spaces
chair: Anastasios Theodoropoulos
16:00-17:30 PANEL 6
The Atmosphere of a Space
chair: Daniel Vella
Zofia Matczak Visual Styles and Atmosphere – Representing Homes in Digital GamesDaniele Monaco Exploring Genius Loci in Videogame Worlds: A Philosophical Inquiry into Virtual Places
Oskar Dobczyński Analysis of Homeless Encampments in the Yakuza/Like a Dragon Video Game SeriesEmilia Mazur The Atmosphere of the Lost Place in The Thaumaturge
Victor Navarro-Remesal, Beatriz Pérez Zapata, Antonio José Planells de la Maza “Don’t Leave the House”: The Meaning of Home in Contemporary Video GamesKumru Akdogan Game Localities as Normative Affordances

DAY 2
10 September

8:30-9:00 REGISTRATION
9:00-10:00 KEYNOTE 2
Märten Rattasepp
Layers Upon Layers – the Spaces for Disco (Elysium & Pentiment)
10:00-10:30 COFFEE BREAK
10:30-12:30 PANEL 7
Gendered Spaces
chair: Agata Waszkiewicz
10:30-12:30 PANEL 8
Reclaiming Spaces
chair: Tomasz Z. Majkowski
Mike Graham Gaming Grandma and the Riverside Lodge: Space and Place at the end of a Grand Skyrim AdventureKrzysztof Olszamowski Remaking and Cozyficating Game Space in Final Fantasy VII: Rebirth
Ines Munker “When You’re Not on Edge, you’re taking up too much space.” – Grotesque ‘Seelenlandschaften’ and the Subversion of Victorian Femininity in American McGee’s Alice: Madness Returns (2011)Imola Bülgözdi Walking in Two Worlds: Videogames and Indigenous Futurity
Matylda Szpila Underground Spaces and Their Queer PotentialSzymon Kukulak Tesla-Coiled Eiffel Tower. The Role of Real-life Landmarks on Urban Battlefields in Real-time Strategy Games
Robin Longobardi Zingarelli Shades of a Rainbow Caffè: Differences and Localism in Queer Game Cultures in the Italian Context
12:30-13:30 LUNCH
13:30-15:00 PANEL 9
The End of Space
chair: Magdalena Kozyra
13:30-15:00 PANEL 10
Game Jam Space
chair: SIlvester Buček
Lars de Wildt Apocalypse Where!? Locating the End of ‘the’ WorldJaroslav Švelch A Liquor-Powered Scene: The Becherovka Game Competition as a Cultural Intermediary in the 2000s Czech Game Industry
Michał Jutkiewicz Forgetting the Catastrophe. Reconstruction and Destruction in Lisboa and Warsaw: City of RuinsStanisław Krawczyk, Kim Holflod, Rikke Toft Nørgård, Em Achilleus Hansen “That’s Not Fair!”: Cultural Heritage, European Values, and Youth’s Societal Engagement at a Cultural Game Jam
Kacper Karwacki Playing and Nothingness – Aesthetics of Emptiness in Game-World’s ConstructionMikhail Fiadotau, Maria Garda The Glocal Game Jam? A Variantological Look at the Local History of Game Jamming Cultures in Poland and Japan
15:00-15:30 COFFEE BREAK
15:30-17:00 PANEL 11
Mythological Spaces
chair: Agata Waszkiewicz
15:30-17:00 PANEL 12
Analog Spaces
chair: Jaroslav Švelch
Štěpán Šanda If the Astronomical Clock Stops, This Country Is Done For: Gameworld, Otherworld and Mythological Sites of HrotKarol Popow Cardboard Gameworld: Spatiality and Materiality in Board Games
Dale Leorke Navigating Lore and Landscape: Ludic Mythography and Player Pilgrimages in Dark Souls and Black Myth: WukongKonrad Augustyniak Was Sherlock Holmes from Wrocław? Locality and Theming in Polish Escape Rooms
Barnabás Springer, Pietro Noceti Playable Heritage: A Case Study of Embedding Folklore into Game Design for Cultural MediationMateusz Felczak ‘D&Dfication’ of Localized Spatiality: (De)constructing ‘Kashubianness’ in Dungeons of the Amber Griffin
17:00-18:00 GENERAL ASSEMBLY

HEAD OF LOCAL ORGANIZING COMMITTEE

Agata Zarzycka, agata.zarzycka@uwr.edu.pl

VENUE

Institute of English Studies

University of Wrocław

Kuźnicza 21-22

50-138 Wrocław

PROGRAM CHAIR

Agata Waszkiewicz, agata.waszkiewicz@kul.pl

CEEGS 2025 Privacy Policy

  1. Introduction

This Privacy Policy explains how we collect, use, and protect your personal data in relation to the CEEGS 2025 conference.

  1. Data Controller

The data controller for this event is the University of Wrocław, Poland. You can contact us at stanislaw.krawczyk@uwr.edu.pl for any queries regarding your personal data.

  1. Collected Data

We collect the following personal data during the conference registration process:

  • Email address
  • Full name
  • Fee category
  • Payment period
  • Affiliation
  • Position
  • Paper/workshop presentation details
  • Plus one information
  • Games and Computer Museum participation
  • Hydropolis water museum participation
  • Special requirements or requests (e.g. dietary ones)
  • Additional comments or questions
  • Proof of payment
  • Paper track selection
  1. Purpose of Data Collection

We collect and process your data for the following purposes:

  • Conference registration and management: To manage your registration and participation in the conference.
  • Communication: To send you updates and information about the conference.
  • Payment processing: To confirm and track the payment of registration fees.
  • Event planning: To organise and accommodate special requirements for attendees.
  • Paper and workshop coordination: To manage submissions and presentations of papers and workshops.
  1. Legal Basis for Processing

We process your data based on:

  • Consent: Your explicit consent for specific purposes (e.g. registration, special requirements).
  • Contract: The necessity to process your data to fulfill our contract with you (e.g. conference participation).
  • Legitimate interests: Our legitimate interest in organising and managing the conference effectively.
  1. Data Sharing and Disclosure

We do not share your personal data with third parties except:

  • Service providers: Third-party service providers who assist us in managing the conference (e.g., payment processors), bound by data protection agreements.
  • Legal obligations: When required by law.
  1. Data Retention

We retain your personal data only as long as necessary for the purposes outlined in this policy or as required by law.

  1. Your Rights

You have the following rights regarding your personal data:

  • Access: The right to access your personal data.
  • Rectification: The right to correct inaccurate or incomplete data.
  • Erasure: The right to request deletion of your data.
  • Restriction: The right to request the restriction of the processing of your data.
  • Objection: The right to object to the processing of your data.
  • Portability: The right to request data portability.

To exercise any of these rights, please contact us at stanislaw.krawczyk@uwr.edu.pl.

  1. Data Security

We implement appropriate technical and organisational measures to protect your data against unauthorised access, alteration, disclosure, or destruction.

  1. Updates to This Policy

We may update this Privacy Policy at times. Any changes will be posted on our website, and we will notify you of any significant changes.

Consent

By registering for the CEEGS 2025 conference, you acknowledge that you have read and understood this Privacy Policy and agree to the following:

  • I have read and agree to the Privacy Policy.
  • I consent to the processing of my personal data for the purposes outlined above.
  • I consent to receiving communications regarding the conference.

Note: You must agree to these terms to complete your registration.