Julián Gutiérrez Carrera

Julián Gutiérrez Carrera

@gutierrezcarrera.bsky.social

Doctoral student researching representations of suicide in videogames.

39 Followers 45 Following 16 Posts Joined Feb 2024
2 weeks ago
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...

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!

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3 weeks ago
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...

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!

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1 month ago
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...

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!

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1 month ago
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...

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...

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1 month ago

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...

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2 months ago
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...

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.

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2 months ago
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...

NSO criticises social constraints surrounding failure to integrate into society and dismissal of women’s mental illness through its representation of suicide livestreams.

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2 months ago
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...

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.

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2 months ago
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...

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.

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2 months ago
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...

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.

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2 months ago
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...

In the article, we conduct a close playing of virtual suicide livestreams in the Japanese adventure videogame NEEDY STREAMER OVERLOAD (NSO).

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2 months ago
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...

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.

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3 months ago
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...

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

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3 months ago
Preview
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…

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.

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8 months ago
Fictional videogames as framing devices: Suicide communication in MMOs | Eludamos: Journal for Computer Game Culture

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.

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8 months ago
Fictional videogames as framing devices: Suicide communication in MMOs | Eludamos: Journal for Computer Game Culture

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.

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8 months ago
Fictional videogames as framing devices: Suicide communication in MMOs | Eludamos: Journal for Computer Game Culture

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;

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8 months ago
Fictional videogames as framing devices: Suicide communication in MMOs | Eludamos: Journal for Computer Game Culture

In particular, I found that written communication through an MMO’s chat box can provide an alibi by turning seemingly serious statements into jokes;

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8 months ago
Fictional videogames as framing devices: Suicide communication in MMOs | Eludamos: Journal for Computer Game Culture

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.

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8 months ago
Fictional videogames as framing devices: Suicide communication in MMOs | Eludamos: Journal for Computer Game Culture

As suicide communication is often indirect, I focused on how the social logic and rules of MMOs enable direct suicide communication.

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8 months ago
Fictional videogames as framing devices: Suicide communication in MMOs | Eludamos: Journal for Computer Game Culture

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.

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8 months ago
Fictional videogames as framing devices: Suicide communication in MMOs | Eludamos: Journal for Computer Game Culture

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.

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8 months ago
Fictional videogames as framing devices: Suicide communication in MMOs | Eludamos: Journal for Computer Game Culture

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.

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