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Gris

Game

2 documents in the library are about Gris, from writers such as DiGRA and European Conference on Games Based Learning (ECGBL). Each has a summary and key insights with the page they come from.

Documents
2
newest 16 Jun 2025

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Each row is a game or company named alongside Gris, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Gris

Cover of Making Friends with Death: Posthuman Post-Life Play
Whitepaper3 pages

Making Friends with Death: Posthuman Post-Life Play

This paper, by Poppy Wilde of Birmingham City University, examines how videogames centred on death, dying, and grief can be used to reconceptualise mortality through a critical posthumanist lens.

  • The paper argues that games about death, dying, and grief, such as Spiritfarer, Gris, A Mortician's Tale, and Last Day of June, can reframe mortality away from humanist, capitalist views of death as an interruption of progress toward a view of death as one phase in a generative, interconnected process.
  • Drawing on critical posthumanism, feminist, new materialist, and rhizomatic theory (notably Rosi Braidotti), the author reads both Spiritfarer and Gris as enacting postdualistic relations with death, in which the ego and its anxieties dissolve into ongoing processes of becoming.
  • Spiritfarer is interpreted as embracing a notion of final destination through its ferrying of spirits to the afterlife, while Gris conveys grief as both overwhelming affect and a process of discovery through its score, restored colour, and backward-moving mechanics.
DiGRAJun 2025
Cover of Indie Games for Ethical and Socioemotional Development in Secondary Education
Whitepaper4 pages

Indie Games for Ethical and Socioemotional Development in Secondary Education

This work-in-progress study, conducted by researchers at the Universitat de les Illes Balears, proposes a three-year project to integrate independent video games into Spanish secondary education in order to strengthen teachers' video game literacy and students' ethical and socioemotional development, specifically European key…

  • The study proposes a three-year project integrating independent video games into Spanish secondary education to strengthen teachers' video game literacy and students' ethical and socioemotional development, targeting European key competences 5 (personal, social, and learning-to-learn) and 6 (citizenship).
  • The authors argue that indie games, made by small studios with greater creative autonomy, offer richer possibilities for dialogical, sociocultural learning than commercial titles used in conventional game-based learning or gamification.
  • The planned design combines design-based research with mixed methods and involves a proposed sample of 32 teachers and 640 students across four schools in Cantabria, the Balearic Islands, Andalusia, and Catalonia, with nonprobabilistic accidental sampling.
European Conference on Games Based Learning (ECGBL)Oct 2024