CfP: Doctoral Colloquium on Games and Play – DiGRA 2011

Doctoral Colloquium on Games and Play DIGRA 2011

At the DIGRA 2011 conference 15-17 September, we seek to connect game and play research to the creative industries and society by fostering an integrated practice of research, design, engineering and entrepreneurship. The Doctoral Consortium at the DIGRA 2011 Conference will bring together +- 15 PhD students researching Games and Play for an afternoon of presentations and interactions with the organizers. We specifically encourage students who’s research focus is on: Game Design, Playful Interaction, the Role of play in contemporary culture and Playful Identities

Because the students are selected chiefly on grounds of research excellence, their research represents the state-of-the-art in research on game and play. The Doctoral Consortium provides an opportunity to shape, discuss and improve the research of the selected PhD students through intellectual exchange as well as for the students to present and communicate the character of their work to a key group of their peer professionals. The DIGRA 2011 Doctoral Consortium brings together the best of the next generation of researchers in the design and research of Games and Play. This allows them to create a social network both among themselves and with several senior researchers, as well as actual collaborations, which plays a major role in their enculturation into the profession. This is particularly critical for PhD students in the more interdisciplinary fields.

Further details after the jump

Continue reading

CfP: Westminster Papers in Communication and Culture (WPCC) Vol9 No2, 2012 – Special Issue

Westminster Papers in Communication and Culture (WPCC) Vol9 No2, 2012

Special issue – Encountering the Real Virtuality: Digital Games in Media, Culture and Society

Digital games have emerged as a significant sector of the media and cultural economy. It is very important for industry practitioners, regulators and media academics to understand the social and cultural impacts of gaming and the interactive and immersive experience involved for gamers. Digital games today are not simply used for entertainment. The global ‘serious games’ movement, for example, aims to maximize the potential of ‘play’ and is expanding the possibility of digital games by integrating them into education, defence, management, and health. Within academia, the study of digital games has involved important debates on social reality, virtuality, interactivity, and narratological/ludological essence. Through the use of different theoretical approaches, we need to continue exploring and redefining the meaning of digital games. This special issue of Westminster Papers in Communication and Culture (WPCC) aims to increase the dialogue between international media/game researchers by presenting contemporary research into digital games drawn from diverse perspectives. Papers from international scholars are all welcomed.

Details after the jump
Continue reading

CfP: Call for Workshop Proposals – Foundations of Digital Games 2012

Call for Workshop Proposals

7th International conference on the *Foundations of Digital Games 2012*

May 2012, Raleigh, North Carolina
http://www.fdg2012.org

Deadline: 17 October 2011

FDG 2012, the International Conference on the Foundations of Digital Games, is a focal point for academic efforts in all areas of research and education involving games, game technologies, gameplay, and game design. The goal of the conference is the advancement of the study of digital games, including new game technologies, capabilities, designs, applications, educational uses, and modes of play.

Details after the jump

Continue reading

THINK DESIGN PLAY, 5th DiGRA conference – Registration now Open

THINK DESIGN PLAY, 5th DiGRA conference
September 14-17 2011
www.gamesconference.org

We are pleased to announce that the 5th DiGRA conference is now open for registrations. After Leveling Up in the Netherlands (2003), Changing Views in Canada (2005), Situated Play in Japan (2007) and Breaking New Ground in England (2009) the 5th DiGRA Conference returns to the Netherlands for THINK DESIGN PLAY. The conference will run from 14th until the 17th of September 2011.

The goal of DiGRA, the premier international game research organization for professionals and academics, is to advance the study of games and playfulness. THINK DESIGN PLAY aims to connect game research to the creative industries and society by fostering an integrated practice of research, design, engineering and entrepreneurship.

The 5th DiGRA conference seeks to really maximize the opportunities for dialogue and the development of new insights and potential collaborations. The conference program consists of inspiring keynotes, research and practice presentations, panels, workshops, tutorials, an opening party, multiple conference dinners and the opportunity to play lots of games. Keynote speakers include legendary boardgame designer Reiner Knizia, Critical Play researcher and designer Mary Flanagan, Well Played advocate Bernie DeKoven and game researchers Suzanne de Castells and Jennifer Jenson. The next few weeks will see the website announcing more keynote speakers, session titles and authors.

The conference is hosted in Hilversum by the Utrecht School of the Arts. Located in the centre of the country, between Amsterdam and Utrecht, you will be provided with an offbeat yet cosy environment to explore the latest in games research and practice. Hilversum is the hub of the media industry in the Netherlands hosting national broadcasters and many creatives.

We look forward to seeing you.

Continue reading

CfP: Kill Switch: The Ethics of Simulation – Nov 25, 2011, Munich

“Kill Switch: The Ethics of Simulation”
A One-Day Conference at the Munich Ethics Referral Centre (MKE), Ludwig-Maximilians-Universität Munich

November 25, 2011

How can one adequately address the ethics of a video game player’s actions? There is a field of rapidly growing importance in ethics that has not yet been mapped sufficiently, a whole category of acts that has not yet been the focus of ethical theory, acts that are neither actually performed nor merely contemplated: simulated acts. Ethical theory has spent considerable energy investigating performed or contemplated actions, with some of the major ethical theories like consequentialism, deontology, and virtue ethics divided along these lines. Even the ethical interest in (passively) contemplated acts has recently increased with the rise of ethical criticism in literary studies. But our culture today is increasingly influenced by advanced systems of simulation that provide their users with a sense of agency that is as interesting as it is problematic for ethics. The heated public debates about the potential for unethical behaviour in video games is a testimony both to the cultural relevance and the deficient theoretization of the topic.

Further details after the jump
Continue reading

CfP: GAMEON-ARABIA 2011, Nov 14-16, AOU, Amman, Jordan

GAMEON-ARABIA’2011, The 2nd annual Pan-Arabic Simulation and AI in Computer Games Conference
Arab Open University, Amman, Jordan
November 14-16, 2011

For latest information see: www.eurosis.org or http://www.eurosis.org/cms/?q=taxonomy/term/302

The aim of the second annual Pan-Arabic GAMEON-ARABIA Conference 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.

More details after the jump
Continue reading

CfP: Experiencing Stories with Digital Games – Oct 1-2 in Montreal

This is a call for graduate student papers and projects for a conference on games and digital narrative to be held Oct 1-2 at Concordia University in Montreal. This is a bilingual conference so the call is open to both francophones and anglophones working in the field and creation and research/creation projects as just as welcome as traditional academic papers.

The deadline for abstracts is July 31st. Any questions about the event can be directed to Bart Simon(simonb@alcor.concordia.ca).
Continue reading

Job: Professor / Associate Professor in game technology at Gjøvik University College (Norway)

The Media Technology Laboratory, the Faculty of Computer Science and Media Technology, has an opening for a research and teaching position in game development as Professor/Associate professor in Game Technology.

We seek candidates with Industry related experience and a PhD degree in a related field to join our expanding game technology group. The position has responsibility for curriculum development, self directed research, teaching, supervision, raising funds for research projects, and networking and collaboration with industry, public institutions and other universities and research environments.

Applicants will have backgrounds in the areas of Game or Simulation Development and a thorough understanding of game development and computer programming. The successful candidate will be proficient in industry standard productivity and workflow tools, version control systems, and at least one game specific API. Candidates will have excellent written and oral communication skills, have a working knowledge of game history, game design and game production, and a broad range of experience working with game development in Serious Games or Mobile Computing.

Further details after the jump
Continue reading

Book: Well Played 3.0: Video Games, Value and Meaning by Drew Davidson et al.

Following on Well Played 1.0 and 2.0, this book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. Contributors analyze sequences in a game in detail in order to illustrate and interpret how the various components of a game can come together to create fulfilling a playing experience unique to this medium. Contributors again look at video games, some that were covered in Well Played 1.0 and 2.0 as well as new ones, in order to provide a variety of perspectives on more great games.

Well Played 3.0 is going to be the last book. ETC Press is going to follow these three books with a regular on-going Well Played journal series open to anyone who is interested in submitting an essay analyzing a game. They’re also going to host Well Played tracks with live play and analysis of games at various game conferences.

For more information, and to purchase or download a copy, visit:

http://www.etc.cmu.edu/etcpress/content/well-played-30-video-games-value-and-meaning

The ETC Press is an academic and open-source publishing imprint that distributes its work in print, electronic and digital form. Inviting readers to contribute to and create versions of each publication, ETC Press fosters a community of collaborative authorship and dialogue across media. ETC Press represents an experiment and an evolution in publishing, bridging virtual and physical media to redefine the future of publication.
Continue reading

Book: “The Work of Play” by Aaron Chia-Yuan Hung

http://www.peterlang.com/?310905

Sample chapter: http://www.hungchiayuan.com/storage/hung_introduction.pdf

In a chapter published in the Handbook of Research on New Literacies, Constance Steinkuehler (2008) argues that “we need a more robust account of meaning-making process itself.” In this book, I’ve attempted to respond to that call for research by exploring a way of studying meaning-making, using a sociological approach that’s been used in human-computer interaction studies. A common way of studying games today is through pre- and post-test studies, using quantitative methods to study variables that might impact gameplay. While these studies have been important to the field, they are limited by their ability to describe the actual process of gameplay itself, or respond to why it is that these variables impact gameplay. Moreover, many videogames are designed to be played for hours, not minutes, and players’ relationships with games change over these long periods of time. Play has become a “black box” that we seldom look into and, in some case, are not interested in studying, because it’s a mess to describe.

More after the jump
Continue reading