Bio and Publications

Bio

Jan Švelch is a game production studies scholar, currently based at Charles University, Faculty of Arts. His research interests include video game production, monetization, paratextuality, and Magic: The Gathering. In 2018-2020, he was a post-doctoral researcher at the Centre of Excellence in Game Culture Studies at Tampere University. His doctoral thesis explored paratextuality of the video game cultural industry and its audience reception (PDF). Besides research, he has more than ten years of experience as a freelance journalist covering video games and music for various Czech magazines, including the Metacritic-aggregated Level. For a brief period, he worked as data analyst for the leading Czech video game studio Bohemia Interactive.  

Publications

Švelch, Jan. 2020. “Redefining Screenshots: Toward Critical Literacy of Screen Capture Practices.” Convergence: The International Journal of Research into New Media Technologies, September, Online First. https://doi.org/10.1177/1354856520950184.

Švelch, Jan. 2020. “Paratextuality in Game Studies: A Theoretical Review and Citation Analysis.” Game Studies 20 (2). http://gamestudies.org/2002/articles/jan_svelch.

Švelch, Jan. 2020 [2019]. “Mediatization of a Card Game: Magic: The Gathering, Esports, and Streaming.” Media, Culture & Society 42 (6): 838–56. https://doi.org/10.1177/0163443719876536.

Švelch, Jan. 2019. “Resisting the Perpetual Update: Struggles against Protocological Power in Video Games.” New Media & Society 21 (7): 1594–1612. https://doi.org/10.1177/1461444819828987.

Švelch, Jan. 2019. “Platform Studies, Computational Essentialism, and Magic: The Gathering.” In Analog Game Studies: Volume III, edited by Emma Leigh Waldron, Aaron Trammell, and Evan Torner, 62–75. Carnegie Mellon University: ETC Press.
Previously published as Švelch, Jan. 2016. “Platform Studies, Computational Essentialism, and Magic: The Gathering.” Analog Game Studies III, no. IV (July 11, 2016). Available online http://analoggamestudies.org/2016/07/platform-studies-computational-essentialism-and-magic-the-gathering/.

Švelch, Jan. 2017. “Exploring the Myth of the Representative Video Game Trailer.” Kinephanos 7 (1): 7–36. Available online http://www.kinephanos.ca/2017/exploring-the-myth-of-the-representative-video-game-trailer/

Švelch, Jan. 2017. “Playing with and against Microtransactions: The Discourses of Microtransactions Acceptance and Rejection in Mainstream Video Games.” In The Evolution and Social Impact of Video Game Economics, edited by Casey B. Hart, 101–20. Lanham, Maryland: Lexington Books.

Švelch, Jan. 2017. “The Virmire Survivor.” In 100 Greatest Video Game Characters, edited by Jaime Banks, Robert Mejia, and Aubrie Adams, 196–98. Rowman & Littlefield.

Švelch, Jan, and Tereza Krobová. 2016. “Historicizing Video Game Series through Fan Art.” Transformative Works and Cultures 2016 (Vol 22). Available online http://journal.transformativeworks.org/index.php/twc/article/view/786/708

Švelch, Jan. 2016. “‘Footage Not Representative’: Redefining Paratextuality for the Analysis of Official Communication in the Video Game Industry.” In Contemporary Research on Intertextuality in Video Games, edited by Christophe Duret and Christian-Marie Pons, 297–315. IGI Global. Fulltext PDF (link) or available online (paid access): https://www.igi-global.com/chapter/footage-not-representative/157040

Švelch, Jan, and Tereza Krobová. 2016. “Who Is the Note-Worthy Fan? Featuring Players in the Official Facebook Communication of Mainstream Video Games.” Replay. The Polish Journal of Game Studies 3 (1): 81–100. https://doi.org/10.18778/2391-8551.03.05

Švelch, Jan. 2016. “Regarding Board Game Errata.” In Analog Game Studies: Volume I, edited by Aaron Trammell, Evan Torner, and Emma Leigh Waldron, 179–85. ETC Press. Available online: http://press.etc.cmu.edu/content/analog-game-studies-volume-i.
Previously published in 2014 as: Švelch, Jan. 2014. “Regarding Board Game Errata.Analog Game Studies I, no. V (December 2, 2014). Available online: http://analoggamestudies.org/2014/12/regarding-board-game-errata/

Švelch, Jan. 2015. “Towards a Typology of Video Game Trailers: Between the Ludic and the Cinematic.” G|A|M|E, the Italian Journal of Game Studies 2015 (4). Available online: http://www.gamejournal.it/svelch_trailers/

Švelch, Jan. 2015. “Negotiating a Glitch: Identifying and Using Glitches in Video Games with Microtransactions.” In New Perspectives in Game Studies: Proceedings of the Central and Eastern European Game Studies Conference Brno 2014, edited by Tomáš Bártek, Jan Miškov, and Jaroslav Švelch, 55–70. Brno: Masaryk University. Available online: http://gamestudies.cz/odborne/ceegs2014/

(In Czech)

Švelch, Jan. 2016. “Paratextual Analysis as a Complementary Method of Research of Historical Reception. Language and National Identity in Paratexts of Czech and Foreign Sound Films Screened in 1930 in Czechoslovakia.” Iluminace 28 (3): 71–88.

Švelch, Jan. 2013. “Zachraňte status quo: Digitální hry a společenská změna.” Gamestudies.cz. ISSN 1805-9155. Available online: http://gamestudies.cz/odborne/zachrante-status-quo-digitalni-hry-a-spolecenska-zmena/

Švelch, Jan. 2013. “O pomíjivosti audiovizuálních médií a paratextech.” Iluminace, Volume 25, 2013, no. 4 (92), pp. 122-125. Available online: http://www.iluminace.cz/images/obsah/svelch_4_2013.pdf

Švelch, Jan. 2012. “Počítačové hry a nastolování agendy.” Gamestudies.cz. ISSN 1805-9155. Available online: http://gamestudies.cz/odborne/pocitacove-hry-a-nastolovani-agendy/.

Conference papers

Clash of Realities 2019, Cologne Game Lab, TH-Köln, 19-21 November 2019, Cologne, Germany
  • Paratext as Methodology: Highlighting and Obscuring Game Phenomena 

CEEGS 2019, Jagellonian University, 26-28 September 2019, Krakow, Poland
  • Playing Cards with Abominations: Posthuman Monstrosity in the Hecatomb Card Game (co-authored with Jaroslav Švelch)
  • From Tabletop to Esports: Magic: The Gathering in the Era of Live-Streaming

DiGRA 2019, Ritsumeikan University, 6-10 August 2019, Kyoto, Japan
  • Who Creates Microtransactions: The Production Context of Video Game Monetization (co-authored with Lies van Roessel)

DiGRA Nordic 2018, University of Bergen, 28-30 November 2018, Bergen, Norway
  • Transgressive Content, or Toxic Developers? Exploring Online Discussions about Controversial Video Games

CEEGS 2018, Film Faculty of Prague's Academy of Performing Arts, 11-13 October 2018, Prague, the Czech Republic
  • Documentation, Promotion, or Art? A Holistic Approach to Video Game Screenshots
  • Who Creates Monsters? The Work of Enemy Design in Video Games (co-authored with Jaroslav Švelch)

Games and Literary Theory 2018, IT University of Copenhagen, 15-17 August 2018, Copenhagen, Denmark (part of the Triple Game Studies Conference)
  • Studying Video Game Authorship Using the Paratextual Framework

DiGRA 2018, University of Turin, 25-28 July 2018, Turin, Italy
  • Beyond Paratexts, Towards Paratextuality: A Case for Granular Analysis of Video Game Paratextuality
  • Beyond the Core Development Team: Exploring Emerging Roles and Responsibilities in the Global Game Industry (a panel with Peichi Chung, Lies van Roessel, and Heikki Tyni)

Games and Literary Theory 2016, Jagellonian University, 18-20 November 2016, Krakow, Poland
  • Rethinking Video Game Paratextuality

CEEGS 2016, Maria Curie Sklodowska University, 20-22 October 2016, Lublin, Poland
  • "Magic: The Platform" – Applying Platform Studies Framework to Analog Games
  • Games of Our Lives: Complex Continuous Fannish Histories of Mainstream Video Game Series (co-authored with Tereza Krobová)

Interdisciplinary Play and Interplay in the Postdigital Age, Ústav svetovej literatúry Slovenskej akadémie vied, 5-6 October 2016, Bratislava, Slovakia
  • Resisting the Perpetual Update: Protocolar Power in Digital Game (and Media) Distribution (co-authored with Jaroslav Švelch)

FROG 2016: Beyond Gameplay - Game Cultures and Practices, Vienna, 23-25 September 2016
  • "Patron My Porn": Crowdfunding NSFW Video Game Fan Cultures

DiGRA-FDG 2016: First Joint Conference, Abertay University, 1-5 August 2016, Dundee, Scotland
  • Paratextuality 2.0: Updating Genette’s Framework for Complex Game Systems
  • Hidden Paratextuality: Concealing the Factual Aspects of Video Games
  • Resisting Patches and Errata: Motivations and Tactics
  • Crowdfunding NSFW Video Game Fan Art
  • Gendering Magic – Men, Women and Eldrazi of Magic: the Gathering (co-authored with Tereza Krobová)

ICA 2016, 9-13 June 2016, Fukuoka, Japan
  • Invisible Europe? Analysing European agenda in party communication during the 2014 EP election campaign on Facebook in the Czech Republic (co-authored with Václav Štětka)

CEEGS 2015, Jagellonian University, 21-24 October 2015, Krakow, Poland
  • Distributing Patches and Errata: A Comparative Approach to the Study of Technical Updates for Digital and Analog Games
  • Who Is the Note-Worthy Fan? – Player Individuality and Community in Official Communication of Mainstream Video Games (co-authored with Tereza Krobová)

DiGRA 2015, Leuphana University, 14-17 May 2015, Lüneburg, Germany
  • The Ludic, the Cinematic and the Paratextual: Towards a Typology of Video Game Trailers
  • The Joy of Discovery, Experimentation or Just Exploitation? The Roles of Glitches in Video Game Culture (co-authored with Jaroslav Švelch)
  • What’s So Funny about Glitches: The Practice of Making Glitch Based Gameplay Videos (co-authored with Jaroslav Švelch)

CEEGS 2014, Masaryk University, 10-11 October 2014, Brno, the Czech Republic
  • Glitching the Microtransactions: Mass Effect versus Dead Space

Fan Studies Network Conference 2014, Regent's University, 27-28 September 2014, London, United Kingdom
  • Fan Art in Official Promotion of Video Games (co-authored with Veronika Veselá)

Titles, Teasers and Trailers, University of Edinburgh, Centre for Film, Performance and Media Arts, 22-23 April 2013, Edinburgh, Scotland
  • The Lore, the Canon and the Trailer: Transmedia Storytelling in Video Game Trailers

No comments:

Post a Comment