The new online journal gamevironments, http://www.gamevironments.org/, highlighting video gaming as related to religion, culture, and society, invites paper submissions for its first upcoming regular issue. Gamevironments is hosted at the University of Bremen, Germany, as an international and multidisciplinary collaboration effort by the University of Bremen in Germany and the University of Helsinki in Finland.
Monthly Archives: February 2015
CfP: Articles in Communication, Media or Journalism studies related to digital gaming
KOME, an international Open Access journal published by the Hungarian
Communication Studies Association is currently seeking articles for
its 2015 issues. The journal aims to create a platform for an
innovative interdisciplinary discourse in the field of communication
and media studies, with a focal point on pure communication inquiry.
White Paper on Computer Game Archival
Via Noah Wardrip-Fruin:
What should we preserve, when we aim for game preservation? It’s not just the executables that matter. Some have suggested that we need to preserve play, and I agree that matters. But I think we also want to preserve what we can about how games come to be. We probably can’t imagine a future in which every significant game has a detailed oral history — but how about a future where we don’t just throw away all the records of how games were imagined, prototyped, built, argued about, revised, and so on?
Share photos and videos of your workspace with #imakegameshere
Researchers at Abertay University, USC and the V&A Museum in London are collaborating on an AHRC research network called Videogames in the Museum. They’ve started a hashtag campaign: #imakegameshere (https://twitter.com/hashtag/imakegameshere?src=hash)
Special Issue: Exploring Identity, Emotions, and Social Behaviors with Virtual Environments
Exploring Identity, Emotions, and Social Behaviors with Virtual Environments by guest editors:
Sharon Y. Tettegah (University of Illinois, at Urbana-Champaign, Champaign, IL, USA),
Michael P. McCreery (University of Nevada Las Vegas, Las Vegas, NV, USA),
Jason M. Harley (University of Montréal and McGill University, Montréal, QC, Canada)
CfP: Computer Games Culture 3: Behind the Scenes (University of Łódź)
School of Media and Audiovisual Culture (University of Łódź) in co-operation with Centre for Philosophical Research and Institute of Information Technology (Lodz University of Technology) invites all young researchers (post docs, Ph.D. and M.A. students) representing cultural studies, media studies, ethnology, philology, philosophy, journalism, history, psychology, sociology, as well as programmers and game designers, to participate in the third edition of the Computer Games Culture conference.
Board Game Studies Journal now has online version
The Board Game Studies Journal is now available online at http://bgsj.ludus-opuscula.org . Pdfs of issues 1-6 (1998-2003) are to be uploaded soon.
CfP: ICEC 2015 (IFIP – International Conference on Entertainment Computing)
ICEC2015 – International Conference on Entertainment Computing
30 Sept – 2 Oct, 2015
Trondheim, Norway
http://icec2015.info/
CfP: 8th Game and Entertainment Technologies (GET) 2015
8th International Conference on Game and Entertainment Technologies 2015
Las Palmas de Gran Canaria, Spain, 22 – 24 July 2015
(http://www.gaming-conf.org/)
Part of the Multi Conference on Computer Science and Information Systems (MCCSIS 2015)
Las Palmas de Gran Canaria, Spain, 21 – 24 July 2015
(http://www.mccsis.org)
CfP: Blank Arcade Exhibit at DiGRA: Deadline 2/28/15
Blank Arcade arrives in Germany after its successful 2014 edition in Salt Lake City, Utah.Blank Arcade: Games out of Joint is more than just a sequel, mod or expansion pack. It revisits its own concept through an exhibition of experimental games and artworks that push the boundaries of game design and theory. The curators invite artists, scholars and designers to propose works that investigate and question the ‘instrumentality’ of entertainment. We are more and more surrounded by video games that propose to be more than just ‘for fun’: games for health, education, social and civic engagement and so on. But what else can games be? How can games be used for trouble-making, rather than problem-solving? How can games become environments for posing new questions about our society, beliefs, and lives in general?