1 free read left. Create a free account for unlimited reading + AI research.
Create free accountReportgamevironments
The conference brought together scholars to study the survival game through player practice, cultural theory, religion, and social connection.
The Network for the Cultural Study of Videogaming (NCSV) at UNCG hosted an international virtual conference on April 29, 2022, titled "'I Left Valheim For This?' The Gaming Cultures of Valheim." The conference's primary purpose was to explore the cultural significance of the Norse mythology-based survival-sandbox game, Valheim, through interdisciplinary academic analysis. A central thesis emerged regarding Valheim's unique role as a social facilitator, particularly during the COVID-19 pandemic, and its engagement with broader cultural trends like the "Viking trend."
Key findings from the "Valheim In Practice" panel revealed how player communities actively shape in-game economies, ranging from capitalist to socialist-lite models. The game's "illogical" yet forgiving design and emphasis on social interaction were identified as crucial factors in its appeal during the pandemic. The "Valheim In Theory" panel applied critical lenses, examining elements of Heathenry, the multifaceted role of death as both a narrative and pedagogical tool, and how players construct sacred experiences within the game, even interpreting glitches as divine manifestations.
A significant conclusion from the conference, particularly highlighted by Gregory P. Grieve, is that online multiplayer games like Valheim can effectively combat loneliness and foster "ludic friendships" and eudaimonia through cooperative activities such as troll fighting. This perspective challenges the common perception of online gaming as anti-social, instead emphasizing its prosocial effects. Discussions also touched upon how purposeful glitches or in-game rituals could further enhance player experience and a sense of mystery within the game world. The scope of the conference was focused specifically on the game Valheim, examining its cultural impact and player experiences primarily within the context of the COVID-19 pandemic and broader gaming culture.
Each row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
GAMEHEARTS · 2026