
The 2025 edition of the Digital Games Research Association’s flagship event, DiGRA, marked a watershed moment for the University of Malta and the island nation of Malta. Hosted by the Institute of Digital Games, the conference ran from 30 June to 4 July and drew a record crowd of more than 500 delegates from every continent. With 543 paper submissions, it held the title of the largest DiGRA gathering ever.
DiGRA is the principal forum where scholars, designers, cultural practitioners and industry experts debate the intersections between games, culture, technology and policy. The 2025 theme, Games at the Crossroads, reflected the growing complexity of game studies as it engages with questions of identity, politics, economics and interactivity. For students and researchers at the University of Malta, the event offered an unparalleled opportunity to showcase local scholarship on an international platform.
The keynote lineup underscored the conference’s commitment to diverse perspectives. Rasheed Abueideh, designer of the award‑winning game Liyla, highlighted the realities of creating interactive art under displacement. Professor Aphra Kerr of University College Dublin examined the economic model of game labour and the future of digital employment. Local academic Omar N’Shea bridged archaeology and queer storytelling, presenting a Maltese translation of the Epic of Gilgamesh that reimagines ancient narratives through game mechanics.
Director Dr. Daniel Vella stated that hosting DiGRA in Malta was “not just an academic milestone, it’s an invitation for critical dialogue to flourish in the Mediterranean.” Under his leadership, the Institute set a precedent for Malta’s role as an innovation hub for digital culture. The successful organisation relied on a dedicated committee that included leading scholars such as Prof. Stefano Gualeni and Prof. Krista Bonello Rutter Giappone.
The conference’s success translated into tangible benefits for the University of Malta. It catalyzed new research collaborations across departments, attracted international funding through the university’s digital game labs, and increased visibility for undergraduate and postgraduate programs. The Institute’s outreach efforts secured support from partners such as Malta Tourism Authority, Gaming Malta, and the Valletta Local Council.
DiGRA 2025 set a new standard for inclusivity and engagement. Early‑career scholars were able to present their work in themed tracks, receive mentorship from senior academics, and network with industry representatives. For students, the conference offered workshops on publishing, grant writing and conference etiquette. The Institute has made a commitment to replicate this supportive structure in each annual event.
The University of Malta’s active participation in DiGRA has expanded its network across the EU, Asia, and the Americas. New collaborations are underway with partners such as Eludamos—the Journal for Computer Game Culture—and the Italian Institute of Culture. Researchers can expect future joint publications, shared datasets, and cross‑institutional grant opportunities.
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With DiGRA 2025 setting a record for attendance and scholarly output, the Institute of Digital Games is already mapping the next two years of research strategy. The focus will be on interdisciplinary projects that link games to social innovation, public policy and environmental sustainability. Malta’s unique geopolitical position provides a springboard for research on circular economies, remote labor, and diaspora communities.
As the global games research community grows, the University of Malta will continue to play a pivotal role in shaping conversation and advancing practice.