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Julián Gutiérrez Carrera

@gutierrezcarrera.bsky.social
44 followers 49 following 16 posts

Doctoral researcher at Tampere University's Game Research lab, writing on representations of suicide in computer games.

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Reposted by Julián Gutiérrez Carrera
Richy Srirachanikorn @srirachanikorn.bsky.social · 25/07/2026
#Utopia is not a dream but a blueprint. In the ones for #frutigeraero — the #retrofuturism from the 2000s I’m studying — who are its workers and what do they do?
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Dom Ford @domford.bsky.social · 01/07/2026
Absolutely insane name for a sushi place
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Joleen Blom @jjol33n.bsky.social · 15/06/2026
Now that the Finnish public research database has been updated with the complete information, I can announce that I won the 2026 Academy Research Fellowship for the 4-year GenGam: Gendered Gam(bl)ing project.
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amayer.bsky.social @amayer.bsky.social · 03/06/2026
Still some time to go, but really looking forward to the publication of this, edited by @chriskempshall.bsky.social, @katexe.bsky.social and @robehoughton.bsky.social! Got the chance to contribute a chapter on medieval hagiographies, saintly bodies, and how they connect to medievalist RPGs... 👀
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Miguel Sicart @miguelsicart.bsky.social · 27/04/2026
Registration for our conference Playing Futures is now open! Register here: miguelsicart.limesurvey.net/589896 Some notes: entrance is free, there are limited seats, and we will not be livestreaming. Also,we're running this with a skeleton crew, so apologies if things are not smooth and professional
miguelsicart.limesurvey.net
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Dom Ford @domford.bsky.social · 15/04/2026
Where an idea is believed to come from matters. And when those origins are obscured, things get really interesting. That's the basis of my latest *open access* chapter, 'The Obscurity of Origins in Reality Formation: Slender Man and Digital Mythology'.
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Reposted by Julián Gutiérrez Carrera
Miguel Sicart @miguelsicart.bsky.social · 27/02/2026
A quick update about the playingfutures.today conference. We are getting ready to send all the submissions for review, and we expect to have a preliminary program around April 6th, plus or minus the usual academic delays with these things. As usual, questions or comments, please send them my way!
playingfutures.today
Playing Futures
Playing Futures is a conference about the role of games and play during and after the impending climate and energy catastrophes. The goal of the conference is to serve as a meeting point for the commu...
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Reposted by Julián Gutiérrez Carrera
Miguel Sicart @miguelsicart.bsky.social · 16/02/2026
A couple of updates about our conference playingfutures.today Deadline extended to February 23rd! Submit your work! playingfutures.today/call-for-pap... If you have tried to contact us through the website and have not heard anything, try now! I have just fixed the email so it works!
playingfutures.today
Playing Futures
Playing Futures is a conference about the role of games and play during and after the impending climate and energy catastrophes. The goal of the conference is to serve as a meeting point for the commu...
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Reposted by Julián Gutiérrez Carrera
Miguel Sicart @miguelsicart.bsky.social · 04/02/2026
As you may know, we are running a conference on games, play, and climate futures in May at the ITU Copenhagen: playingfutures.today Some news: the deadline for abstracts has been extended to February 20th. Now you have no excuses left not to submit!
playingfutures.today
Playing Futures
Playing Futures is a conference about the role of games and play during and after the impending climate and energy catastrophes. The goal of the conference is to serve as a meeting point for the commu...
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Reposted by Julián Gutiérrez Carrera
Miguel Sicart @miguelsicart.bsky.social · 19/01/2026
Here’s a friendly reminder about the conference we are running at the ITU in May: playingfutures.today Deadline for abstracts is February 16th, and the conference will take place May 20th to 22nd in Copenhagen. Look at our call for papers for more details: playingfutures.today/call-for-pap...
playingfutures.today
Playing Futures
Playing Futures is a conference about the role of games and play during and after the impending climate and energy catastrophes. The goal of the conference is to serve as a meeting point for the commu...
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Reposted by Julián Gutiérrez Carrera
Joleen Blom @jjol33n.bsky.social · 15/01/2026
Animal Crossing: New Horizons' 3.0 version update is now out. I want to use it as an opportunity to briefly reflect on my 2022 article on New Horizons' character trade. cris.tuni.fi/ws/portalfil... (1/7)
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Julián Gutiérrez Carrera @gutierrezcarrera.bsky.social · 07/01/2026
However, this videogame’s representation of the suicidal process prescribes an individual critique, suggesting that the issues of hikikomori and menhera are not societal, but individual. This tension then invites players to question their own involvement in the videogame’s events. (7/7)
doi.org
Ludic Representations of Suicide Livestreams in the Japanese Videogame NEEDY STREAMER OVERLOAD
In this article, we argue that suicide livestreams serve as a communicative appeal to correct (mis)representations of the suicidal individual through footage that will immortalise the suicide by doing...
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Julián Gutiérrez Carrera @gutierrezcarrera.bsky.social · 07/01/2026
NSO criticises social constraints surrounding failure to integrate into society and dismissal of women’s mental illness through its representation of suicide livestreams. (6/7)
doi.org
Ludic Representations of Suicide Livestreams in the Japanese Videogame NEEDY STREAMER OVERLOAD
In this article, we argue that suicide livestreams serve as a communicative appeal to correct (mis)representations of the suicidal individual through footage that will immortalise the suicide by doing...
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Julián Gutiérrez Carrera @gutierrezcarrera.bsky.social · 07/01/2026
We argue that NSO’s ludic representations of suicide livestreams are critical of societal discourses surrounding the hikikomori (shut-in) phenomenon and the stigma of mental health through the menhera (mental health-er) label. (5/7)
doi.org
Ludic Representations of Suicide Livestreams in the Japanese Videogame NEEDY STREAMER OVERLOAD
In this article, we argue that suicide livestreams serve as a communicative appeal to correct (mis)representations of the suicidal individual through footage that will immortalise the suicide by doing...
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Julián Gutiérrez Carrera @gutierrezcarrera.bsky.social · 07/01/2026
While these (mis)representations apply to the specific suicide, they are embedded in larger societal contexts. As suicide livestreams are a highly public form of suicide, they address their audience on non-individual terms that frame the livestream as a critique of social structures. (4/7)
doi.org
Ludic Representations of Suicide Livestreams in the Japanese Videogame NEEDY STREAMER OVERLOAD
In this article, we argue that suicide livestreams serve as a communicative appeal to correct (mis)representations of the suicidal individual through footage that will immortalise the suicide by doing...
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Julián Gutiérrez Carrera @gutierrezcarrera.bsky.social · 07/01/2026
We argue that representations of suicide livestreams serve as a communicative appeal to correct (mis)representations of the suicidal individual through footage that will immortalise them by doing a highly visible, multilayered performance of suicide. (3/7)
doi.org
Ludic Representations of Suicide Livestreams in the Japanese Videogame NEEDY STREAMER OVERLOAD
In this article, we argue that suicide livestreams serve as a communicative appeal to correct (mis)representations of the suicidal individual through footage that will immortalise the suicide by doing...
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Julián Gutiérrez Carrera @gutierrezcarrera.bsky.social · 07/01/2026
In the article, we conduct a close playing of virtual suicide livestreams in the Japanese adventure videogame NEEDY STREAMER OVERLOAD (NSO). (2/7)
doi.org
Ludic Representations of Suicide Livestreams in the Japanese Videogame NEEDY STREAMER OVERLOAD
In this article, we argue that suicide livestreams serve as a communicative appeal to correct (mis)representations of the suicidal individual through footage that will immortalise the suicide by doing...
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Julián Gutiérrez Carrera @gutierrezcarrera.bsky.social · 07/01/2026
The article @jjol33n.bsky.social and I have been working on, "Ludic Representations of Suicide Livestreams in the Japanese Videogame NEEDY STREAMER OVERLOAD," is now out on the journal Thanatos. (1/7)
doi.org
Ludic Representations of Suicide Livestreams in the Japanese Videogame NEEDY STREAMER OVERLOAD
In this article, we argue that suicide livestreams serve as a communicative appeal to correct (mis)representations of the suicidal individual through footage that will immortalise the suicide by doing...
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Reposted by Julián Gutiérrez Carrera
Miguel Sicart @miguelsicart.bsky.social · 01/12/2025
The Center for Digital Play at the IT University of Copenhagen is organizing a new conference: Playing Futures. The conference will take place from May 20th to 22nd at the IT University of Copenhagen. You can read more about it here: playingfutures.today
playingfutures.today
Playing Futures
Playing Futures is a conference about the role of games and play during and after the impending climate and energy catastrophes. The goal of the conference is to serve as a meeting point for the commu...
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Reposted by Julián Gutiérrez Carrera
Game Research Lab @gameresearchlab.bsky.social · 18/11/2025
The Spring Seminar 2026 CfP is out now! This time, the theme is “Events and Communities”. Please have a look at the full CfP on the Spring Seminar website: springseminar.org/2026-call-fo... ⏰Abstract submission deadline is 14 January 2026. 📍The seminar is organised on 5-6 May 2026 in Tampere.
springseminar.org
2026 | Call for Papers
Events are at the heart of game and play cultures. They are organized for many reasons and purposes, bringing people together to play, socialize, compete, learn and teach, network, sell, perform, c…
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Julián Gutiérrez Carrera @gutierrezcarrera.bsky.social · 26/06/2025
As the use of videogames as framing devices presents a meta-referential commentary on videogames in the real world, these represented social affordances suggest that virtual online spaces provide unique opportunities and alibis for direct suicide communication.
eludamos.org
Fictional videogames as framing devices: Suicide communication in MMOs | Eludamos: Journal for Computer Game Culture
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Julián Gutiérrez Carrera @gutierrezcarrera.bsky.social · 26/06/2025
and that game design features meant to bring players together, like guilds and factions, can enable player authenticity and openness by attracting like-minded players, for better or for worse.
eludamos.org
Fictional videogames as framing devices: Suicide communication in MMOs | Eludamos: Journal for Computer Game Culture
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Julián Gutiérrez Carrera @gutierrezcarrera.bsky.social · 26/06/2025
that acts embedded in the process of engaging with MMOs, like logging out and the consequent disappearance of a character, can serve as a communicative tool denoting finality;
eludamos.org
Fictional videogames as framing devices: Suicide communication in MMOs | Eludamos: Journal for Computer Game Culture
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Julián Gutiérrez Carrera @gutierrezcarrera.bsky.social · 26/06/2025
In particular, I found that written communication through an MMO’s chat box can provide an alibi by turning seemingly serious statements into jokes;
eludamos.org
Fictional videogames as framing devices: Suicide communication in MMOs | Eludamos: Journal for Computer Game Culture
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Julián Gutiérrez Carrera @gutierrezcarrera.bsky.social · 26/06/2025
Through close readings of three moments in "Agony of a Dying MMO," I found that MMOs alter, enable, and restrict specific types of communication through a combination of their game design features, their user interfaces, and their existence as (and contiguity with) online spaces.
eludamos.org
Fictional videogames as framing devices: Suicide communication in MMOs | Eludamos: Journal for Computer Game Culture
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Julián Gutiérrez Carrera @gutierrezcarrera.bsky.social · 26/06/2025
As suicide communication is often indirect, I focused on how the social logic and rules of MMOs enable direct suicide communication.
eludamos.org
Fictional videogames as framing devices: Suicide communication in MMOs | Eludamos: Journal for Computer Game Culture
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Julián Gutiérrez Carrera @gutierrezcarrera.bsky.social · 26/06/2025
To analyse how MMOs are represented as spaces with internal rules of communication, I focused my analysis on three instances of direct suicide communication—communicative acts directly referring to past, present, or future suicidal intent.
eludamos.org
Fictional videogames as framing devices: Suicide communication in MMOs | Eludamos: Journal for Computer Game Culture
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Julián Gutiérrez Carrera @gutierrezcarrera.bsky.social · 26/06/2025
To argue that point, I conducted a close reading of "Agony of a Dying MMO," a singleplayer demo game that depicts the final hours of service of a fictional MMO through a series of semi-explorable vignettes showing the activities of fictional players.
eludamos.org
Fictional videogames as framing devices: Suicide communication in MMOs | Eludamos: Journal for Computer Game Culture
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Julián Gutiérrez Carrera @gutierrezcarrera.bsky.social · 26/06/2025
My first paper, "Fictional Videogames as Framing Devices: Suicide Communication in MMOs," is out now on Eludamos. In the paper, I argue that the use of fictional MMOs as framing devices serves as a reflexive narrative tool that suggests MMOs as spaces with their own internal rules of communication.
eludamos.org
Fictional videogames as framing devices: Suicide communication in MMOs | Eludamos: Journal for Computer Game Culture
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