DIGRA Mx 2026 PROGAMA (Auditorio)
Del 29 de junio al 3 de julio de 2026
Sede: Instituto Politécnico Nacional
LUNES 29 DE JUNIO DE 2026
Auditorio principal
9:30 h
Registro de asistentes
10:00 h
Inauguración
10:30 h
Conferencia inaugural
Lorena Mancilla – Mega XP
Construyendo comunidades por medio del juego: aprendizajes desde la organización de eventos geeks en México
11:30 h
Conferencia magistral
Mario Heras – Actor y director de doblaje
Trabajar jugando, o casi. Pulsa Start
12:30 a 13:30 h
Panel 1
La casa de muñecas digital: prácticas, experiencias e identidades de los jugadores de The Sims – Ona Anglada-Pujol. Universitat de Barcelona (o).
Beyond Adaptivity: Music and Perceptual Structuring in Super Smash Bros Ultimate – Ruth S. Contreras-Espinosa. Adrien Faure-Carvallo. (Universitat de Barcelona) y José Luis Eguia-Gómez (Universitat Politècnica de Catalunya)(o).
Women and gamers. Just like that! – Ileana Cruz-Sánchez (Tecnológico Nacional de México, campus CIIDET) y Janett Juvera-Ávalos (Universidad Autónoma de Querétaro)
13:30 a 14:30 h
Panel 2
A Spectral Heroine: Deconstructing the Trauma of Alice in Wonderland in the Video Game Alice: Madness Returns – Pablo Andrés Castellanos Zuluaga (Corporación universitaria Minuto de Dios )
The Disfigured Body as an Element of Horror in Video Games. Hermeneutic Analysis of the Cultural Components of the Social Imaginary of the East and West in Silent Hill 2 (2024) and Silent Hill F (2025) – Tatiana Minor (Facultad de Ciencias Políticas y Sociales) y José Ángel Garfias Frías ( Facultad de Ciencias Políticas y Sociales)
The Horror, the Silence and the Video Game – Blanca López (Universidad Autónoma Metropolitana)
14:30 a 16:00 h
Receso
16:00 a 17:00 h
Conferencia magistral a distancia
Brendan Keogh – Queensland University of Technology
Triple-A is not normal
17:00 a 18:00 h
Panel 3
The Integration of Mathematical Modeling and Video Games in Educational Contexts – Armando Agustín Chávez-Salazar (CINVESTAV), Armando Solares-Rojas ( CINVESTAV ) y Angel Pretelín-Ricárdez (Instituto Politécnico Nacional (UPIITA))
NexusGame UPVM: A Case Study of a University Gam-ing Community for Technological Learning, Social En-gagement, and Digital Identity – Luis Gustavo Galeana Victoria (Universidad Politécnica del Valle de México) y Judith Ruby Sánchez García (Universidad Politécnica Del Valle De México)
Educational INDIE Video Game, an Academic Story – Sergio Vilchis (Tec de Monterrey)
MARTES 30 DE JUNIO DE 2026
10:00 a 11:00 h
Panel 1
Development of a prototype of an educational video game about values, for primary school children, based on the book » Historias de Kazú El último Kandhir» – Marisa Conde (UCSF)
Disagree Differently: Designing a Cooperative Card Game for Constructive Disagreement as Behavioral Infrastructure – Alexander (Ben) Kertman (Future People Lab)
Optimization of Youth Participation in Video Game Development in the Córdoba Metropolitan Area – Luis Nunez (Universidad Siglo 21) (o)
11:00 a 12:00 h
Panel 2
Mouthwashing & How fish is made: The sartrian symbology in the works of Wrong Organ. A ludic semiotic analysis – Matheo Garza Davila (SAE Institute México)
It Is (Not) Only a Game: Gender-Based Violence in Gaming Cultures – Ana Rodriguez (UABC)
From Narcissistic Overflow to Subjective Reconfiguration: Queer Masculinities in RPG Play in Baldur’s Gate 3 – Sergio Menénedez Varela (UAM)
12:00 a 1:00 h
Panel 3
From Utterance to Campaign: A Multiscale Framework for Tabletop Role-Playing Analysis – Cristo Leon (New Jersey Institute of Technology), Marcos Cabobianco (Universidad de Buenos Aires ) y Julian Marconi (Kali Foundation)
Board Game as an Educational Tool to Prevent Alcohol Abuse in University Students – Mónica Urrutia Reyes (Universidad Autónoma de Querétaro)
The Complexity in Dungeon Crawler Board Games – Eva Moranchel (Universidad Autónoma Metropolitana)
1:00 a 2:00 h
Panel 4
Conflicts and Fictions of the Market in Video Games – Germán Sosa Castañón (SAE Institute México)
The Political in Video Games: A Necessary Relationship – Fabián Gutiérrez Gómez (UAM)
Historical Fiction and Counterfactual Worlds. A Theoretical Approach to the Analysis of Video Games – Fernando López Solís (Facultad de Ciencias Políticas y Sociales, UNAM) y David Cuenca Orozco (Facultad de Ciencias Políticas y Sociales, UNAM)
Video Games and Cinematic Avant-Gardes: Expres-sions of the Past Hybridizing with the Future – Erick García Aranguren (Universidad Católica Andrés Bello)*
2:00 a 3:00 h
Receso
3:00 a 4:00 h
Panel 5
Transforming Emotion into Play: Designing Warriors as an Interactive Experience for Childhood Emotional Accompaniment – Miguel Gutiérrez (Professional Institute for Creative Innovation)
Video Games and the Construction of their Interactions – María Vázquez Romero (Universidad Autónoma de la Ciudad de México)
Estrategias lúdicas como simulación cultural para la elaboración del malestar psicosocial en la etapa pospandémica – Daniela Martínez Pérez (Universidad Autónoma Metropolitana)
4:00 a 5:00 h
Panel 6
The Epistemic Void in Video Game Development: A Hermeneutic-Dialectical-Critical Approach through ‘Contemplative Knowledge’ – Carlo Hinojosa (Universidad La Salle)
The Difficult Role of the Police in Videogames – Manuel Palacio (Universidad de la Salle)
Culture and Gameplay: A Clustering Analysis of Player Perception in a “Día de Muertos” Metroidvania – Charles F. Dodge (TecNM)
5:00 a 6:00 h
Panel 7
A Comparative Analysis of Higher Education in Video Game Development: Global Models and Latin American Cases – Sergio Vilchis (Tec de Monterrey), Germán Vázquez (Tec de Monterrey), John Estrada (Universidad Católica de Cuenca ) y Sandra Gudiño (Tec de Monterrey)
From Ecological Models to Playable Systems: An Immersive Agent‑Based Simulation of Reef Fish Behavior – David Flores (University of Puerto Rico) y Adan Caballero (Centro de Investigación Científica de Yucatán)
The complexity of managing video game development teams in online vs. in-person modalities: implications for business sustainability and intellectual property – Irving Ortiz (Professional Institute for Creative Innovatio






