征稿启事 – CDiGRA 2026

中国游戏研究:出版、平台与玩家文化

会议将于9月19日至20日在武汉华科出版社举行

摘要提交截止日期:2026年5 月 15 日

中文 / English

过去十年间,中国游戏研究已发展成为一个具有独特关注点、研究方法和学术脉络的快速成长领域。随着中国成为全球最大的电子游戏市场——拥有超过 6.68 亿玩家——针对中国语境下的游戏研究也随着产业发展同步壮大。学者们日益关注技术创新、文化认同、产业转型与监管治理之间的交汇点,这些因素共同塑造着当代中国游戏的开发与体验。与此同时,中国学者、评论家、记者及行业从业者已开始构建本土化的游戏话语体系,这种体系并非简单复刻欧美游戏研究框架,而是立足于中国特有的媒介发展史、文化传统与数字平台生态。

本次会议诚邀学者、从业者及学生共同探讨中国游戏研究这一不断发展的领域,以及中国游戏生产、传播与阐释所处的更广泛的生态系统。我们欢迎与中国游戏研究相关或由中国游戏研究者提交的稿件。2026 年,我们特别关注对中国游戏研究学术根基的审视:塑造该领域的关键文献、学术论争与思想传统是什么?中国游戏研究在多大程度上源自西方游戏研究的理论框架与经典体系,又在哪些方面汲取了中国本土媒介研究、文化研究、设计研究与数字人文的独特思想资源?中文语境下的学术研究与媒体报道如何对游戏进行书写、存档、批评与理论建构?

本次会议将在中国重要的教育与科技中心之一武汉举行,旨在汇聚来自人文学科、社会科学以及人机交互(HCI)领域的跨学科研究者社群。通过促进学术研究者、学生与行业专业人士之间的对话,本次活动致力于描绘中国游戏研究的现状图景,并探讨其未来发展方向。

建议议题

我们欢迎与中国游戏研究相关或由中国游戏研究者提交的稿件。同时,我们也邀请围绕中国电子游戏广泛主题的研究,包括但不限于:

中国游戏研究作为一个领域?

  • 中国游戏研究的历史与学术谱系
  • 中文游戏学术研究中的核心文献、期刊与论争
  • 与全球游戏研究的关系

产业演进

  • 从低成本游戏到 3A 大作
  • 移动游戏的主导地位与平台生态系统
  • 独立开发与新兴创意实践

独特游戏、平台与技术

  • 中国的平台生态系统与分发基础设施
  • 移动优先的设计与盈利模式(如抽卡、实时运营)
  • 流媒体、电子竞技与在线内容生态系统

文化认同与国风

  • 国风游戏与美学的兴起
  • 游戏中的神话、文学与历史改编
  • 游戏作为民族主义、文化遗产与软实力的载体

许可制度

  • 政府对数字游戏的政策与监管
  • 青少年游戏限制与游戏成瘾相关争议
  • 如战利品箱与扭蛋机制等盈利系统

跨国动态

  • 中国游戏的跨文化传播
  • 中国游戏与平台日益增长的全球影响力
  • 不稳定条件下的游戏体验

玩家文化

  • 青年游戏文化与在线社区
  • PC 与主机游戏受众群体
  • 流媒体、粉丝圈与参与式文化

游戏发布

  • 电子游戏新闻
  • 评论、评测与网红文化
  • 游戏档案、博物馆与保护计划

这些只是为激发您围绕今年主题展开思考的一些引子。一如既往,CDiGRA 对游戏研究领域的任何热点议题都持开放态度。我们期待聆听您对游戏玩法的独到见解!

投稿须知

我们欢迎来自学者、学生、研究人员及独立研究者的投稿,特别是那些身处中文地区或致力于中国电子游戏文化任何层面的研究者。

可能的投稿形式包括:

研究论文

行业或从业者演示

早期研究或博士论文

投稿指南:

投稿语言可为英语或中文。请提交不超过1页或者2页(不含参考文献)的摘要。请使用此处提供的模板,将您的摘要以PDF格式发送至以下邮箱地址:chinesedigra@gmail.com。请在邮件主题中注明“CDiGRA 2026 提交”。

重要日期:

5 月 15 日(星期五)  提交截止日期

7 月 20 日 (星期一 ) 录取通知发布

8 月 3 日 (星期一) 注册通道开启

8 月 20 日 (星期一) 在线演讲者提交预录视频演示文稿及字幕翻译文稿的截止日期

9月19日至20日武汉会议

本次会议旨在创建一个跨学科论坛,探讨中国游戏文化与学术的过去、现在与未来。在这一跨学科聚会上,我们期望激发关于中国游戏如何被制作、监管、游玩及书写的新对话,并探讨中国游戏研究领域自身如何持续成形。

Games Symposium for Oceania and the Asia Pacific 

Chinese DiGRA in partnership DiGRA Australia, and Pride at Play present: the Games Symposium for Oceania and the Asia Pacific.

June 14-15, 2023 occurring in St Kilda, Australia as well as online.

Exploring new perspectives of videogame, boardgame, and tabletop roleplaying culture with game artists, makers, and researchers in the Asia Pacific and Oceania, we especially encourage researchers into Chinese game industries, cultures, and practices and to submit their work or to attend in-person or online. 

You can find out more about the event here:
English / 简体中文 / 繁體中文 

Call for nominations to Chinese DiGRA board, 2022-24

We will be holding an election for new board members this coming autumn. As a first step, we’d like to solicit nominations. Please go to the following anonymous form to make your nomination.

https://forms.office.com/r/3WspXbqedt

You can nominate yourself and/or someone else. We will contact all nominees in October and confirm all nominees by October 14th, when voting in the election starts. We’re particularly keen to invite new members onto the board. Please send in your nominations by 10th October 2022. If you are considering putting your own name forward but aren’t sure, or would like to find out more about what the board does, feel free to contact any of the current board members, who would be happy to discuss with you.

Here are the positions:

  • President
  • Vice President
  • Secretary
  • Treasurer
  • Student member (2 positions)
  • Industry member
  • Social media
  • Open seat (2 positions)

2020 Board Election

These are the bios for the proposed new Chinese DiGRA board, to serve from 2020 to 2022. We do not have multiple nominations for any position, so we will finalise the board on the 1st of October unless there are any objections from CDiGRA members between now and then. Thanks to everyone who took part in the nominations and to those who have put their name forward to serve this time.

President: Paul Martin
Paul Martin is an Associate Professor in Digital Media and Communications at the University of Nottingham Ningbo China. His research is mainly in the field of game studies, with three areas of particular focus. His work on meaning in digital games takes an approach based on hermeneutic phenomenology in order to understand how game interpretation takes place. His work on Chinese games and gaming focuses on the relationship between Chinese games and historical understanding and on e-sports in Chinese universities. He also publishes work on game studies as a field. Outside of game studies he has published work on Japanese manga as well as the uses of technology in the classroom. He is a founder member of the Chinese chapter of the Digital Games Research Association and currently serves as its president.

Vice President: Peter AC Nelson
Dr Peter AC Nelson is an art historian, game scholar and visual artist working at the intersection of computer game and landscape studies. He is engaged in a prolonged consideration of the history of landscape images, how they are remediated by technological shifts, and how these shifts absorb and reflect changes in our relationships with the physical environment. He has exhibited his artworks widely, including projects with HanArt TZ Gallery (Hong Kong), The National Palace Museum (Taiwan), The Sichuan Fine Art Academy Museum (Chongqing), the K11 Art Foundation (Hong Kong) and HowArt Museum (Shanghai) and is a regular contributor to the Philosophy of Computer Games Conference, DiGRA and Chinese DiGRA, of which he is a current board member. Peter is an Assistant Professor at the Academy of Visual Arts and the Augmented Creativity Lab at Hong Kong Baptist University where he is working on research projects that span player-generated content, landscape encoding using Generative Adversarial Networks and the ontology of the digital image.

Secretary: Jonathan Frome
Jonathan Frome is an independent scholar based in Hong Kong whose research focuses on emotional responses to interactive media. He received a PhD in Film Studies from University of Wisconsin-Madison. He has published in journals such as Games and Culture, Journal of Asthetics and Art Criticism, Projections, and Quarterly Review of Film and Video. His research interests include video game studies, film theory, aesthetics, and emotion.

Communications/Public relations: Hugh Davies 戴修
Dr Hugh Davies is a maker, curator and researcher. His practice explores histories of mobile devices and cultures of games and play in the Asia Pacific Region. Awarded a PhD in Art, Design and Architecture from Monash University in 2014, Davies’s research has been supported with fellowships from Tokyo Art and Space, M+ Museum of Visual Culture and the Hong Kong Design Trust. Davies is a postdoctoral research fellow at RMIT in Melbourne, Australia. 戴修是藝術家、研究員,主要探索有趣的遊戲設備,並視城市為遊戲版圖。他透過以實踐為本的研究,探究玩樂如何成為分隔遊戲與日常、現實與虛擬的流動界線。他在2014年於蒙納殊大學取得藝術、設計及建築哲學博士學位,研究題材為跨媒體遊戲。近年,他成為Tokyo Arts and Space的資助研究員及香港M+ / Design Trust 研究學人,研究亞太區遊戲文化,目前擔任皇家墨爾本理工大學的博士後研究員。

Student representative: Benjamin Horn
Benjamin Horn is a PhD student at the City University of Hong Kong. Previously a teacher and Foreign Director at the College of Culture and Education at Guangxi Normal University, where he taught classes in English literature and cross-cultural communications, he became interested in the novel forms that narratives are taking in video games, and so left his position to pursue a doctorate. He is primarily concerned with research issues centered around game criticism, and is working on a new model for the study and analysis of narrative games, with an emphasis on the use of quests as a methodological tool, and combining theory with practice in the form of accompanying case studies. He is also deeply invested in Chinese culture and history, and can speak fluent Mandarin. When he is not writing, he is playing games, reading, or cooking.

Student representative: Yu Hao
HAO Yu is a PhD Candidate at the School of Creative Media, City University of Hong Kong. She is researching the intersections of computer games, new media art, and media philosophy. Her current projects are focused around the process-relational aspect of computer games as digital objects and the social, political, and performative dimensions of computer gameplay. She holds an MA in Creative Media from City University of Hong Kong and a BA in Communication from East China Normal University in Shanghai. Her recent publications include “Video Games about Politics as States of Exception” in Gamevironments (2020, in press) and “Computer Games as Social Sculptures: Toward a Reevaluation of the Social Potential of Games and Play” in the Proceedings of the 2020 DiGRA International Conference. She has also presented at conferences internationally including Chinese DiGRA Conference (Beijing, 2019), Games and Literature Theory Conference (Kolkata, 2019), and Process, Performance and Mediation – Intermedia Studies Symposium (Lund, 2020).

Industry liaison: Yigang Liu
Yigang Liu (Neal), the Ph.D. candidate from SAFA, Shanghai University. From 2018 to the present, I served as the director of game design in Shanghai company of Beijing MeiXingSiYuan International Education Technology co., LTD. From 2018 to present, I have been a member of the academic advisory group of Shanghai Qihuang technology co., LTD. (Qihuang E-sports, the strategic partner of Tencent E-sports). Since 2014, I have been working as a news illustrator for Yixing Daily. From 2013 to 2018, I worked in the Wuxi Institute of Arts and Technology, Jiangsu Province, where I was responsible for digital game design lecturing and served as the director of the 3D printing laboratory. In 2013, I worked as the architectural design director of Cambodia Chen Group. From 2011 to 2012, I studied at Abertay Dundee University in the UK and obtained a master’s degree in game design and development. I studied in Shanghai university from 2007 to 2011 and received a bachelor’s degree in engineering.

Open seat 1: Chen Jiaqing
I am a lecturer of Communication at the University of Zhejiang (the School of Journalism and Communication). My current research preference is game spectatorship and I have been studying grassroot game-streaming behavior and game-spectating behavior. Meanwhile, I am planning on pushing forward the research to observe diverse patterns of game-playing-online-streaming behavior, including different game types and different streamers. I am also interested in the career path of e-sports player in China, especially in the aspects of vocational education and professional career development. I am more than glad to have the opportunity to work as a board member in CDiGRA.

Open seat 2: Tara Fickle
Tara Fickle is Associate Professor of English at the University of Oregon, and Affiliated Faculty of the Department of Indigenous, Race, and Ethnic Studies, the New Media & Culture Certificate, the Center for the Study of Women in Society, the Center for Asian & Pacific Studies, and the Comics and Cartoon Studies and Digital Humanities minors. Fickle received her Ph.D. from the University of California, Los Angeles, and her B.A. from Wesleyan University. She works at the intersections of critical race studies and game studies. Fickle’s work has appeared in journals such asModern Fiction Studies and MELUS, as well as various public humanities portals. Her first book, “The Race Card: From Gaming Technologies to Model Minorities,” (NYU Press, 2019), explores how games have been used to establish and combat Asian and Asian American racial stereotypes. Fickle is currently working on a digital archive and analysis of the canonical Asian American anthology, Aiiieeeee!, with additional research projects on Chinese gold farming and the racialized dimensions of esports. She also runs You on the Market (https://youonthemarket.wordpress.com/), a comprehensive website for academic job-seekers. More information can be found at tarafickle.comand Aiiieeeee.org.

Open seat 3: Olli Tapio Leino
Olli Tapio Leino is a computer game studies and philosophy of computer games scholar focusing on materiality, experience, emotion, and interpretation in computer games and playable art. He is an associate professor at School of Creative Media, City University of Hong Kong. Leino’s research has been published in Game Studies, Games & Culture, and Journal of Gaming & Virtual Worlds, with translations appearing in Teksty Drugie (Poland) and Intexto (Brazil). Leino is a recipient of multiple Hong Kong General Research Fund (GRF) grants, and has carried out contracted research for Hong Kong Government. He has been interviewed on the topic of computer games research for Radio and Television Hong Kong, South China Morning Post, Television Broadcasts Ltd. (TVB), and BBC Radio 5.

Current Perspectives in Game Studies seminar

SeminarHeader
Public Seminar: Current Perspectives in Game Studies 16 December 2016, 10:00am – 4.30pm CMC Screening Room 1 (6/F)

Over the past few decades, computer game studies has emerged from the niches of academia into the mainstream of the study of media and culture and today its scope encompasses a number of interdisciplinary perspectives. This seminar brings to together a snapshot of six contemporary viewpoints in game studies, ranging from game hermeneutics to game ontology, and from game cultures to games and cognition.

Keynote Speaker:

Is Game Studies a good Idea? —Don’t try this at home!
Espen Aarseth
Head of Research Center for Computer Game Studies, IT University of Copenhagen
espen
Espen Aarseth is the Head of Research at the Center for Computer Games where he has worked on the aesthetics of computer games since its founding in 2003. He is also the Editor-in-Chief of Game Studies, the oldest peer reviewed journal in the field of game studies. His current research concerns ideological, narrative, semiotic and ontological aspects of games and game communication, as well as topics such as game addiction, games and meaning, and also digital literature culture and aesthetics. Aarseth is the Principal Researcher of the ERC Advanced project Making Sense of Games.

Speakers:

Spatial Politics of Digital Game Distribution
Peichi Chung
The Chinese University of Hong Kong
peichi
Peichi Chung is an assistant professor in the Department of Cultural and Religious Studies, The Chinese University of Hong Kong. Her research interests include game industry studies, cultural policy and popular cinema in East and Southeast Asia. She has published journal articles and book chapters that compare game industry dynamics in Asia. Her current project looks into the mapping of digital distribution network for independent game developres in East Asia.

Emotion, Medium-Specificity, and Videogame Evaluation
Jonathan Frome
Lignan University
jonathan
Jonathan Frome is an Assistant Professor of Visual Studies at Lingnan University. He has published in journals such as Projections: A Journal for Movies and Mind, Quarterly Review of Film and Video, and Film Studies: An International Review, as well as in several anthologies. His research interests include video game studies, film theory, aesthetics, and emotion.

ICE+DOG=HUSKY: On Knowledge and Discovery in Computer Games
Olli Tapio Leino
City University of Hong Kong
olli
Olli Tapio Leino is Assistant Professor at City University of Hong Kong. His publications, in e.g. Game Studies, Journal of Gaming and Virtual Worlds and the Springer anthology Philosophy of Computer Games address topics pertaining to interpretation, emotion, freedom, and existence in computer games.

Can the Videogame Simulate Power?
Bjarke Liborioussen
University of Nottingham, Ningbo
bjarke
Bjarke Liboriussen is an assistant professor in digital and creative media at the University of Nottingham Ningbo China. His research focuses on two main areas: games and the creative industries, and is published in journals such as Convergence, Games & Culture and Game Studies. Theoretical fuel is often drawn from the philosophy of technology.

Current perspectives in Game Studies
Paul Martin
University of Nottingham, Ningbo
paul
Paul Martin is an assistant professor in digital media and communications in the School of International Communications, UNNC. His current research areas are digital game studies and technology in the classroom. His work in the area of game studies focuses on textual analysis, expression in games, and the phenomenology of digital game play. He is also conducting research on Japanese digital games as expressions of contemporary Japanese culture.

Seminar Programme:

10:00 Opening words by Prof. Richard W. Allen, Dean of School of Creative Media
10:15 Keynote address by Espen Aarseth
11:15 Peichi Chung
12:00 Jonathan Frome
12:45 Lunch
14:00 Olli Tapio Leino
14:45 Coffee break
15:00 Bjarke Liboriussen
15:45 Paul Martin
16:30 End