


SVI Conference 2025
SOUND OF GAMES
Fifth International Video Game Studies Conference (SVI2026)
Kazimierz Wielki University, Bydgoszcz, Poland, 12-13 Nov 2026
SVI CONFERENCE

Supported by funding from the Polish Minister of Higher Education through the “Regionalna inicjatywa doskonałości” grant
Dofinansowano ze środków Ministra Nauki w ramach Programu „Regionalna inicjatywa doskonałości”
Online sessions on Monday, Nov. 12th:
The public is welcome to join, but please ensure that your microphones and cameras are turned off during the sessions.
Sound of Games
Since the beginning of video games, audio has played a crucial role in shaping player experience, meaning-making, and emotional engagement. Early game sound emerged from severe technological limitations: restricted memory, primitive sound chips, and close coupling between audio and hardware architecture. These constraints fostered distinctive compositional and design practices, including looping structures, timbral abstraction, and a functional relationship between sound and gameplay feedback (Collins, 2008). Despite its significance to user experience, sound and music were long treated as secondary to game visuals, both in popular discourse and in academic research.
The academic study of video game sound and music began to gain visibility in the late 1990s and early 2000s, often emerging from adjacent disciplines such as film music studies, musicology, sound studies, and media studies. Early foundational work sought to establish taxonomies and analytical frameworks capable of addressing interactivity, non-linearity, and player agency—features that distinguish games from earlier audiovisual media (Whalen, 2004). Karen Collins’s research on adaptive and interactive audio systems was particularly influential in demonstrating how game sound responds dynamically to player input and system states, challenging linear analytical models derived from cinema (Collins, 2008, 2013). Scholars such as Zach Whalen and Mark Grimshaw further emphasized the experiential and immersive qualities of game sound, positioning audio as a key mediator between player, avatar, and virtual environment (Grimshaw, 2011).


Despite these advances, game sound studies remains comparatively underrepresented within game studies as a whole. Visual aesthetics, narrative analysis, and rule-based mechanics continue to dominate scholarly discourse, while sound and music are often addressed only peripherally. This imbalance is striking, given that audio is fundamental not only to atmosphere and emotion, but also to gameplay itself: it communicates spatial orientation, signals danger and reward, supports learning, and structures time (Byrne, 2013). Game sound is procedural and systemic, operating in real time as part of the game’s rule-based architecture. Players do not merely listen to game audio; they actively engage with, influence, and perform through it (Collins, 2013).
Recent research has increasingly foregrounded the aesthetic, affective, and cultural dimensions of game sound. Tim Summers (2016) demonstrates how musical style, orchestration, and genre contribute to narrative framing and world-building, while Kamp and Fritsch (2018) focus on affect and embodiment, emphasizing listening as a corporeal and emotional practice. Isabella van Elferen’s concept of ALImEntation (Affect, Ludology, Immersion, and Embodiment) offers a particularly productive framework for understanding game music as a phenomenon that simultaneously operates across system design, emotional response, and bodily engagement (van Elferen, 2016). These perspectives underscore that game sound is not merely a technical layer or atmospheric supplement, but a complex aesthetic field deeply embedded in play.
Voice acting and vocal sound represent another critical yet still insufficiently theorized area of game audio research. Voice performance connects players to characters through accent, timbre, rhythm, and emotional delivery, while also raising questions of localization, authorship, labor conditions, and representation. As contemporary games increasingly rely on performance capture and cinematic storytelling, vocal sound occupies a liminal space between film, theatre, radio drama, and interactive media (Donnelly, 2014). Examining voice in games therefore requires interdisciplinary approaches that combine performance studies, cultural studies, linguistics, sound studies, production research, and other disciplines.
Crucially, the study of game sound and music benefits in distinctive ways from practice-based research approaches. Unlike many other aesthetic domains, game audio is shaped by middleware (Milner, 2009), engines, implementation logic, and production pipelines that directly affect creative outcomes. Understanding adaptive music systems, spatial sound design, or interactive mixing often requires hands-on engagement with tools such as audio middleware and game engines. Practice-based research—through composition, sound design, prototyping, and experimentation—allows scholars to investigate how theoretical concepts operate under real production constraints, and how creative decisions emerge from technological affordances and limitations (Collins, 2013).
Integrating practice into academic research also enables reflexive insight into authorship, collaboration, and problem-solving processes that are difficult to capture through analysis alone. Composing adaptive music, designing responsive soundscapes, or directing voice performances can function as methods of inquiry in their own right, generating knowledge through making. Such approaches align game sound studies with broader traditions of artistic research and practice-as-research, while remaining firmly grounded in critical theory and media scholarship.
For these reasons, Sound of Games foregrounds dialogue between scholars and practitioners as essential rather than optional – this being one of the foundation stones of the SVI conference series. By bringing together researchers, composers, sound designers, and voice professionals, the conference positions game sound studies as a field where theory and practice mutually inform one another. Focusing on sound, music, and voice enables a more comprehensive and nuanced understanding of video games as audiovisual, interactive, and cultural forms—and establishes game sound studies as a vital, innovative, and methodologically diverse area of contemporary research.

References
- Byrne, D. (2013). How Music Works. Canongate Books.
- Collins, K. (2008). Game sound: An introduction to the history, theory, and practice of video game music and sound design. MIT Press.
- Collins, K. (2013). Playing with sound: A theory of interacting with sound and music in video games. MIT Press.
- Donnelly, K. J. (2014). Occult aesthetics: Synchronization in sound film. Oxford University Press.
- Grimshaw, M. (Ed.). (2011). Game sound technology and player interaction: Concepts and developments. IGI Global.
- Kamp, M., & Fritsch, M. (2018). Affect and embodiment in video game music. Journal of Sound and Music in Games, 1(1), 1–19.
- Milner, G. (2009). Perfecting Sound Forever: An Aural History of Recorded Music. Faber&Faber.
- Ross, A. (2008). The rest is noise: Listening to The Twentieth Century. Picador.
- Summers, T. (2016). Understanding video game music. Cambridge University Press.
- van Elferen, I. (2016). Analyzing game music. In M. Kamp, T. Summers, & M. Sweeney (Eds.), Ludomusicology: Approaches to video game music (pp. 13–34). Equinox.
- Whalen, Z. (2004). Play along—An approach to video game music. Game Studies, 4(1).
SVI 2026
Keynote speakers

Melanie Fritsch
Dr. phil. Melanie Fritsch is currently Junior professor for Media and Cultural Studies with a focus on Game Studies and related fields at Heinrich Heine University Düsseldorf. She is a team member of the Ludomusicology Research Group as well as the speaker team of the AG Games of the Gesellschaft für Medienwissenschaft. Further, she is a co-founder of the Society for the Study of Sound and Music in Games and the “Journal of Sound and Music in Games” as well as the AG Spiele (Verband DHd – “Digital Humanities im deutschsprachigen Raum“). She co-edited the “Cambridge Companion to Video Game Music“ in collaboration with Dr. Tim Summers.
(Photo credit: Ingo Drumm)

Adam Skorupa
Adam Skorupa is one of the best-known and most experienced Polish video game music composer and sound designer. In his 25 years of career, he composed more than 3000 tracks for more than 100 various games, tv adverts or animated movies. You may have heard his music in well-known and recognizable games such as: The Witcher, Diablo Immortal, Shadow Warrior or Green Hell. He is the leader of the music company „Music Imaginary” which specializes on creating custom-composed music for games, movies, and commercials .
Awarded a platinum record for „A Tavern on The Riverbank” (The Witcher II).
Themes
Possible topics include, but are not limited to:

Theory, Analysis, and Aesthetics of Game Music
- Analytical approaches to game soundtracks and adaptive scores
- Interplay between music, narrative, and gameplay
- Genre conventions and experimental strategies
- Intertextuality, quotation, and nostalgia

Cultural, Social, and Political Dimensions of Game Audio
- Sound, identity, gender, race, and sexualities
- Local, regional, and diasporic sound cultures in games
- Music licensing, copyright, and global media economies
- Crossovers with film, theater, animation, and other media

Sound Design, Audio Technologies, and Player Experience
- Spatial audio, procedural sound, and haptics
- Accessibility, optimization, and technical constraints
- Artificial intelligence in composition and sound design
- Psychoacoustics and player response

Voice Acting, Performance, and Vocal Presence
- Techniques and aesthetics of voice performance in games
- Localization, dubbing, performance capture, and multilingual practices
- Ethics of voice labour, representation, and digital cloning
- Emotional design, characterization, and immersion

Education and History
- Training in composition, sound design, and voice acting
- Pedagogical models, curricula, and interdisciplinary practice
- Oral histories, fan archives, and community memory
- Histories of video game sound and music cultures
SCHEDULE (PDF)
Thursday 12th November -Friday 13th November
Main Library Building, Kazimierz Wielki University – Szymanowskiego 3
Street, Bydgoszcz, Poland
Participation
Abstract Submission
Abstracts of up to 300 words, with up to 5 keywords, along with a short bio (up to 100 words) should be sent before July 1st, 2026, to conference.svi@gmail.com
Important Dates
Submission Deadlines
Abstracts: July 1st, 2026
Notification of Acceptance
Abstracts: July 21st, 2026
Fee Payments Deadlines
September 7th, 2026
Full Papers
Submission Deadlines
Full papers: January 31st, 2027
Participation Options
Online and Live in English language (official language of the conference)
Registration Fee
Live/Online attendance: 80 EUR (40 EUR for students/PhD students)
Committee
Organizing Committee
- Krzysztof Chmielewski –Faculty of Cultural Studies / Kazimierz Wielki University in Bydgoszcz, Poland
- Jakub Majewski –Faculty of Cultural Studies / Kazimierz Wielki University in Bydgoszcz, Poland
- Dušica Dragin – Academy of Arts / University of Novi Sad, Serbia
- Jagoda Kościelniak –Faculty of Cultural Studies / Kazimierz Wielki University in Bydgoszcz, Poland
- Piotr Siuda –Faculty of Cultural Studies / Kazimierz Wielki University in Bydgoszcz, Poland
- Justyna Gluba – Faculty of Cultural Studies / Kazimierz Wielki University in Bydgoszcz, Poland
- Irena Čučković – Academy of Arts / University of Novi Sad, Serbia
- Mateusz Felczak – Faculty of Humanities /SWPS University in Warsaw, Poland
- Wojciech Sosnowski – Faculty of Law and Economy / Kazimierz Wielki University in Bydgoszcz, Poland
- Radosław Walczak – PhD candidate in Literature Studies / Kazimierz Wielki University in Bydgoszcz, Poland
- Paweł Stachowiak – Student Scientific Association of Game Designers (Gamedec) / Kazimierz Wielki University in Bydgoszcz, Poland
- Dominik Juchimiuk – Student Scientific Association of Game Designers (Gamedec) / Kazimierz Wielki University in Bydgoszcz, Poland
- Julia Szymańska – Student Scientific Association of Game Designers (Gamedec) / Kazimierz Wielki University in Bydgoszcz, Poland
- Michał Pędziwiatr – Student Scientific Association of Game Designers (Gamedec) / Kazimierz Wielki University in Bydgoszcz, Poland
- Oktawia Piotrowska – Student Scientific Association of Game Designers (Gamedec) / Kazimierz Wielki University in Bydgoszcz, Poland
Programme Committee
- Krzysztof Chmielewski – Faculty of Cultural Studies / Kazimierz Wielki University in Bydgoszcz, Poland
- Manojlo Maravić – Academy of Arts / University of Novi Sad, Serbia
- Marcin Pigulak – Chairman of the Games Research Association of Poland/ Adam Mickiewicz University, Poland
- Piotr Siuda –Faculty of Cultural Studies / Kazimierz Wielki University in Bydgoszcz, Poland
- Jan Stasieńko – Faculty of Humanities / AGH University of Kraków, Poland
- Michał Mochocki – Faculty of History / University of Gdańsk, Poland
- Jagoda Kościelniak –Faculty of Cultural Studies / Kazimierz Wielki University in Bydgoszcz, Poland
- Jakub Majewski –Faculty of Cultural Studies / Kazimierz Wielki University in Bydgoszcz, Poland
- Filip Jankowski –Faculty of Cultural Studies / Kazimierz Wielki University in Bydgoszcz, Poland
- Mateusz Felczak – Faculty of Humanities /SWPS University in Warsaw, Poland
- Wojciech Sosnowski – Faculty of Law and Economy / Kazimierz Wielki University in Bydgoszcz, Poland
- Mila Bujić – Tampere University, Finland
- Marta Tymińska – Faculty of Cultural Studies/ University of Gdańsk, Poland
- Marko Suvajdžić – Digital Worlds Institute / University of Florida, USA
- Zlatko Bukač – Department of English / University of Zadar, Croatia
- Scott Knight – Faculty of Society & Design, Bond University, Australia

Contact Us
Feel free to send us your abstract or ask for any additional information.
Address
SVI Conference
University of Novi Sad, Rectory
21000 Novi Sad, Serbia
Dr Zorana Djindjica 1
Supported by funding from the Polish Minister of Higher Education through the “Regionalna inicjatywa doskonałości” grant
Dofinansowano ze środków Ministra Nauki w ramach Programu „Regionalna inicjatywa doskonałości”
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