CfP: Panel on Early Videogames (@ Southwest/Texas PCA/ACA Conference ’15)

1973, was a landmark year in the history of videogames. Although PONG was released in 1972, Atari was not able to manufacture much more than about 400 units before the end of the year; by the end of 1973, there were an estimated 10,000 PONG machines and another 40,000 clones on the market. 1973 also saw the release of 101 BASIC Computer Games, which showcased the vibrant field of computer games made possible through flexible programming languages like BASIC and FOCAL and the distribution of thousands of minicomputers to schools and colleges across the country.

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New Games Book & Panel in NYC: Learning, Education and Games

Members of the Learning, Education and Games (LEG) special interest group (SIG) of the IGDA (International Game Developers Association) have written, reviewed, and edited this new book series. The first volume explores the latest research and practices in designing games for a variety of curricular needs–-including STEM, literacy learning, history education, and computational, ethical, and critical thinking. The book also delves into design issues–-such as aligning goals, designing for an audience, playtesting, and assessment.

Job: Tenure track position CS/Engineering Computer Games and Virtual Worlds (Concordia University)

The Faculty of Engineering and Computer Science (ENCS) at Concordia University in Montreal, Quebec, invites applications for a tenure-track strategic hire position in the area of Computer Games and Virtual Worlds for appointment in the Department of Computer Science and Software Engineering (CSE). The CSE department has an active research group in 3D Graphics in addition to a highly popular Computer Games degree option at the undergraduate level. The goal of the strategic hire program is to augment existing research capacity in the department through high profile interdisciplinary research in collaboration with members of Concordia’s Technoculture, Art and Games Research Centre (TAG). The successful candidate will receive an attractive research support and teaching package. For additional information about ENCS, CSE and TAG see www.encs.concordia.ca,

www.cse.concordia.ca and www.tag.hexagram.ca.

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CfP: 2nd Bi-annual Conf. of the Int. Society for Intermedial Studies Utrecht, The Netherlands, 16-18 April ’15

In today’s mediatized culture and society, we use media for playing, performing, and participating in artistic practices but also in larger processes of cultural reproduction, social integration and socialization. The aim of the conference is to discuss the intermedial valences of play, performance and participation as increasingly intersecting practices.

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Job: Chair of Interactive Design and Game Development, SCAD Savannah, USA

Offering a true game design program, from concept through final production, SCAD has been recognized by GamePro Magazine, the Los Angeles Times and the Princeton Review as having one of the top 10 interactive game design programs in the world. Students learn from a professionally-engaged and connected faculty, including award winners and experts in their fields who bring to the classroom years of experience in game development, game studies and interactive design. Students develop their visual aesthetic by learning critical interactive design, conceptual, technical and analytical skills, and by achieving a mastery of industry-standard tools.

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Symposium: What’s next for procedural content? (Nov 10-11, ’14)

Procedural-content generation (PCG) in games has become a well known technique. Will Wright some years ago touted PCG as the “future of content”, and now procedural-generation techniques underlie influential (even if experimental) games such as Spore, Spelunky, and Dwarf Fortress. Among journalists, whether automation will “replace game designers” is a perennial, if often loosely grounded, topic of speculation. And among researchers, the field has grown into a sizeable community, exploring dozens of techniques.

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