DiGRA 2014 will be held from August 3 – 6, 2014 at Snowbird Utah. Registration includes participation in workshops and other events such as the Blank Arcade, Well Played Summit, and a top of the mountain tram lunch.
We are pleased to announce the first Well-Played Summit, a co-located event with DiGRA 2014, which will be at the Snowbird Summer Resort in Salt Lake City, Utah, USA, meeting this August 3-6, 2014.
In this Well-Played Summit, we will be focusing on close readings and explorations of exceptional play created by a single game. As with the ETC Press book series (edited by Drew Davidson) and the Well Played journal, the term “well played” is being used in the Summit in two senses. First, it means “well-played” akin to “well read,” in which the speaker will elaborate and contextualize a deep analysis of the workings of a game. It can also carry a meaning akin to “well done,” in which the speaker includes advocacy for elements of a game’s design that were well designed or well developed. Presentations in the Well Played Summit will follow the same time and paper formats as DiGRA paper talks, and presenters will be encouraged to include not just screenshots of play, but video of play and, ideally, live performance of play with the game under study.
Two permanent, full time Games lectureships at Brunel are open
for applications. Ideally we are looking for one post for a ‘pure’
theorist(though design-facing to some extent) and one with a bit of
practical thrown in.
The Fifth International Conference on Computational Creativity will be held from June 10 to 13, 2014 in Ljubljana, Slovenia. We have accepted 37 high-quality full papers for presentation at the conference, which ensures that the event will be broad, lively and thought-provoking. We seek to supplement this with some late-breaking papers describing cutting edge research from the field. Please consider submitting a four-side paper about your most recent and exciting work to this track: these papers will form a formal part of the proceedings, and authors will have a short presentation at the conference, along with an invitation to a poster session.
The International Born Digital and Cultural Heritage conference will be held on 19-20 June, 2014, at the Australian Centre for the Moving Image. The event is one of the outcomes of the ‘Play It Again’ project, which is focused on 1980s Australian and New Zealand game history and preservation. It is a collaboration between Flinders University, University of Melbourne, Victoria University of Wellington (NZ), the Australian Centre for the Moving Image, the New Zealand Film Archive, and the Berlin Computerspiele Museum.
The IEEE Consumer Electronics Society is pleased to announce the First IEEE Games, Entertainment and Media (GEM) Conference. The venue will provide an opportunity for the demonstration and study of the ways in which games and game technologies are transforming the educational and cultural landscape. The exhibition area will allow researchers, developers and industry professionals to demonstrate how they are using these technologies in research, as teaching tools and as means of modifying behavior in any number of fields.
The ACM-‐SIGGRAPH DIGITAL ARTS COMMUNITY (DAC) announces “The Aesthetics of Gameplay” an online exhibition, showcasing forty‐ﬁve recent digital games from independent developers that are uniquely creative in combining striking and distinctive aesthetics with engaging gameplay. http://gameartshow.siggraph.org/gas/
ACE – the leading scientific forum for dissemination of cutting-edge research results in the area of entertainment computing is inviting the submission of papers, posters, creative showcases and workshop proposals to its 11th conference to be held in Funchal, Madeira, 11-14 November, 2014.
The awareness of digital games has evolved rapidly in recent years, recognizing an activity earlier considered a practice for narrow and specialized audiences to be mainstream media entertainment for the masses. Since the mid nineties researchers have engaged in studying games as platforms for social interaction and as unique channels for exploration, experimentation and entertainment – however, much scientific and publication attention has been paid to the risks of digital games. As games are now obviously not a passing fad but an established cultural form, it is time for media scholars to engage with them as more than potential risks, and let the lively interaction of gamers and even deliberative aspects of digital games come much more into focus. One has to ask: If games are meaningful and supposed to have some impact on users and their daily life, couldn’t they even be used for positive outcomes, and social change?
This issue of GAME Journal offers an overview and a series of case studies on video games from the point of view of subcultural theory.