CfP: Anubis in Contemporary Popular Culture

The symposium ‘Anubis in Contemporary Popular Culture’ aims to examine the reception of ancient Egyptian gods through the case study of the canine deity Anubis. By adopting a focussed examination of an individual god, the symposium aims to explore the different ways that gods are adopted and adapted in diverse media and by different communities.

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Jennifer Cromwell
Manchester Game Centre joins the Green Games Guide board

We're delighted to share that MGC co-directors Paul Wake and Chloé Germaine have joined the board of the Green Games Guide (GGG), the leading open resource for sustainable design in the tabletop games industry.

The GGG has just released version 1.1 of the guide, which expands its materials guidance to cover textiles, metals, and glass — examining labour costs, water use, recyclability, and the environmental impacts of production. Where materials can't be eliminated, the guide highlights lower-impact alternatives such as hemp, recycled cotton, and recycled metals. The update also features new case studies showcasing genuinely innovative sustainable design, from biodegradable packaging to games made with infinitely recyclable wood composite.

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Chloe Germaine
Research Associate Opportunities: Emote VR Voicer

We're excited to highlight two complementary Research Associate positions at MMU's School of Digital Arts (SODA) that will interest the games and creative technology community.

The Emote VR Voicer project — funded by the AHRC — is developing a VR application that translates the emotional content of live vocal utterances into morphing 3D animated shapes. Using speech recognition, natural language processing, and sentiment analysis, it sits at a genuinely unusual intersection of AI, interactive design, and wellbeing research. Both roles are part of a small interdisciplinary team of artists, a psychologist, and AI researchers. Prior arts-sector experience isn't required for either post — curiosity and openness to collaboration are.

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Chloe Germaine
New article published: “Empowered by Play: How Female Players and Developers Shape Female Character Representation in Chinese Video Games” 

New article published by MGC member Gabriele Aroni in the volume, Girls’ Positionalities at the Intersection of Identity and Violence, edited by Clara Chapdelaine-Fellciati (Springer, 2026): “Empowered by Play: How Female Players and Developers Shape Female Character Representation in Chinese Video Games” 

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Jennifer Cromwell
Introducing the Sustainable Games Alliance Academic Network....

This network was born out of the successful Meetup Series of the Sustainable Games Alliance (SGA) called: Academic Global Action for a Sustainable Games Industry: Universities and Institutes Share Best Practices. 

It consists of around 200 academic contacts globally, who are exchanging their current research, upcoming funding calls and best practices during the network meetups and beyond advancing global collaboration for a Sustainable Games Industry. 

The network is headed by SGAs Academic Network Coordinators Chloé Germaine and Patrick Prax, who you can reach out to, if you have any questions.

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Chloe Germaine
AI, Sustainability, and the Future of Game Development: New Report from Manchester Game Centre Researchers

Artificial intelligence is transforming game development — but its environmental and social impacts are still poorly understood. A new report authored by Manchester Game Centre researcher Dr Chloé Germaine, in collaboration with international partners in the STRATEGIES Horizon project, now offers one of the clearest and most comprehensive examinations of the relationship between AI and sustainability in the games industry to date.

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Manchester Game Studies
When Digital Worlds Hurt – and How Games Can Help

Research into the specific positive effects of TTRPGs remains in its infancy. Despite some initial promising findings, we still lack clear explanations for the psychological mechanisms which may explain the ways in which TTRPGs improve well-being. At the Manchester Game Centre, we aim to turn these hypotheses into a strong evidence base to identify the psychological mechanisms behind the observed benefits. To do this, we compare TTRPGs with digital platforms and look at the factors which promote and inhibit well-being

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Guest User
PhD Funding Opportunities with the Manchester Game Centre

PhD Funding Opportunities in Game Studies

Manchester Metropolitan University’s Faculty of Arts and Humanities is home to the Doctoral Landscape Awards. This is a funding scheme that provides up to 3x studentships and fees each year.

Proposed projects must be arts and humanities-led, with the majority of methodologies, research questions and outputs (including the PhD) within the AHRC’s remit

We invite applications from a range of doctoral pathways, including written theses and professional-practice doctorates. 

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Chloe Germaine
Chloé Germaine and STRATEGIES present work at the Sustainable Games Alliance Academic Network - Video

The Sustainable Games Alliance is a non-profit founded by the world’s leading game entrepreneurs and environmental researchers with one goal: to make the games industry the leader in sustainability by setting ambitious and achievable standards for environmental and social responsibility. The STRATEGIES project and the Sustainable Games Alliance have been working in partnership on their shared goals. Recently, Chloé Germaine, who is leading the work package on developing carbon literacy interventions for game devs, presented research to the growing network of academics and research institutions across the globe who are supporting the SGA and its aims. Watch the video here…

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Chloe GermaineComment
CFP: Rituals of Play 'Zine - Deadline Extended

We invite contributions to the inaugural Rituals of Play ‘Zine, to be published by the Manchester Game Centre and DVRK in December 2025.

  • Occulture as Method – using ritual, symbolic systems, and liminal experiences in game design and play.

  • Ethics and Responsibility – navigating appropriation, cultural respect, and emotional safety in occult and spiritual practices.

  • Gothic and Horror Aesthetics – how the uncanny, the abject, and the horrific shape player experience.

  • DIY, Indie, and Subcultural Practices – perspectives from outside the mainstream, sustaining alternative creative economies.

  • Speculative and Transformative Futures – ritual and play as tools to imagine different worlds.

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Chloe Germaine