
Jan Švelch
@snewgoblin
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video game production researcher | guitarist at https://t.co/ISNBXGXzGC | he/him | picture by @ToonDistortion | @[email protected]
Czech Republic
Joined March 2010
Lost Caverns of Ixalan preview season is in full swing and I recently received the physical copy of Beyond the Deck (edited by @shellyjansen). My chapter analyzes previews for the Ikoria set from 2020 and how WotC focuses on high rarity cards to create hype.
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Made it to the Vienna City Hall and this year's @FROG_Vienna_ conference. It's great to be back in this amazing venue. My talk about player surveillance and game monetization is scheduled for Sunday morning.
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It's an honor to be able to return to @FROG_Vienna_, this time as a keynote speaker. I first attended the conference back in 2016, when I was a PhD student. This time I will talk about video game monetization and player surveillance.
Exciting news! 🎉 Jan Švelch @snewgoblin @UniKarlova will give a #keynote at #FROG23! Get ready for an insightful exploration of the Interconnectedness of Game Monetization and Player Surveillance. 🎮🔍💰 Abstract 👇 https://t.co/sLGgSmrf8m Tickets 👇 https://t.co/opn5bN5l14
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I'm proud to be included in this amazing edited collection about Magic: The Gathering. My chapter analyzes card previews (aka spoilers) and related metagame discussions as part of the game's business model and creator culture. Thanks to @shellyjansen for the editing work!
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Thanks to all who attended, presented, and helped organize #GenerationAnalog2023! This is a collective effort every year, and every year we are rewarded. You can already check out the Day 1 video playlist in case there was a particular talk you missed! https://t.co/QuOxp1LCxc
youtube.com
GENeration Analog (July 26 & 27, 2023) is an international online conference on tabletop games. It is devoted to exploring the intellectual and educational d...
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I'm happy to be able to participate in the amazing #GenerationAnalog2023 online conference, co-organized by @AnalogGameJrnl. On Thursday morning EDT, I will be talking about game awards and prizes using the perspectives of industrial reflexivity and cultural economics.
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journalistic practice comes with increased visibility and scrutiny. In this regard, our respondents sometimes conformed to gender stereotypes, such as the sexy sidekick, to prevent more hostile reactions from their audiences. Feel free to DM me for a PDF of the article. 3/3
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the dismissive gender stereotypes, which allow women to inhabit only supporting roles in game culture. As such, they have to deal with constant criticism and harassment. While these experiences are not uncommon to other women in game culture (e.g., developers or players), 2/3
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A research article about women video game journalists, which I co-wrote with Tereza Fousek Krobová, is now out in Games and Culture. Based on interviews with 8 Czech women game journalists, we argue that their expert role is in direct opposition to 1/3
journals.sagepub.com
In this article, we examine the position of women in Czech video game journalism and the strategies they use to cope with sexism. To this end, we conducted eigh...
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It's here and it's out! 😈 My book Player vs. Monster launches today on @mitpress. It's a cultural history and a critique of monsters in games that tries to explain why games need monsters at all and what kind of otherness these monsters represent. https://t.co/ud5JieNhTy
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Check out the new podcast series @ConvGameStudies hosted by Ádám Hushegyi. I had the privilege of appearing in the first episode. We've discussed player surveillance, game analytics, and infographics. The episode is available both in video (with illustrations) and audio form.
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If you've missed the amazing #GenerationAnalog2022 conference or couldn't follow it live over the last two days, you can now check out VODs of all the sessions and keynotes on YouTube, including my talk about @CriticalRole, Twitch, and platformization:
Our #GenerationAnalog2022 panels and keynotes were all recorded and are now available on YouTube. Links in the thread below:
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A great live-tweet thread for #GenerationAnalog2022.
Good morning! Many newer followers don’t know that my 1st live-tweeting was for academic conferences. Coming back to my roots #ttrpg style with the splendid #generationanalog2022 online conference today & tomorrow as schedule allows.
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This Wednesday from 2:00 to 3:30 pm EDT, I will be talking about Critical Role, Twitch, and platformization at #GenerationAnalog2022 as part of the Magic, Celebrity, and Industry panel. The online event is free to attend and registration is still open: https://t.co/mOLCjXSxyb
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Last year's Generation Analog was amazing and I'm excited to be among the presenters this time around. I'll be talking about Critical Role, Twitch, and platformization, building on some of the findings from my recent article:
journals.sagepub.com
Tabletop role-playing has grown from a niche of analog gaming into a mainstay of popular culture. The original face-to-face way of playing has been complemented...
The Generation Analog 2022 Conference Schedule is LIVE! @GameInLab July 27-28, 2022 9 am - 9:30 pm EDT An international online conference on tabletop games. 7 Panels. 3 Keynotes. Register FREE here: https://t.co/x5yfnEcjQQ
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complexity of the process of mediatization, which is anything but straightforward. Please feel free to DM me for a PDF of the article if you don't have access to the journal. 6/6
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Aside from advertising from TTRPG-related businesses, @CriticalRole is regularly sponsored by video game companies, which sometimes commission entire episodes. The show and its cast thus inhabit a unique position between analog and video game industries, further showing the 5/6
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These findings are based on a quantitative analysis of @CriticalRole episode sponsorships and a qualitative analysis of embodied player practices, including the use of physical accessories as well as @DnDBeyond digital character sheets (starting in 2018) by the cast members. 4/6
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by maintaining analog modes of consumption alongside new digital and virtual ways of playing (and watching). This multitude of playstyles is marked by extensive commodification, ranging from physical accessories (miniatures, dice) to digital subscriptions and virtual goods. 3/6
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I argue that @CriticalRole promotes in-person play with high-end physical accessories despite being a mediated form of tabletop role-playing. Overall, the process of mediatization of analog games, including D&D and Magic: The Gathering, seems to follow the logic of addition 2/6
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