CfP: Interactive Technologies and Games: Education, Health and Disability

The aim of the conference is to bring together academics and practitioners working with interactive technologies to explore and innovate within the areas of Education, Health and Disability. We have a particular focus on the use of gaming hardware and software to implement accessible solutions, interaction design using new input/output devices and the increasing impact of ubiquitous computing on our everyday well being.
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CfP: Video Games and (Civic) Education in Practice (reminder)

Video games already play a natural role in the daily lives of children and adolescents. At the same time video games rapidly capture the area of teaching and learning. Due to the high demands on their players and their overall complexity, Anglo-Saxon game studies already praise video as being among the most important 21st century education media. This workshop wants to critically scrutinize these optimistic prospects and presumptions and ask whether video games may provide a practical approach for learning and teaching. In this context video games include all kinds of electronic gaming, amongst others augmented reality environments, serious games and Commercial-Off-The-Shelf games which are used for specific learning goals.

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CfP: Nordic DiGRA: Experiencing Games: Games, Play, and Players

Research on games has grown into a research area of its own. This conference aims to bring together researchers in the Nordic countries that focus on the study of games and gaming, be it on-line, computerised, or in the physical world. Based on the Nordic tradition on user-centered design, the first Nordic DIGRA conference will place a particular focus on studying design for player experience, and research on tools and methods for player-participatory design.

More information can be found at http://www.nordic-digra.org/

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CfP: The Online Videogame: New Space of Socialization

October 28 , 29 and 30, 2010

Montreal, Quebec, Canada

To play is a vital function for the development of individuals. Play is an activity of socialization which enables learning of the
rudiments of social interaction. Since the middle of the twentieth century, our societies have placed more value on the playful practice at all ages. As such, playing is more and more present in numerous spheres of society. Huizinga (1938) and Caillois (1958) assert moreover that any playful activity is social, by definition, and gets its real meaning when it is practised in groups. For Gadamer (1960), the charm of playing lies primarily in the fact that it exercises a fascination in the player. Online videogames gather more and more followers worldwide as this phenomenon becomes more important from day to day. It is no longer necessary to question play as a way to spend time. Through the intervention of videogames, play has also become a way to develop social networks, learn new communication skills and tools, a way to learn a foreign language, a place to keep or develop friendships, an opportunity to participate in an online community, or even a way to be exposed to new cultures. Online videogames have
become a media of socialization, that is to say, devices of mediation and mediatization which allow people to share large-scale information thanks to its network of exchanges and meetings. Such spaces of socialization arouse interactions convenient to the construction of the “self” and to the renewal of the representations of others and the world. Online videogames can facilitate socialization and be a carrier of values which are not necessarily different than those found in
society. Online videogames can also be a place that facilitate values that are not necessarily present in society in general
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Workshop on Games in Engineering & Computer Science (GECS)

Website: http://gecs.tamu.edu

Application Deadline: April 10, 2010 (Applications are now being accepted)

Applications are invited for a Workshop on Games in Engineering and Computer Science (GECS). This workshop is intended to explore the opportunities and challenges that are presented by and for the use of games and game-based solutions in engineering and computer science education.

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CFP: Experiencing Games: Games, Play, and Players

Research on games has grown into a research area of its own. This conference aims to bring together researchers in the Nordic countries that focus on the study of games and gaming, be it on-line, computerised, or in the physical world. Based on the Nordic tradition on user-centered design, the first Nordic DIGRA conference will place a particular focus on studying design for player experience, and research on tools and methods for player-participatory design.

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CfP: Mini Track on User Profiling for the Design of Adaptive Educational Video Games (at ECGBL 2010)

4th European Conference on Games-Based Learning
Department of Curriculum Research, The Danish School of
Education, University of Aarhus, Copenhagen, Denmark
21-22 October 2010

Track Chair: Dr Patrick Felicia, Waterford Institute of Technology, Ireland

The aim of this track is to present the latest research relevant to the design and deployment of adaptive educational video games. It will seek to include both theoretical frameworks and empirical evidence. The track will be multidisciplinary and welcome participants with an expertise in HCI, Adaptive Educational Systems, Game Design, Educational Psychology, or Instructional Design.

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Multimodality and Learning Conference – 2010 (UK)

Multimodality and Learning Conference: Environments, Rhetoric, Recognition, Play, and Methods

July 6th and 7th 2010
Institute of Education, London

One strand at the conference is titled ‘Play: games, experience, and learning’.

Strand keynotes: Suzanne de Castell and Jennifer Jensen

More information about the conference, keynotes, other strands and submission details online at:

https://sites.google.com/a/lkl.ac.uk/cmr/conference-july-2010

Conference Registration information:
Conference fee: £200 full fee; Students £100.
Lunch and light refreshments included,
Registration deadline: 31 May 2010

Key dates:
31st May, 2010: Deadline for registration
6th and 7th July 2010: Conference
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