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Media Concept

The primary goal of LudoTalks is to build a bridge between complex academic research in Game Studies and the massive audience of gamers. Currently, the research environment is often too dense and inaccessible for the average player, who is unaccustomed to the complex philosophical, anthropological, and sociological vocabulary found in academic papers about video games.LudoTalks acts as an intermediary and translator, adapting serious academic texts into an understandable and engaging format of journalistic articles. We strive to cultivate a culture of conscious gaming and to help players understand that video games are not merely entertainment, but a deep and multifaceted medium with numerous unique and distinctive qualities. By increasing public awareness of game research, LudoTalks attracts a new audience into the field of Game Studies—from dedicated players to aspiring researchers and game designers.

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Data sources for media

For LudoTalks, the foundation of editorial work must be academic research on video games published in scholarly journals, conference proceedings, and specialized academic libraries. Since the primary goal of the media is to adapt complex research for a broad audience, it is crucial to consult not only works directly about video games but also research from related disciplines: philosophy, sociology, anthropology, psychology, cultural studies, and media studies.

Below are the main resources that can be used on an ongoing basis.

1. Game Studies — The International Journal of Computer Game Research (gamestudies.org)

Game Studies—one of the key academic resources for LudoTalks and one of the most suitable sources for building the media editorial database. It is an international, interdisciplinary scholarly journal dedicated to the study of computer games and gaming culture. It provides researchers with a platform to publish peer-reviewed scientific papers and discuss the theoretical and practical aspects of the gaming industry.The journal covers a wide range of topics, including the artistic expressiveness of video games, game mechanics, narrative, player interaction with virtual space, and the influence of games on culture and society. Its interdisciplinary approach holds particular value for LudoTalks: publications examine video games not just from a technical perspective, but also as independent cultural and communicative phenomena.Material from Game Studies can form the basis for most LudoTalks articles. For example, research on narrative in video games can be adapted into a piece about why some game stories emotionally impact players more profoundly than films; articles on virtual space can be analyzed to explore how the architecture of virtual worlds shapes the sensation of freedom and exploration; and works on player-game interaction can be featured in publications about engagement mechanisms.

2. DiGRA Digital Library and Transactions of the Digital Games Research Association (ToDiGRA) (digra.org)

DiGRA (Digital Games Research Association) is an international scholarly association that unites researchers and professionals dedicated to the study of digital games and related phenomena. The organization promotes the development of Game Studies, fosters scientific collaboration, and disseminates research in this field.One of the association’s key resources is the DiGRA Digital Library—a digital collection featuring materials from DiGRA’s annual international conferences, as well as publications from regional research events. The library houses hundreds of scholarly articles covering diverse aspects of video games: from player identity and representation to narrative structures, political discourse, social interactions, and the nuances of game design.Another crucial resource is ToDiGRA (Transactions of the Digital Games Research Association). This is an open-access international scholarly journal that publishes peer-reviewed, interdisciplinary research. Its unique strength lies in its synthesis of humanistic, social, technical, and design approaches to game studies.For LudoTalks, DiGRA is particularly valuable due to the diversity of its research topics and the timeliness of its discussions. It provides material for articles concerning the influence of video games on social processes, the representation of various groups, the interaction within gaming communities, the ethics of game design, and the cultural significance of specific gameplay mechanics. Furthermore, the conference proceedings allow readers to track emerging research trajectories and uncover topics that have not yet received widespread attention in popular gaming media.

3. Games and Culture (journals.sagepub.com)

Games and Culture — an international, peer-reviewed academic journal dedicated to exploring the relationship between video games, interactive media, and contemporary culture. Unlike publications that predominantly focus on the technical aspects of game development, this journal emphasizes the social, political, economic, and cultural dimensions of the gaming industry.The journal publishes theoretical and empirical research addressing issues such as gaming identity, gender and racial representation, virtual communities, video game ideology, player interaction, and the social implications of gaming. Particular attention is given to how video games reflect societal processes and, in turn, influence people’s perceptions of the world.This resource is particularly valuable for LudoTalks when preparing materials on social and humanities topics. For instance, journal publications can form the basis for articles on gender stereotypes in game characters, political views embedded in game worlds, the influence of online communities on player behavior, or the perception of violence in video games.

Data schema with division between human and machine processing

Working with data in LudoTalks is based on dividing tasks between a human and artificial intelligence. The human is responsible for searching and selecting original scientific research, verifying source credibility, and assessing their relevance to the audience. AI acts as an analytical tool: it studies the selected publication, extracts key ideas and findings, and generates a concise and understandable summary tailored to the readers' interests and knowledge level. Following machine processing, the editor performs post-editing: they check the accuracy of the presentation against the original research, simplify complex phrasing, and add context and examples from video games. This collaboration maintains the material’s scientific integrity while making it accessible and engaging for a broad audience. As a result, LudoTalks unites academic expertise with AI capabilities to popularize Game Studies.

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Guidelines for Automated Services within the Schema

The guidelines establish the rules for artificial intelligence when processing academic publications. Their primary objective is to ensure the accuracy of the conveyed information, preserve the scholarly value of the original research, and adapt its content for a broad audience on LudoTalks. The AI functions as an analytical and editorial assistant: it does not replace the scholarly author or editor, but rather streamlines work with large volumes of information, helps structure material, and transforms complex academic texts into accessible publications.

Working with Primary Sources

  1. The system receives the full text of the original scholarly research paper, which has been pre-selected and uploaded by the editor.

  2. Along with the text, bibliographic data is provided: the research title, author, year of publication, scientific journal or conference, and a link to the primary source.

  3. If the full text is unavailable, the information is incomplete, or the source cannot be identified, the system notifies the editor and does not attempt to fill in the missing data autonomously.

  4. The original scholarly publication always remains the basis for analysis, not third-party retellings or material from video games.

Principle of Scientific Analysis

  1. The AI analyzes the research content and extracts key elements: objective, methodology, main theses, findings, and limitations.2. The system separates confirmed results from the authors' hypotheses, assumptions, and interpretations.3. All extracted facts and conclusions must correspond to the original research.4. If the article contains contradictions, ambiguous phrasing, or insufficient information, the system flags these for subsequent review by an editor.5. The AI must not invent statistics, quotes, experimental results, or scientific conclusions on its own.

The Principle of Adapting to the Audience

  1. Every prepared text is adapted according to the target audience of LudoTalks—primarily individuals passionate about video games but lacking specific academic training.2. Complex scientific terminology is replaced with accessible phrasing or accompanied by clear explanations.3. Theoretical concepts are, whenever possible, linked to gaming experiences: specific video games, genres, gameplay mechanics, and cultural phenomena.4. When adapting, it is prohibited to distort the original meaning of scientific concepts for the sake of simplification or greater appeal.5. The final material must retain scholarly depth without requiring the reader to have specialized knowledge in Game Studies.

Material Development Principle

  1. Based on an AI-conducted analysis, it generates a concise summary of the research that conveys its core idea and most significant findings.2. The text must include an explanation of the research problem, the main conclusions, their connection to video games, and its relevance to the reader.3. The system also offers several title options, thematic directions for a future article, and possible gaming examples.4. When drafting the text, the AI adheres to the LudoTalks editorial style: accessible, informative, and engaging, without excessive academic jargon.5. All prepared materials retain links to the original research and its bibliographic data.
LudoTalks
Project created at 08.11.2026