Publications
Šisler, Vít, Jan Švelch, Shawn Clybor, and Ondřej Trhoň. 2023. “Adapting Contested National History for Global Audiences in Attentat 1942 and Svoboda 1945: Liberation.” Studies in Eastern European Cinema 14 (1): 69–84. https://doi.org/10.1080/2040350X.2022.2071522.
Švelch, Jan. 2022. “Normalizing Player Surveillance through Video Game Infographics.” New Media & Society, June, Online First. https://doi.org/10.1177/14614448221097889.
Švelch, Jan. 2022. “Mediatization of Tabletop Role-Playing: The Intertwined Cases of Critical Role and D&D Beyond.” Convergence: The International Journal of Research into New Media Technologies 28 (6): 1662–78. https://doi.org/10.1177/13548565221111680.
Švelch, Jan. 2022. “Developer Credit: Para-Industrial Hierarchies of In-Game Credit Attribution in the Video Game Industry.” Games and Culture 17 (3): 374–98. https://doi.org/10.1177/15554120211034408.
Švelch, Jan, and Jaroslav Švelch. 2022. “‘Definitive Playthrough’: Behind-the-Scenes Narratives in Let’s Plays and Streaming Content by Video Game Voice Actors.” New Media & Society 24 (5): 1097–1115. https://doi.org/10.1177/1461444820971778.
Švelch, Jan, and Jaroslav Švelch. 2022. “Recasting Life Is Strange: Video Game Voice Acting during the 2016–2017 SAG-AFTRA Strike.” Television & New Media 23 (1): 44–60. https://doi.org/10.1177/1527476420962784.
Švelch, Jan. 2022. “Book Review: Creator Culture: An Introduction to Global Social Media Entertainment.” New Media & Society 24 (8): 1952–54. https://doi.org/10.1177/14614448221101118.
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. 2023. “Screenshot: (Para)text digitální kultury?” In Paratexty fotografie, edited by Tomáš Dvořák. NAMU.
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
Conferences
- Balancing In/formality within the Brno Video Game Industry Ecosystem (co-authored with Jan Houška, Tereza Fousek Krobová, and Jaroslav Švelch)
- Keynote: Behind the Games: Industrial Reflexivity and its Impact on Video Game Prodution Cultures
CEEGS 2025, University of Wrocław, September 8-10, 2025, Wrocław, Poland
- The City of Brno as a Video Game Industry Cluster: Cottage-Like Origins and Community Values (co-authored with Jan Houška, Tereza Fousek Krobová, and Jaroslav Švelch)
- Panel: Building from the (Play)ground Up: Finding Sustainable Game Industry Futures (together with Amanda Cote, Brandon C. Harris, Brendan Keogh, and Michael Iantorno)
Spring Seminar 2024: Meta, Tampere University, May 7-8, 2024, Tampere, Finland
- Jan Švelch: The Game Awards Meta: Industrial Reflexivity and the Institutionalization of Prize-Worthy Games
- Tracked and Monetized: On the Interconnectedness of Game Monetization and Player Surveillance
- Industrial Reflexivity and Cultural Economics of Game Awards and Prizes (recorded presentation)
- Prestige or Promotion: Industrial Reflexivity and Political Economy of the Game Awards
- Repurposing Concept Art: Video Game Art Books as Industrial Reflexivity (co-authored with Jaroslav Švelch)
- Resisting Platformization: Critical Role's Privileged Position on Twitch.tv (recorded presentation)
- Resisting Platform Logics: Critical Role's Privileged Use of Twitch.tv
Spring Seminar 2022: Gamebooks, Tampere University, May 4-6, 2022, Tampere, Finland
- Industrial Reflexivity in Video Game Art Books (co-authored with Jaroslav Švelch)
- Theorycrafting Upcoming Metagames: Exploring the Role of Card Previews in Magic: The Gathering
- Para-Industrial Construction of Videogame Authorship through In-Game Credits
- Paratext as Methodology: Highlighting and Obscuring Game Phenomena
- 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
- Who Creates Microtransactions: The Production Context of Video Game Monetization (co-authored with Lies van Roessel)
- Transgressive Content, or Toxic Developers? Exploring Online Discussions about Controversial Video Games
- 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)
- Studying Video Game Authorship Using the Paratextual Framework
- Beyond Paratexts, Towards Paratextuality: A Case for Granular Analysis of Video Game Paratextuality
- Panel: Beyond the Core Development Team: Exploring Emerging Roles and Responsibilities in the Global Game Industry (together with Peichi Chung, Lies van Roessel, and Heikki Tyni)
- Rethinking Video Game Paratextuality
- "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)
- Resisting the Perpetual Update: Protocolar Power in Digital Game (and Media) Distribution (co-authored with Jaroslav Švelch)
- "Patron My Porn": Crowdfunding NSFW Video Game Fan Cultures
- 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)
- 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)
- 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)
- 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)
- Glitching the Microtransactions: Mass Effect versus Dead Space
- Fan Art in Official Promotion of Video Games (co-authored with Veronika Veselá)
- The Lore, the Canon and the Trailer: Transmedia Storytelling in Video Game Trailers
