Invitation to: Ludic Economies: A Symposium on Value and Exchange in Contemporary Game Cultures (University of Southampton)

Play and games are at the heart of the new business models of mediatized global capitalism, attracting and sustaining attention, pioneering new techniques of payment and brand loyalty, lubricating the monetary and affective microtransactions of social media networks. The tensions are palpable: the social pleasures and spontaneous creativity of play harnessed to the late capitalist trajectories of ever greater mobilisation of everyday life for the aims of accumulation; the liminoid spaces of digital play gamified and punctuated by micro-payments.

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CfP: Chapters for “Level Design: Processes and Experiences”

Chris Totten writes:
I have just posted a CFP for a follow-up to my book An Architectural Approach to Level Design. The new book, Level Design: Processes and Experiences, will be an edited volume by game development professionals on their tools and processes for level design. It will be published by CRC Press. Each chapter will provide a specific point of view representing the method that designers employ in their own play, work and/or research. The book will cover several points of view on games, including industry, academic, and “hardcore” player perspectives on level design. 
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CfP: ACM ITS 2015 – 3rd Call for Participation: Papers & Notes

ACM ITS is the premier venue for research in the design, development and use of new and emerging interactive surface technologies. ACM ITS 2015 welcomes original, high-quality research and industry contributions that advance the state-of-the-art in the area of interactive surfaces (including tabletops, large displays, mobile, and mini devices). The conference embraces innovations in a wide variety of areas including design, software, hardware, understanding of use, and applications or deployments of interactive surfaces. This year’s event will be held at the Vidamar Resort Madeira hotel on the wonderful island of Madeira in Portugal.
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Book: Mondo Nano: Fun Games in the World of Digital Matter

In Mondo Nano Colin Milburn takes his readers on a playful expedition through the emerging landscape of nanotechnology, offering a light-hearted yet critical account of our high-tech world of fun and games. This expedition ventures into discussions of the first nanocars, the popular video games Second Life, Crysis, and BioShock, international nanosoccer tournaments, and utopian nano cities. Along the way, Milburn shows how the methods, dispositions, and goals of nanotechnology research converge with video game culture. With an emphasis on play, scientists and gamers alike are building a new world atom by atom, transforming scientific speculations and video game fantasies into reality. Milburn suggests that the closing of the gap between bits and atoms entices scientists, geeks, and gamers to dream of a completely programmable future. Welcome to the wild world of Mondo Nano.

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