Job: Faculty Opening in Computer Games at Georgia Tech School of Interactive Computing

The School of Interactive Computing (IC) within the College of Computing at the Georgia Institute of Technology (Georgia Tech) invites applications for tenure-track faculty positions. Applications at all levels of seniority will be considered. Applicants must have an outstanding record of research, a sincere commitment to teaching, and interest in engaging in substantive interdisciplinary research. We are interested in faculty candidates in all areas of research within IC but particular areas of interest this year include cognitive systems, computer science education and learning at scale, computer games, robotics, and machine learning.   To learn more visit: http://www.ic.gatech.edu/about/facultypositions
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CfP: GAMEON-ARABIA’2015, March 2-4, AOU, Manama, Bahrain

The aim of the fourth annual Pan-Arabic GAMEON-ARABIA Conference (GAMEON-ARABIA’2015) on Simulation and AI in Computer Games, is to bring game developers from the Middle East in contact with local and international researchers and games people in order to exchange ideas on programming and programming techniques related to game development. Secondly it aims to steer young people from the Middle East into this industry by providing how-to tutorials and giving them the opportunity to show their ideas and demos to the gaming industry and to research facilities from outside the Middle East. Last but not least the conference aims to become the premier meeting point in the Middle East for those active in the field.

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CfP: Adult Play – Game Studies Spring Seminar 2015, Tampere Finland

People of all ages engage in play activities, yet play is still easily associated with children. The rhetorics of play are often tied to ideas of progression; play prepares and teaches children and playing is beneficial for adolescents. Adults, in turn, are expected not to play significantly, their play is often called by other names or goes unrecognized, and the rhetorics attached to it are different. Yet, as games and play are becoming more visible elements in the society, also the alibis that allow play appear to as important for adults, who are also in some contexts expected to play games, to hang on to their toys, and to favour ‘playful’ technologies. Yet, there are also counter-reactions when forms of play are clearly designed for a mature audience.

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CfP: Special Issue of The Velvet Light Trap (Performance & the Body)

Historically, studies of performance have often been tied to star images, focusing on issues of celebrity in professional, public, and private spaces. As a result, a large body of research has explored how the star is constructed through extratextual discourses and how this off-screen persona may shape perceptions of on-screen performance. However, scholarly attention to performers has been shifting from star image and celebrity to acting and performance. Several collections on film acting and performance – most recently Cynthia Baron and Sharon Marie Carnicke’s Reframing Screen Performance (2008) and Aaron Taylor’s Theorizing Film Acting (2012) – have extended our knowledge of the historical evolution of acting practices. The editors of The Velvet Light Trap would like to further the ongoing conversation surrounding performance studies by focusing attention on the relationship between performance and the body and the ways in which the body is being performed across the mediums of film, television, and new media.

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CFP: Bilingual Conference “History of Gender in Games” (2015)

Since the beginning of the 1990s, many scholars have shown concern for the plethora of gender stereotypes and sexist narratives in video games, as well as for the lower percentage of female players and of female game designers. Over time, the solutions advanced to avoid sexism and to bridge the gaps between men and women followed three different trends.

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Job: Position as Senior lecturer in music at the University of Skövde, Sweden

The University of Skövde is a modern university with highly relevant programs and socially beneficial research. Our students and staff have the prerequisites for success through our innovative thinking, openness to strategic collaborations with the surrounding world and because we take good care of our students and employees. The University has approximately 500 employees and about 11 000 students and is an important asset in the development of the district.

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