Ontological understanding of games, Games and narrative, Games and addiction, Games and geographical space
Game ontology, Self-reflection and subversion in mainstream games, Transmedia and adaptation strategies, Comics studies, Literary and media theory
Game ontology, Classification, Spatiality, Temporality, Concepts of dissonance
Machine learning, Artificial intelligence, Data science, Analytics, Player modelling, Generative adversarial networks, Imitation learning
Theories of play, Art and play, Phenomenology, Embodied interaction, Tangible interfaces, Game design, Design patterns, Transmedia
Elementary education, Developmental psychology, Play and playfulness, Game design, UX design, Digital art
Virtual and augmented reality, Motion capture, Human-centered computing, Human-computer interaction
Myth, Monsters, Space and place, Postcolonialism, Literary theory, Cultural theory
Game localization/QA, Computer-assisted translation (CAT) tools, User/player experience, Usability
Bayesian Statistics, Generative Models, Differential Geometry
Philosophy of games, Game ontology, Representation, Virtual reality, Demoscene
Single-player play-practises, Leaning Theory, Play and identity, Games, play and learning, Sociality and culture in digital games and play, Ethnographic methods
Evolutionary Algorithms, Reinforcement Learning, Safety in AI, Artificial Life
Cultural studies, Theories of Play, Player typologies
Cross- and intermedial studies, Cultural studies, Theories of play
Neural networks, Deep learning, Machine learning, Transfer learning, Life-long learning
Game development, Game engines, Game AI
Media and communication, Art and technology, Practice-based research, Media archaeology
Machine learning, Model-based machine learning, Artificial intelligence, Bayesian optimization
Locative media, Media/communication design, Playful design, Journalism and media studies, Museum experiences, Design and innovation in the media industries, Online debate
Social media, Virtual ethnography, Game studies, User studies, Digital rhetoric, Public relations, Media studies, Transgressive aesthetics
Complexity, Evolutionary Computation, Meta-Learning, Open-Endedness
Psychological perspectives on games and game culture with a focus on excessive gaming
Unsupervised Learning, Probabilistic Modelling, Graph Neural Networks, Model Based Reinforcement Learning, Generative Models
Evolved Plastic Artificial Neural Networks, Qualitiy Diversity Algorithms, Computational Neuroscience, Meta-learning, Indirect Encoding
Game design, Interaction design, Design theory and practice, Making, Indie gaming, Entrepreneurship, Game technologies, VR, Simulation
Neuroevolution, Neural networks, Evolutionary algorithms, Evolutionary robotics, Generative and developmental systems, Procedural content generation, Game AI, Computational intelligence
Game design, Feminist strategies in game design, Nordic LARP
Ethics and game design, Game design (theory), Computer games as arts, Game aesthetics
Player typologies, Player psychology, Psychology, Game design
Evolutionary Robotics, Developmental Robotics, Embodied Intelligence, Morphological Computation, Soft Robots, Unconventional robots (braid robotics)
Game design, Game cultures, New media, Critical theory, Ethnography, Design research
Our two-year MSc programme in Games provides you with technical and social science knowledge on how computer games work, how they are designed and how they have a social impact on us. You will work with some of the world’s leading game researchers, and you will have the opportunity to become a computer games expert yourself. We currently offer two tracks: Game Technology, with a focus on programming, and Game Design and Theory.
More information about the games programme can be found here.
The Center for Computer Games Research has been home to a number of International PhD fellows since the first dissertation was completed in 2003. For more information on the ITU’s upcoming PhD calls please visit the university’s main information site. We also run special PhD level courses on the subject of computer games and those are publicized via our events page.
The Center for Computer Games Research only accepts applicants whose research interests lie within those of the Center’s faculty. Prospective PhD applicants are thus advised to become familiar with the research areas of the faculty members. At least one of the supervisors must be at the associate professor level. Applicants are encouraged to contact a potential supervisor to discuss their research focus before applying. The statement of purpose to be included in the application needs to clearly set out the scope of the project and proposed method, as well as situate its relevance to the field and originality. The project must be able to be realistically completed within the three-year timeframe allotted for the PhD. This means that applicants must have a solid background in the methods and disciplines they utilize.
Visiting PhD students from other institutions are welcome depending on capacity and relevance to the research of at least one faculty member.
The Center for Computer Games Research was formally established in 2003, building on ongoing work in the area at the ITU since its founding in 1999. The center houses a multi-disciplinary research group with backgrounds in the arts, humanities, social sciences and computer science. The group performs basic and applied research, approaching games from a variety of perspectives including theoretical analysis, design, ethnographic and qualitative approaches, AI, user (cognitive and affective) modeling and player experience.
Members of the group are involved in editorial boards of the most respected journals in the fields of game studies, game culture, game AI and affective modeling and IEEE Task Forces focusing on games.