WHEN: 13th of January, 2022
WHERE: ZOOM (Link provided by registration)
TIME: From 09:30 pm to 14.30PM (CET), GMT +2
Many teachers, artists and communicators are interested in the opportunities that computer games provide, both for use in subjects and as art and cultural experiences. The school as an arena means good opportunities for game communication both through curriculum goals, the educational mission, and The Cultural Schoolbag (DKS). At the same time, there are many limitations in in education such as time, infrastructure, competence and finances.
The goal of Spilltanken 2 is to inspire teachers, artists, communicators and game creators to develop, adapt, and see the possibilities for computer games in education. Through international and Norwegian speakers, video examples, artistic elements and panel discussions, we will talk about computer games, shed light on particularly interesting game titles, and see how computer games can interact with other art and cultural expressions.
The first half of the conference takes place in English, with an overall look at the conference's themes. The second half of the conference takes place in Norwegian, and focuses on Norwegian schools and DKS.
Marit Ulvund, Seanse: introduction
Miguel Sicart (DK),
Play Worlds: Making Sense of the World by Playing
Brenda Romero (IRL),
Are Games Art?
Maxime Durand (CAN), Discovery Tour: Viking Age – an Innovative & Narative Journey Into the Past
Tobias Staaby (NO), Game-based teaching – Using Games as a Tool for Reaching Curricular Learning Goals
Panel Discussion of the keynote speakers led by Elin Festøy
June Mariann Breivik, Kulturtanken: introduction
Mattis Folkestad (NO) The creative process behind creating «Embracelet»
Odin Nøsen (NO) Videoessays: computer games, culture og school
Marianne Stenerud (NO) Narrator workshop with «Never Alone»
Paolo H. Scarbocci (NO) Computer games in teacher education
Helle Munthe-Kaas (NO) Gaming from the perspective and premises of young people
Paneldiskusjon: Art meetings with computer games in The Cultural Schoolbag
I panelet: Odin Nøsen (Spillpedagogene), Helle Munthe-Kaas (Hyperion), Anders Grønning (Bibliogames), Ann-Kristin Sæther (DKS Rogaland). Diskusjonen ledes av Cathrine Jakobsen, Kulturtanken
Host is Elin Festøy. Conference artist is Captain Credible.
Festøy er kreativ produsent i Teknopilot. Selskapet mottok BAFTA-prisen for spillet «My Child: Lebensborn». Spillet ble pilotert i DKS i 2019.
Festøy er også stipendiat ved Den norske filmskolen
Miguel Angel Sicart
Play Worlds: Making sense of the world by playing
Playing is making sense of the world. When we play, we learn about what surrounds us and how to relate to it. Learning by playing is a powerful way of developing new knowledge, but it also has its risks and challenges. In this talk I will present a philosophical understanding of the powers of play as a way of making sense of the world.
Miguel Sicart is Associate Professor at the Center for Computer Game Research at IT University Copenhagen. He is the author of The Ethics of Computer Games and Beyond Choices: The Design of Ethical Gameplay, both published by the MIT Press.
Are Games Art?
As cultural objects, games date back to at least 3000 BC, and video games date back to the 1950s. This talk explores the reasons that games are indeed an art form, examines authorial intent and player agency, and considers whether games are perhaps the greatest art form of all.
Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist and Fulbright award recipient. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons and Def Jam franchises. Away from the machine, her analog series of six games, The Mechanic is the Message, has drawn national and international acclaim, particularly Train and Siochán Leat, a game about her family’s history, which is presently housed in the National Museum of Play.
Discovery Tour: Viking Age – an Innovative & Narrative Journey Into the Past
Maxime Durand is a World-Design Director at Ubisoft Montreal. Building his career as a resident historian for the Assassin’s Creed franchise since 2010, he has been focusing his attention on bringing the most enriching historical experiences for players.
Maxime has been at the core of the inception of a new learning game franchise called Discovery Tour, which he has directed since 2018. With these games set in Ancient Egypt, Ancient Greece and now in the Viking Age, learners of any age can immerse themselves in a safe space made with the help of educators, historians, and cultural institutions. Emotion as a vehicle for learning, player agency and learning by doing are at the core of the latest formula presented by Ubisoft.
Game-based teaching – Using games as a tool for reaching curricular learning goals
Tobias Staaby is a high school teacher and a PhD candidate at the University of Bergen. He has been using games as tools for teaching for almost a decade and is a published author on the subject. He is currently working on a dissertation enquiring into how teachers use commercial games for teaching ethics and moral reasoning.
The creative process behind «Embracelet».
Mattis Folkestad is a Norwegian indie game creator who has made a name for himself with games like Milkmaid of the Milky Way (2017) before Embracelet was released in 2020. Computer games are usually teamwork that can include tens and hundreds of people, but Folkestad does absolutely everything on his games : script, design, programming, music and marketing. This provides full creative control, and at the same time a number of challenges.
In this lecture, he talks about the process behind the personal story in Embracelet, and how he experienced meeting students in DKS.
Video essays: computer games, culture and school
Game educator Odin Nøsen presents three video essays about computer games, culture and school. Through examples from various computer games, Nøsen sheds light on some relevant titles for use in the classroom, and how the games can be linked to goals from the curriculum, or disseminated as art and cultural experiences. Sometimes also as both and!
Nøsen works as a school counselor for the upbringing manager in Randaberg municipality, has a long career as a game educator and course leader, co-author of the book «Game pedagogy» and runs the website
Storytelling workshop with «Never Alone»
Marianne Stenerud has extensive experience as a storytelling artist in DKS, but had little knowledge of computer games when she was asked to participate in Kulturtanken's piloting of the game «Never Alone».
She saw the possibilities of connecting the game to oral storytelling in several ways, both by telling myths from the Iñupiat people, on which the game is based, and through a creative myth workshop with the students with inspiration from the recent gaming experience.
In this presentation, we join the storytelling workshop, and hear about how computer games can be connected with other art and cultural expressions.
Paolo H. Scarbocci
Computer games in teacher education
Paolo H. Scarbocci is a university lecturer in digital media and project manager for Didactic Digital Workshop (DDV) at the University of Stavanger (UiS). DDV is an arena where students and staff at teacher education programs can explore digital tools for teaching and learning. Such technology-rich learning labs are found in several of the country's teacher educations, and DDV has gained many different experiences with computer games. But it has not taken place completely without critical voices. In this presentation, you will learn more about the links between computer games and learning as it takes place in teacher education, and what happened when the student assistants at DDV were challenged to convey computer games as an art experience in DKS.
Gaming from the perspective of young people and on the premises of young people
Helle Munthe-Kaas is the leader of Hyperion - the Norwegian Association for Fantastic Leisure Interests, a children and youth organization that represents fantastic leisure interests such as computer games.
Hyperion believes that the fantastic leisure interests are among the most widespread youth activities of our time, and that it is important that there are good arenas for young people who engage in imaginative interests on a daily basis. Hyperion will be there to facilitate and inspire people in this environment.
In this presentation, she discusses gaming from the perspective of young people and on the premises of young people, about the importance of gaming and about what is easy to forget when you look at it from an adult and often distant perspective.
Conference Artist: Captain Credible
What do 8bit game consoles, micro: bit, tealights and robots have to do with music? Captain Credible invites the audience to participate and play their way to an answer.
Captain Credible is the crazy, musical scientist who lives inside the head of British-born Daniel Lacey-McDermott.
An unusual artist with roots in Trondheim, who since 2008 has stretched his own and other borders, and performed his experiments on audiences all over Europe. With a cohort of robotic musicians, musical helmets and tealight synths, Captain Credible has a metamusical presence in a not-so-easily-definable genre.
The captain himself lists Aphex Twin, Sex Pistols and Aaron Carter as influences on his own expression. It sounds like dirty drunken beats bathing in a dark pond of melted synths and old Nintendo cartridges.
Photo: Gorm K. Gaar
Panel discussion: art meetings with computer games in The cultural schoolbag
The meeting with practitioners and mediators is central to DKS. But what is the right way to solve this when it comes to computer games? Game mediators are not trained in Norway, DKS is little known in the game industry, and teachers and the education sector lack competence in art communication.
In this panel discussion, different approaches to art meetings with computer games in DKS are highlighted.
In the panel: Odin Nøsen (Game educators), Helle Munthe-Kaas (Hyperion), Anders Grønning (Bibliogames), Ann-Kristin Sæther (DKS Rogaland). The discussion is led by Cathrine Jakobsen, Kulturtanken.
Project managers for Spilltanken 2:
Kristian Glomnes - Seanse Art Center
Thomas Grønvoll - Kulturtanken
Jørund Høie Skaug - Kulturtanken