CfP: Game Studies, Culture, Play, and Practice Area @ 34th Annual SW/TX PCA/ACA Conference

Call for Papers: Game Studies, Culture, Play, and Practice Area
34th Annual SW/TX PCA/ACA Conference
February 13-16, 2013
Hyatt Regency Hotel and Conference Center
Albuquerque, NM

The Game Studies, Culture, Play, and Practice Area welcomes papers, panels, and other proposals on games (digital and otherwise) and their study and development. The Area is also offering a three hour workshop titled “Teaching About and With Games” on the first day of the conference.

More after the jump

Continue reading

CfP: Digital Creativity Vol 24 No 2 (spring 2013) Special issue: Performance Art and Digital Media

First call for Digital Creativity Vol 24 No 2 (spring 2013) Special issue: Performance Art and Digital Media

This special edition of Digital Creativity will investigate the role of Performance Art and Performance Studies for the development of new forms of interaction. There has been a lively debate on the role of media in performances and how new technology has affected live and recorded performances. However, we are interested in the reverse perspective: how are fields such as HCI, video games, and social media platforms shaped by performance practices and theories? The focus will be on performance art as it evolved in the 20th century and asked new questions about the role of the body, context, and process – among many other things. This includes topics such as:

(see after the jump)

Continue reading

Job: Professor for “Game Design” at Berlin University of Design (BTK)

Professor for “Game Design” in Berlin, WS 2013/2014

The Berlin University of Design (BTK) is seeking a qualified professor for its new Bachelor’s Degree Program in ‘Game Design’.

The Berlin University of Design (BTK) is offering a Bachelor’s Degree Program in ‘Game Design” for the first time during the 2013/2014 winter semester. The professor shall integrate the framework of the curriculum (concept, accreditation, application) as well as collaborate with the existing programs offered: Illustration, Interactive Design, Communication Design, etc. However, Game Design is to be taught as its own program with its own curriculum, which includes computer game design for classic platforms (PC, consoles) such as those for mobile appliances and online-games. A characteristic feature of this course at the BTK is its open discourse with its fellow course programs.

More after the jump

Continue reading

CfP: Game Studies: 2013 PCA/ACA National Conference

The Game Studies area of the National Popular Culture Association and the American Culture Association Conference invites proposals for papers, panels and completed papers on games and game studies for the Popular Culture Association/American Culture Association National Conference to be held Wednesday, March 27, through Saturday March 30, 2013 in Washington, DC.

Below, please find:

I. Topics of Interest
II. Submission Process
III. Information about the Conference
IV. Contact Information

Continue reading

Book: Guns, Grenades, and Grunts

The second volume of Continuum’s Approaches to Digital Game Studies series, Guns, Grenades and Grunts gathers scholars from multiple disciplines to bring the weight of contemporary social theory and media criticism to bear on the public controversy and intellectually investigation of first-person shooter games. As a genre, FPS games have helped shepherd the game industry from the early days of shareware distribution and underground gaming clans to contemporary multimillion dollar production budgets, Hollywood-style launches, downloadable content, and worldwide professional gaming leagues. The FPS has been, and will continue to be a staple of the game market.

More after the jump

Continue reading

CfP: Philosophy & Technology’s special issue on Philosophy of Computer Games

Call for Papers for Philosophy & Technology’s special issue on Philosophy of Computer Games
GUEST EDITORS
Patrick Coppock, Olli Leino, Anita Leirfall

Over the last decade, computer games have received growing attention from academic fields as diverse as engineering, literary studies, sociology and learning studies. The international gamephilosophy initiative (http://www.gamephilosophy.org) aims to broaden the scope of this effort by facilitating discussion of philosophical issues emergent on our growing engagement with computer games. In doing so, we want to contribute to our own understandings of this phenomenon and to the establishment of a new philosophical focus area: the philosophy of computer games, capable of taking its place alongside analogous areas such as the philosophy of film and the philosophy of literature. The initiative is the result of a seminar held in 2005, after Filosofisk Prosjektsenter, Oslo and the Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo, contacted Center for Computer Games Research at the IT-University of Copenhagen about organizing a workshop on philosophical problems linked to games research. Since then, an expanding group of partners have been involved in the effort.

Details after the jump

Continue reading

Job: Research Associate in Game Studies – Leuphana University Lüneburg

Leuphana University Lüneburg and the state of Lower Saxony have jointly developed the major EU-project “Innovation-Incubator Lüneburg” which was approved by the European Commission. For its successful implementation we are looking for

1 Research Associate in Game Studies (TV-L 13, 50%); job reference “SMO16″

to join the research hub “Digital Media” for a fixed-term period until 31/07/2015.

Details after the jump
Continue reading

CfP: The Computer Games Journal

Academics, university students and industry professionals who are conducting research into computer games applications are invited to submit papers and essays to The Computer Games Journal.

This is a new academic journal, and the first edition was published earlier this year. The Computer Games Journal is a technical journal with a business focus, covering the following aspects:

- Innovations and challenges in computer games design and development for console games, and games on mobile phones and the internet; and,

- The technical and economic aspects, changes and problems affecting computer games development and sales in the computer games industry.

You can find further information at: www.computergamesjournal.com
Continue reading

CfP: Journal of Gaming and Virtual Worlds 5(1) (Spring 2013)

Journal of Gaming and Virtual Worlds (ISSN: 1757191X; print on demand and online) is seeking contributions to its 5(1) issue (spring 2013). Papers from all areas associated with video/computer games and virtual environments are welcome.

Deadlines: 31 August 2012 for long articles; 15th September 2012 for short articles, conference/project reports, poster abstracts, interviews and (machinima/book/game…) reviews.

The following word limits apply:
Long articles: 5000-8000 words
Short articles: 3000-5000 words
Conference and other reports: 1000-2000 words
Reviews (books, websites, games, machinima), poster abstracts and interviews: 1500-3000 words.

Please send your submissions in anonymized (doc/x) form to Astrid Ensslin at a.ensslin@bangor.ac.uk.
Reviews should be submitted to the Reviews Editor, Matthew S.S. Johnson, at matjohn@siue.edu.
Machinima reviews should be submitted to Phylis Johnson at phylisj@yahoo.com.

For informal inquiries and the Intellect styleguide, contact Isamar Carrillo Masso at isamar.carrillo@gmail.com.

For more information about the journal’s remit, previous issues and board of editors, visit http://www.intellectbooks.co.uk/journals/view-Journal,id=164/view,page=2/.
Continue reading

CfP: Computer Games and Technical Communication: Critical Methods & Applications at the Intersection (Edited Collection)

CfP: Computer Games and Technical Communication: Critical Methods & Applications at the Intersection (Edited Collection)

This book collection of essays investigates the multiple intersections between the study of computer games and the discipline of Technical and Professional Writing for both research and pedagogical purposes. At the most basic level of this intersection is the simple observation that games are both technical and symbolic. The gaming industry pushes technological innovation through complex dialectics amongst large and small game developers, hardware developers, distributors, consumers, hackers, congress people, journalists, ESRB raters, parents, IP lawyers, and many others besides. Further, computer games are symbolically communicative, relying on written, verbal, visual, algorithmic, audio, and kinesthetic information to convey information. Technical and Professional Writing scholars are uniquely poised to investigate this intersection between the technical and symbolic aspects of the computer game complex.

More after the jump
Continue reading