Publications & Talks

A quick note related to citations: Double surnames like mine (Alvarez Igarzábal) are common in the Hispanic world but, in my experience, can create confusion in other regions. If you wish to cite one of my publications and are wondering how to write my name in the references, this is how you should do it: “Alvarez Igarzábal, Federico.”

Thank you for your interest in my work!


Book

Alvarez Igarzábal, F. (2019). Time and Space in Video Games. A Cognitive-Formalist Approach, Bielefeld: transcript Verlag.

Edited Volumes

Aguilar Rodríguez, J., Alvarez Igarzábal, F., Debus, M. S., Maughan, C. L., Song, S. J., Vozaru, M., & Zimmermann, F. (Eds.) (2022). Mental Health | Atmospheres | Video Games. New Directions in Game Research II, Bielefeld: transcript Verlag. [Open Access]

Alvarez Igarzábal, F., Debus, M. S., & Maughan, C. L. (Eds.) (2019). Violence | Perception | Video Games. New Directions in Games Research, Bielefeld: transcript Verlag.


Papers
& Book Chapters

Alvarez Igarzábal, F. (In press). “Art, Video Games, and the Comeback of Human Nature,” in Leonardo Electronic Almanac, MIT Press. (Preprint).

Landeck, M., Alvarez Igarzábal, F., Unruh, F., Habenicht, H., Khoshnoud, S., Wittmann, M., Lugrin, J.-L., & Latoschik, M.E. (2023). “Journey through a virtual tunnel: Simulated motion and its effects on the experience of time,” in Frontiers in Virtual Reality 3:1059971. DOI: 10.3389/frvir.2022.1059971

Chaumon, M., Rioux, PA., Herbst, S.K. [et al. including Alvarez Igarzábal, F.] (2022). “The Blursday Database as a Resource to Study Subjective Temporalities During COVID-19,” in Nature Human Behavior. DOI: 10.1038/s41562-022-01419-2

Khoshnoud, S., Alvarez Igarzábal, F., & Wittmann, M. (2022). “Brain–Heart Interaction and the Experience of Flow While Playing a Video Game,” in Frontiers in Human Neuroscience vol. 16. DOI: 10.3389/fnhum.2022.819834

Alvarez Igarzábal, F., Hruby, H., Witowska, J., Khoshnoud, S., & Wittmann, M. (2021). “What Happens While Waiting in Virtual Reality? A Comparison Between a Virtual and a Real Waiting Situation Concerning Boredom, Self-Regulation, and the Experience of Time,” in Technology, Mind, and Behavior, vol. 2 (2). DOI: 10.1037/tmb0000038

Rutrecht, H., Wittmann, M., Khoshnoud, S., & Alvarez Igarzábal, F. (2021). “Time Speeds Up During Flow States: A Study in Virtual Reality with the Video Game Thumper,” in Timing & Time Perception, vol. 9 (4), pp. 353–376. DOI: 10.1163/22134468-bja10033

Khoshnoud, S., Alvarez Igarzábal, F., & Wittmann, M. (2020). “Peripheral-Physiological and Neural Correlates of the Flow Experience while Playing Video Games: A Comprehensive Review,” in PeerJ . DOI: 10.7717/peerj.10520

Alvarez Igarzábal, F. (2020). “Experiencing the Passage of Time in Video Games,” in Proceedings of the 13th International Philosophy of Computer Games Conference.

Alvarez Igarzábal, F. (2019). “En el Laberinto del Tiempo. El Videojuego y la Evolución de la Narrativa,” in Cuaderno del Centro de Estudios en Diseño y Comunicación de la Universidad de Palermo 98, pp. 37-51.

Alvarez Igarzábal, F. (2017). “Marshmallows and Bullets,” Clash of Realities (ed.), Clash of Realities 2015/16. On the Art, Technology, and Theory of Digital Games, pp. 217-234, Bielefeld: transcript Verlag.

Alvarez Igarzábal, F. (2017). “Bits to the Big Screen. Zur Filmadaption des Computerspiels Resident Evil,” in Früh, J. (ed.), Film-Konzepte 46: Bernd Eichinger, pp. 90-105, Munich: text + kritik.

Alvarez Igarzábal, F. (2017). “Predictive Thinking in Virtual Worlds,” in Grabbe, L. C., Rupert-Kruse, P., & Schmitz, N. M. (eds.), Bildverstehen. Spielarten und Ausprägungen der Verarbeitung multimodaler Bildmedien, pp. 189-204, Darmstadt: Büchner-Verlag.

Alvarez Igarzábal, F. (2016). “The Groundhog Day Effect. Iterations in Virtual Space and a Deictic Paradox,” in Höltgen, S. & van Treeck, J. C. (eds.), Time to Play: Zeit und Computerspiel, pp 225-246, Glückstadt: Verlag Werner Hülsbusch.

Alvarez Igarzábal, F. (2014). “Video Games as an Art Form. Thoughts on a Recurrent Debate and the Elusive Nature of Art,” in Paidia. Zeitschrift für Computerspielforschung.


Talks

10/ 2022 The Young Academics Workshop. A Short History, invited talk at the Young Academics Workshop of the Clash of Realities conference, Cologne Game Lab, TH Köln – University of Applied Sciences, Cologne, Germany

09/ 2022 Time & Video Games, talk at the Networking and Inspiration Moment: Video Games and Measuring Media Literacy organized by Mediawijs in collaboration with DiGRA Belgium, Gamefonds (VAF) and BelgianGames, Brussels, Belgium

04/ 2022 Time and Space in Video Games, invited talk at the School of Visual Arts Dr. José Figueroa Alcorta, Córdoba, Argentina

10/ 2021 Cause, Effect, and Player-Centric Time. Conflicts between Causal Intuition and Storytelling in Video Games, RECONFIGURATIONS – New Narrative Challenges of the Moving Image. VI Narrative, Media and Cognition Conference, Lisbon Polytechnic Institute, Lisbon, Portugal

07/ 2021 Flow and Time Perception in Video Games: Estimating the Duration of VR and On-Screen Gameplay Sessions, 5th International Conference on Time Perspectives, Vilnius, Lithuania.

06/ 2021 Flow and The Passage of Time in Video Games, invited talk at the IGPP Kolloquium, Institute for Frontier Areas of Psychology and Mental Health, Freiburg, Germany.

03/2021 What Can the Psychology of Time Perception Tell Us About Video Games? A Theoretical Analysis, in the Winter School “How Can We Bring Together Phenomenology, Experimental Psychology, and Psychopathology: Virtual Reality as a Solution?” Organized by the VIRTUALTIMES project at Strasbourg University, France.

03/ 2021 Be Kind, Respawn. Iteración y Paradoja en Mundos Virtuales, panel Cuaderno de Game Studies de la Universidad de Palermo at the VIII Congreso Tendencias DC, Buenos Aires, Argentina.

12/ 2020 The Playing Mind, Playfulness across Media workshop, School of Film, Media and Performing Arts, University for the Creative Arts (UCA), Farnham, England.

06/ 2020 Participation in panel Playing With Memory: Self, History, and Remembrance in Digital Games, DiGRA 2020 conference, Tampere University, Finland [cancelled due to pandemic].

10/ 2019 Experiencing the Passage of Time in Video Games, Philosophy of Computer Games 2019 conference, St. Petersburg State University, Russia.

08/ 2019 Belief-Discordant Alief. A Common Denominator of Fiction and Non-Fictional Games, DiGRA 2019 conference, Ritsumeikan University, Kyoto, Japan.

08/ 2019 Structuring Gametime. A Typology of the Temporal Constituents of Video Games, DiGRA 2019 conference, Ritsumeikan University, Kyoto, Japan.

06/ 2019 The VIRTUALTIMES Project. Manipulating Time Perception with Virtual Reality for the Treatment of Psychopathologies, IEEE GEM 2019, Yale University, New Haven, USA.

10/ 2018 Play, Alief, and Belief, CEEGS 2018 conference, Film and TV School of the Academy of Performing Arts, Prague, Czech Republic.

09/ 2018 Breve Historia de los Game Studies, invited talk at the book fair Feria del Libro y el Conocimiento, Córdoba, Argentina.

08/ 2018 Marshmallows and Bullets. On the Aesthetics of Self-Control, 4th International Conference on Time Perspective, Nantes University, France.

07/ 2018 Cause, Effect, and Player-Centric Time, DiGRA 2018 conference, Turin University, Italy.

11/ 2017 Predictive Thinking in Virtual Worlds. Video Games, Uncertainty, and the Bayesian Brain, invited talk at Flamberg Haus, Bonn.

10/ 2017 Marshmallows and Bullets. On the Aesthetics of Self-Control, F.R.O.G. (Future and Reality of Games) conference, Vienna, Austria.

05/ 2017 Temporal Structures of Lego Worlds, Multiple Approaches to Game Analysis Workshop, IT University Copenhagen.

03/ 2017 Predictive Thinking in Virtual Worlds, IT University, Copenhagen, Denmark.

11/ 2016 PhD Presentation: Time and Space in Video Games, Clash of Realities 2016 conference, Cologne Game Lab, TH Köln, Germany.

10/ 2016 Be Kind, Respawn, Extending Play 3 conference, Rutgers University, New Brunswick, USA.

03/ 2016 Iteration in Virtual Worlds, Playing with Worlds/Worlds of Play workshop, a.r.t.e.s. Graduate School for the Humanities, University of Cologne, Germany.

11/ 2015 Predictive Thinking in Virtual Worlds, Moving Images 2015 conference, University of Applied Sciences, Kiel, Germany.

10/ 2015 Be Kind, Respawn, Meta-Games and Meta-Gaming workshop at the CEEGS 2015 conference, Jagiellonian University, Krakow, Poland.

07/ 2015 Time and Virtual Space in Video Games, Workshop with Game Design Faculty from BAU (Bahçeşehir University, Turkey), University of Cologne, Germany.

12/ 2014 Video Games and the Nature of Art, Cologne Game Lab, TH Köln, Cologne, Germany.

05/ 2014 Time Perception in Video Games, Utrecht University, Utrecht, The Netherlands.

04/ 2014 The Brain: A Missing Piece of the Puzzle, AG-Games Workshop Cutting Edges and Dead Ends, Leuphana University, Lüneburg, Germany.

07/ 2013 User Generated: Level Editors and Mods, [sic!] Summer School, University of Cologne, Germany.

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