Elina Roinioti
Biographic Data
| ID | 214310 |
|---|---|
| NAME | Elina Roinioti |
| GIVEN NAMES | Elina |
| FAMILY NAME | Roinioti |
| SIGNATURE | ROINIOTI E |
| AFFILIATIONS | University of Peloponnese |
| ORCID | 0000-0003-4265-5032 |
| VERIFIED | Yes |
| TOTAL WORKS | 7 |
| TOTAL CITATIONS | 2 |
| WORKS AS AUTHOR | 7 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Return to the Garden
We revisit Life in the Garden more than a quarter of a century later, aiming to leverage advances in modular storytelling techniques and large language models (LLMs) to address limitations of the original: (1) narrative incoherence and (2) the lack of a strong sense of authorship. We built an interactive storytelling system and co-performed the story in a live session to test participant engagement. The experiment produced both a screenplay and a…
A Scoping Review of STEAM Policies in Europe
The Road-STEAMer Horizon Europe Program examines STEAM (Science, Technology, Engineering, Arts, and Mathematics) education policies across Europe, with a specific focus on integrating the arts into traditional STEM disciplines. Through the analysis of open-access repositories, official documents, and stakeholder interviews, this study conducts both a macroanalysis of European policies and a detailed analysis of national initiatives. The research …
Understanding How Marginal National Video Game Industries Differ
This article compares small (19 employees or fewer) video game developers’ commercial and creative mindsets in three marginal video game industries, Australia, New Zealand, and Greece, to understand how these industries differ. Semi-structured interviews were conducted with 62 participants across the three countries and analysed using thematic analysis. Despite all three national industries’ marginal status, there were similarities and clear diff…
Exploring Online Gaming Communities Through Documentary Filmmaking
This paper explores video game documentaries as a method for researching online gaming communities. We begin by framing documentary filmmaking as a practice-based approach, a creative form of video ethnography, with the film serving as the focal output. Our analysis draws on a close reading of four recent video game documentaries that highlight European voices, alongside insights from our own fieldwork. We focus on the affordances of this approac…
Games for the Pluriverse
In this paper, we explore the growing trend of European game developers embracing their cultural heritage with greater dedication. Taking a bottom-up approach, we showcase various successful examples of games that engage with local cultural canons. Additionally, we investigate how games can evolve into creators of cultural heritage by examining those that have already achieved such status. Furthermore, we delve into the potential fusion between i…
Exploring Video-Game Production’s Contingency on Live-Streaming Platforms
This article studies the cultural contingency of video-game production on Amazon’s live-streaming platform, Twitch. It looks at this phenomenon from a political-economic perspective to unearth Twitch’s platformisation strategy to better understand what it means for the video-game industry. Platformisation signifies the infrastructural embeddedness of platforms, supported by a business strategy of expanding beyond their services’ boundaries to sta…
Caught in the war against gambling
The advent of the video game industry brought about new cultural policies in both the national and international levels. In particular, incentives and flexible funding programmes for the production of video games have become a key pillar of support for small, domestic, but also global game companies. In Greece, video game policy history has followed the developments and legal entanglements of gambling regulation, with serious national and interna…
Exploring Online Gaming Communities Through Documentary Filmmaking
This paper explores video game documentaries as a method for researching online gaming communities. We begin by framing documentary filmmaking as a practice-based approach, a creative form of video ethnography, with the film serving as the focal output. Our analysis draws on a close reading of four recent video game documentaries that highlight European voices, alongside insights from our own fieldwork. We focus on the affordances of this approac…
Games for the Pluriverse
In this paper, we explore the growing trend of European game developers embracing their cultural heritage with greater dedication. Taking a bottom-up approach, we showcase various successful examples of games that engage with local cultural canons. Additionally, we investigate how games can evolve into creators of cultural heritage by examining those that have already achieved such status. Furthermore, we delve into the potential fusion between i…
Caught in the war against gambling
The advent of the video game industry brought about new cultural policies in both the national and international levels. In particular, incentives and flexible funding programmes for the production of video games have become a key pillar of support for small, domestic, but also global game companies. In Greece, video game policy history has followed the developments and legal entanglements of gambling regulation, with serious national and interna…
Exploring Video-Game Production’s Contingency on Live-Streaming Platforms
This article studies the cultural contingency of video-game production on Amazon’s live-streaming platform, Twitch. It looks at this phenomenon from a political-economic perspective to unearth Twitch’s platformisation strategy to better understand what it means for the video-game industry. Platformisation signifies the infrastructural embeddedness of platforms, supported by a business strategy of expanding beyond their services’ boundaries to sta…
Games for the Pluriverse
In this paper, we explore the growing trend of European game developers embracing their cultural heritage with greater dedication. Taking a bottom-up approach, we showcase various successful examples of games that engage with local cultural canons. Additionally, we investigate how games can evolve into creators of cultural heritage by examining those that have already achieved such status. Furthermore, we delve into the potential fusion between i…
A Scoping Review of STEAM Policies in Europe
The Road-STEAMer Horizon Europe Program examines STEAM (Science, Technology, Engineering, Arts, and Mathematics) education policies across Europe, with a specific focus on integrating the arts into traditional STEM disciplines. Through the analysis of open-access repositories, official documents, and stakeholder interviews, this study conducts both a macroanalysis of European policies and a detailed analysis of national initiatives. The research …
Understanding How Marginal National Video Game Industries Differ
This article compares small (19 employees or fewer) video game developers’ commercial and creative mindsets in three marginal video game industries, Australia, New Zealand, and Greece, to understand how these industries differ. Semi-structured interviews were conducted with 62 participants across the three countries and analysed using thematic analysis. Despite all three national industries’ marginal status, there were similarities and clear diff…
Exploring Online Gaming Communities Through Documentary Filmmaking
This paper explores video game documentaries as a method for researching online gaming communities. We begin by framing documentary filmmaking as a practice-based approach, a creative form of video ethnography, with the film serving as the focal output. Our analysis draws on a close reading of four recent video game documentaries that highlight European voices, alongside insights from our own fieldwork. We focus on the affordances of this approac…
Return to the Garden
We revisit Life in the Garden more than a quarter of a century later, aiming to leverage advances in modular storytelling techniques and large language models (LLMs) to address limitations of the original: (1) narrative incoherence and (2) the lack of a strong sense of authorship. We built an interactive storytelling system and co-performed the story in a live session to test participant engagement. The experiment produced both a screenplay and a…
Computer Science (5 works) · Digital Games and Media (5 works) · Multimedia (5 works) · Sociology (5 works) · Video game (4 works) · Business (3 works) · Cinema and Media Studies (3 works) · Economics (3 works) · Game design (3 works) · Political science (3 works)