Title: Who Gets to Make Games? Rethinking Tools for Community-Based Game Jams

Conference: International Conference on Game Jams, Hackathons and Game Creation Events 2026

Author: Kseniia Harshina

Abstract: Game accessibility is often discussed in relation to players, but access to game-making is also unevenly distributed. This short paper examines how authoring tools shape participation in community-based game jams. Drawing on a one-day storytelling game jam with adults with migration and/or displacement experience, the paper shows how Twine enabled participants to create short playable prototypes within a supported workshop setting, while also revealing limits around templates, visual storytelling, and continued access after the jam. The case highlights a key distinction: low-barrier authoring is not the same as mobile-first authoring. The paper contributes a case-based argument for understanding game-making tools as part of what makes participation possible, and for treating mobile-first authoring as an important direction for community-based game jams.

 

Title: You have a long way to go”: Migrant and Displaced People as Authors in a Storytelling Game Jam

Conference: CHI Play 2026

Authors: Kseniia Harshina, Ameneh Safari, Tom Tucek

Abstract: Games about migration and displacement are often framed through empathy: they invite players to understand experiences of border crossing, bureaucracy, loss, or uncertainty from a safe distance. Yet this framing can become extractive when people with lived experience have little control over how their stories are told, interpreted, or shared. This paper examines a one-day, migrant-led participatory storytelling game jam with adults who had migration and/or displacement experience. We analyze seven shared participant-created game prototypes together with participant reflections, mentor reflections, and process documentation. Our analysis shows how small prototypes used interactive form to express migration as lived constraint, unequal possibility, ongoing change, and layered belonging. It also shows how the workshop conditions shaped what participants could make and how they chose to share, withhold, or continue their work. We argue that participatory storytelling jams should be understood not only through the artifacts they produce, but through the conditions that make authorship possible: participant control over form and disclosure, playtesting as community recognition, and institutional support for the labor behind migrant-led facilitation. The paper contributes an artifact-centered account of a migrant-led storytelling jam and a coding framework for analyzing compact autobiographical games across cases.

 

AND

Title: Worth the Grind? Player Experiences of Grinding Activities and Mechanics in Games

Conference: CHI Play 2026

Authors: Johannes Ladurner and Kseniia Harshina

Abstract: Grinding is a common but controversial mechanic in video games. Players may criticize grinding as unfair or manipulative; however, they can also experience it as rewarding when it supports meaningful progression and player agency. This work-in-progress paper explores how players describe experiences of grinding in public Reddit discussions. We collected posts and comments from four gaming-related subreddits and analyzed player statements that explained why grinding felt enjoyable, frustrating, or exploitative. The findings suggest that grinding is context-dependent: the same repetitive activity can support or undermine player engagement depending on how it is designed. Based on these themes, we propose six preliminary design implications for player-centered grinding mechanics. These implications have also informed the design of a prototype game, which will be evaluated in future work through playtesting and player interviews.

From June 18-19, Dr. Felix Schniz participated in an Austria-wide networking event for scholars working in the field of game studies. Organized by the FG Game Studies, the event brought together researchers from various institutions across the country, including the University of Vienna’s Game Lab, departments of history and sports sciences in Innsbruck, as well as independent researchers.

The event clearly highlighted two main points: the interdisciplinary nature of game studies within larger academic frameworks, and the exemplary role of the University of Klagenfurt in national game research. As the only institution with a dedicated curriculum explicitly focused on games and a strong hybridisation of technical and humanities topics, the work of Dr. Felix Schniz and his colleagues contributing to the Master’s Program in Game Studies and Engineering was recognized as pioneering and set a strong precedent for the future development of game research in Austria.

In addition to exchanging best practices and discussing local and national strategies, the formation of an Austrian research network dedicated to game and play-related studies was also on the agenda. Dr. Felix Schniz expressed his intention to organize a future meeting to bring together interested members.

 

Dr Felix Schniz participated in the podcast “Rock my Worlds of English” to promote the Master’s Programme in Game Studies and Engineering.

The full podcast: https://open.spotify.com/episode/4f4wSWb8SD48yFIsTDnG1I?si=Ha53h2m8Txe1LZuiTjJ-EA

 

On 10 June 2026, Dr Felix Schniz hosted a session on the video game Bloodborne for AAU’s Media Club. Following this semester’s Media Club leitmotif of ‘the fantastic,’ Felix delved into the game’s depiction of arcane architecture, dream spaces, and the sublime in virtual realms. With 15 attendees and even guests from Salzburg on campus who came by just for this specific date, the session was a fantastic conclusion to this semester’s Media Club schedule.

Title: Can Swarms Be Trusted? Showcasing Swarm Intelligence and Privacy Preservation Through AR 

Conference: SIMULTECH 2026, Porto, Portugal, 18.-20.07.2026

Authors:  Melanie Schranz, M. Gojkovic, Horia Vulcu, Kseniia Harshina, 

Abstract: Swarm intelligence provides a robust approach for decentralized coordination in nowadays systems, yet its algorithmic principles, like local decision-making, role differentiation, and emergent global behavior are often difficult to convey to individuals without prior experience in swarm-based control. This creates practical barriers when deploying swarm-enabled solutions in domains such as shared electric vehicle charging, energy management, or mobility systems, where engineers, operators, and stakeholders must reliably understand how decentralized processes produce system-level outcomes. To address this challenge, we developed an Augmented Reality (AR) game that operationalizes a swarm model inspired by the Artificial Bee Colony algorithm and exposes key algorithmic elements, including information propagation, neighborhood interactions, and collective resource allocation—Swarm AR. The system also illustrates how decentralization can reduce data concentration, which may support privacy advantages under certain assumptions about information flow and system design, without requiring explicit protection mechanisms. A shared electric vehicle charging scenario serves as a use case to demonstrate load balancing and the necessity of distributed coordination. We evaluate the tool through a mixed-method user study using pre/post quantitative measures and qualitative analysis. Results indicate modest improvements in participants’ understanding of swarm coordination logic, decentralized decision processes, and emergent behavior relevant for infrastructure control. These findings suggest that AR-based interactive visualization can serve as an effective technical aid for communicating, validating, and reasoning about the operational characteristics of self-organizing systems, supporting informed engineering design and deployment of decentralized, privacy-aware coordination strategies.

On 27 May 2026, Dr Felix Schniz held a guest presentation on the Transhuman Qualities of Bloodborne at the University of Ljubljana before joining the conference Creative Computing Cultures and Media Transfers in Europe as an invited guest. Following the spirit of cross-European perspectives on computing, the day concluded with a joint meeting on prospective project proposals.

Following an invitation of the Viennese Game Lab, Felix Schniz and Sabrina Maria Größing have represented the Klagenfurt Critical Game Lab at the event “Spielend lernen!” that took place on 19 May 2026 at the Bildungsdirektion Wien. Klagenfurt was the first non-Viennese game lab to join the event underlining the importance of the University of Klagenfurt for Austrian Game Studies outside of Vienna, and able to represent its unique approaches to the challenges of introducing technological literacy and the importance of play to an intrigued audience of experts and pedagogues.

Building on a prior visit of Viennese Game Lab scholars to Klagenfurt, the event was concluded with a tour through the local game lab facilities on 20 May and an extended chat about shared challenges and future opportunities for cooperation.

On 20 April, Alison Grant, the Canadian ambassador to Austria, visited the University of Klagenfurt. As a part of an exclusive delegation, Dr. Felix Schniz accompanied the ambassador on a tour through campus grounds and the Lakeside Science & Technology Park, showcasing the appeal of the interdisciplinary Master’s Programme Game Studies and Engineering, the role of AAU as a hub of the technical sciences, the shared focal points of video game focused research in Canada and Austria, and local tech-focused organisations and support networks such as the FTF.

On 16 April, Dr Felix Schniz (ITEC) organised a guest talk and workshop by Flavia Mazzanti and Manuel Bornell from Immerea (www.immerea.com). Supported by the FTF and co-organised by DI Dr. Martina Tritthart (Visuelle Kultur), the dual event introduced students of both programmes and visitors alike to contemporary digital art in the era of VR technologies, computer graphics, and generative AI under an interdisciplinary, technology-oriented angle. While the guest talk focused on the recent art installations of Immerea, the workshop allowed participants to explore opportunities in the creation of arts via blender and other common tools firsthand. Both events were well visited, highlighting the drawing power of cutting-edge technology research from a humanities, tech-interested perspective.