19-21 November 2025: I am attending the 14th GALA Conference, organised by the Serious Games Society in collaboration with Utrecht University. This event brings together researchers and practitioners passionate about serious games and their impact on education, training, and social change.
At the conference, I will present a short paper titled “An Integrative Process for Making Serious Games”,
The paper addresses a key challenge in serious game design: how and when to involve stakeholders effectively. While existing frameworks provide guidance on design principles, they often lack clarity on stakeholder engagement. Our proposed process introduces an iterative, multi-stakeholder approach across three phases:
Co-discovery – defining game purpose and objectives collaboratively
Co-design – shaping narratives and mechanics with expert input
Co-evaluation – testing and refining with target audiences
In addition to the paper, I also published abstracts for three serious games developed with Echo Games CIC:
Immersed in Conservation – A digital escape room linking global purchasing habits to deforestation.
Unlock Bath: Built from Beneath – A digital escape room exploring the history of the city of Bath from multiple perspectives.
T-Cell Titans – A 2D shooter game helping children understand cancer treatment.
Finally, I will present the COST Action on Serious Games that I submitted in October 2025, aiming to foster collaboration and research across Europe in this exciting field.
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Visiting Saxion University of Applied Sciences in the Netherlands
17-18 November 2025: I am visiting our E³UDRES² partners at Saxion University in the Netherlands! This is a fantastic opportunity to connect with colleagues, explore innovative teaching methods, and check out their XR Lab. We will also discuss the upcoming Joint Master's GRACE in Applied XR, launching in September 2026.
June 2025: I’ve started a new position as Professor of Immersive Media at St. Pölten University of Applied Sciences in Austria!
In this role, I’ll be teaching immersive media with a purpose, a subject close to my heart that explores how Extended Reality (XR) and games can be used to address real-world challenges.
In particular, I’ll be coordinating the GRACE Master’s Programme, a two-year European Joint Master’s that brings together students from around the world to push the boundaries of immersive technology and education. The Master is a collaboration between St. Pölten UAS (Austria), Saxion UAS (Netherlands), and Vidzeme UAS (Latvia). Together, we’ve developed a comprehensive programme that integrates XR and gamification with innovative educational methodologies, empowering students to become leaders in immersive media and digital transformation.
Beyond teaching, I’ll be leading research in the field of immersive media with a purpose, continuing to explore how technology can be used meaningfully in cultural, educational, and social contexts.
I’ll also be continuing my work as Co-Director of Echo Games CIC (echogames.co.uk) and maintaining my affiliation as a Visiting Fellow at the University of Bath.
New short-paper: Creating an xAI Framework for Diverse Game Characters
I’ve published a short paper at FDG 2025 (Foundations of Digital Games) on representation and diversity in AI-generated game content.
As Generative AI (GenAI) becomes more widely used in game development—especially for brainstorming and collaborative design—it brings both opportunities and challenges. One of the most pressing issues is the reproduction of biases and stereotypes, often embedded in the training data these models rely on. This is particularly concerning in character design, where misrepresentation can easily go unnoticed, especially in teams lacking diversity or awareness of these issues.
In my paper, I explore how Explainable AI (xAI) can help address this problem. By making the inner workings of AI models more transparent, xAI allows designers to better understand how outputs are generated—and more importantly, to identify and reflect on potential misrepresentations.
To support this, I propose a framework of five objective categories for analysing AI-generated game characters:
Age, Face, Body, Hair, and Style.
These categories were developed through a deductive approach and pretested using seven characters generated with DALL·E. The goal is to make the framework as objective and accessible as possible, so even designers with limited experience in diversity and inclusion can use it effectively.
This is just the beginning. Future iterations of the framework will expand and refine the categories and integrate xAI tools to help designers adjust their prompts based on their own analysis, supporting a more inclusive and reflective co-creation process with AI.
Workshop: Just ask it! Using AI to Explore AI through Artistic Inquiry
3 June 2025: This workshop was accepted at ECSITE 2025. The session encourages hands-on exploration of AI, empowering participants to critically reflect on its outputs by engaging in creative tasks and by completing simple artistic works.
The workshop is divided into three phases:
(1) Discussion on how AI is trained
(2) Work on simple artistic projects, such as comic strips, short stories and short drama pieces
(3) Engage in dialogue with the AI, asking questions to uncover how it arrived at its solutions and what ethical considerations might be at play.
(4) Complete the artistic project using AI.
Designed for both AI novices and practitioners interested in creative methods of AI communication, this workshop fosters a deeper understanding of AI’s capabilities and limitations.
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New Journal Article: Designing Escape Rooms with a Purpose
My latest article has been published in Acta Ludologica! This paper focuses on how escape rooms can be designed for purposes beyond entertainment.
Escape rooms have become a global phenomenon, evolving into a wide range of formats: physical, digital, and mixed. While they’re often associated with fun and challenge, they’re increasingly being used for education, training, communication, and even data exchange. However, most academic research so far has focused either on physical escape rooms or on their educational potential.
In this article, I aim to fill that gap by offering two key contributions:
A definition of “escape rooms with a purpose”;
A design and analysis framework for creating them.
The framework is grounded in literature from serious games, escape rooms, and puzzle design. It is intended to support both designers and researchers in creating meaningful escape room experiences—whether physical, digital, or hybrid.
21 November 2024: I presented my research "AI-Generated Art: Playing the Representation Game" at the event "Transdisciplinary Queer Futures of AI".
The event brought together researchers from IT, social sciences, and humanities to address the complex challenges posed by AI, focusing on how Queer perspectives can provide actionable insights into desirable human-AI futures. It aims to bridge disciplinary boundaries to tackle issues of representation, discrimination, and societal implementation of AI.
Drawing from research and podcasts, the presentation examined the social, legal, and ethical implications of AI-generated art. It highlighted how AI could perpetuate biases and stressed the need for AI to benefit society rather than just profit a few companies. The discussion included how AI could support artists' goals and values, making the relationship between creatives and AI assistive rather than toxic.
The presentation also addressed regulatory measures like the EU AI Act, which mandated transparency in AI systems and allowed artists to reserve the use of their works. However, challenges remained, such as artists' awareness of protecting their work and the global nature of the internet.
By tackling these challenges, the goal is to create an art world that is fairer, more representative, and ultimately more inclusive.
May - June 2023: I attended two courses at the Kawashima Textile School in Japan.
The school is a centre of textile excellence (opened in 1973) and offers a range of courses, teaching traditional techniques alongside modern textile practices. They usually teach in Japanese, but every Spring and Fall they offer courses in English to 5 international students. I was lucky enough to be accepted for the Spring term in 2023.
This was a unique experience: I learned so much, both from a personal and professional point of view!
Beginners Course: I have learned the general foundations of dyeing and weaving over 10 days. While I had previous experience with a rigid loom, I never used a floor loom before.
Foundation Kasuri Course: I tried kasuri for the first time. Kasuri is a technique whereby weaving threads are resist-bound with elastic or nylon tape prior to being dyed, in order to create different coloured patterns in woven cloth.
I have also created strong connections with the other 4 international students with whom I walked all around Kyoto (and tried some amazing food!).
The teacher - Emma Omote - is extremely knowledgeble and, above all, patient! We all had different levels of knwoledge - Two of us only had some limited experience using a rigid loom! But she was incredibly supportive and kind. At the end, we all brought home some amazing pieces of hand-dyed and hand-woven fabric.
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Imagine you are playing a game. Where are you? And does the location where you play shape your experience in any way? The game experience always happens in a place, public and/or private [1]. There could be multiple reasons why you are playing in a private or public place, depending on the kind of game […]
[December 2022] My post “Games are location, location, location” has been published in the Historical Games Network blog. In this post I discuss the interestign - and sometimes overlooked - relationship between games and where they are played.
5 December 2022: I was invited as a speaker to a roundtable event organized by the House of European History and the FNR-funded Public History as the New Citizen Science of the Past (PHACS) project.
The event brings together public historians and designers to explore how cultural spaces can incorporate diverse and sometimes conflicting perspectives into co-created exhibitions.
As an expert in participatory design and digital heritage, I contributed to discussions on the theme of ‘Working with multiple perspectives in co-producing historical interpretation’. In particular, I shared my insights from designing and evaluating the first two Agonistic games.
October 2022: I was invited by Prof Miriam Langer at New Mexico Highlands University to talk with her Media Arts students about my experience developing serious games.
27-29 September 2022: A crazy trip - driving from the UK to Limerick and back - to install the game 'How on Earth’ at the Hunt Museum. This was the first time Echo Games CIC designed a large floor-based experience without digital technology. We used only reclaimed wood (including a kiosk made out of an old door) and we painted over 50 cork tiles. The game can be played at the Hunt Museum from October 6th.
The Historical Games Network brings you a panel of leading academic and industry thinkers to explore environments in historical games
14 September 2022. I was one of the leading academic and industry thinkers that were called to explore environments in historical games in an online event organised by the Historical Games Network.
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February 2022: My Company Echo Games CIC was awarded a TRAILBLAZER grant from Bristol+Bath Creative R+D to design Unlock Bath, a digital escape room that brings together stories and diverse perspectives on the history of Bath.
Bristol+Bath Creative R+D offers a suite of support to the region’s businesses, creatives, artists and thinkers to experiment with new and emerging technologies, conduct research, and develop prototype products and
experiences to share with the public.