The second issue of G|A|M|E Games as Arts, Media, Entertainment is now online and available at this address: http://www.gamejournal.it/issues/game-n-22013
The second issue of G|A|M|E, entitled Technology evolution and perspective innovation. 3D and spatial depth today and yesterday, investigates 3D technologies and their implications for the video game world.
The concept of 3D, in this context, refers to both stereoscopy and, more generally, tridimensional systems of representation that have been dominant in video games since the early 1990s. The contributions to this issue seek to provide a better understanding of the evolution of the technological and technical systems of representation.
The articles individuate a time continuity inscribed in these systems, which refashion throughout multiple media. For this reason, G|A|M|E wants to build a parallel reflection between new technologies such as stereoscopic 3D, and established ones such as polygonal 3D.
The contents of this issue are:
The Call for Abstracts of the 7th Vienna Games Conference FROG13 (27-28 September, 2013) is out. Viennaâ€™s annual Games Conference offers an open international platform for leading game studies researchers and scholars, game designers, researchers and scholars from various other fields, education professionals, and gamers from around the world. The topic of the FROG13 is â€œContext Mattersâ€ and we are looking for contributions that explore, study and examine the contextual and situated aspects of game, design and play. Be a part when the magnificent Vienna Town hall converts into a vibrant playground for players, fans and games researchers.
7th Vienna Games Conference- Future and Reality of Gaming – FROG13
Submission Deadline: 25 May 2013
CfP in detail: http://bupp.at/en/service-en/frog/frog-2013/
Faculty Position in Interactive Storytelling and Game Design
School of Computer Science
The School of Computer Science at Reykjavik University seeks to hire a faculty member for a new academic position in the field of interactive narrative and game design. We are interested in an ambitious, highly qualified academic who can combine innovative teaching and cutting-edge research in the rapidly evolving area of interactive digital entertainment within our school.
Details after the jump
7th International Conference on the Philosophy of Computer Games
Computer Game Space â€“ Concept, Form and Experience
Bergen, Norway, 2-4 October 2013
We hereby invite scholars in any field of studies who take a professional interest in the philosophy of computer games to submit papers to the 7th International Conference on the Philosophy of Computer Games, to be held in Bergen, Norway, October 2-4 2013.
More details after the break
Jon Festinger Q.C. would like to let the community know that most of the materials including slides and HD videos of lectures for his University of British Columbia Faculty of Law course in Video Game Law (Law450A) are available on-line at http://blogs.ubc.ca/videogamelaw/ .The site is open and has a Creative Commons license. Anyone in the community can respond to posts and Jon would encourage them to join into any of the course discussions – only asking that they identify themselves and their academic affiliation when doing so. Jon wants in particular to thank to the UBC Centre for Teaching, Learning & Technology, the UBC Faculty of Law and The Centre for Digital Media for making the resources available so the course materials can become available in this way.
University of Malta – Institute of Digital Games and the Department of English – International Conference Series in Games and Literary Theory
University of Malta, 31st October-1st November 2013
This inaugural event in the Digital Games and Literary Theory Conference Series follows on from a successful International Workshop held at the University of Malta last year. That event established the scope, appeal and timeliness of interdisciplinary research involving Game Studies and Literary Theory. While there are ample conference opportunities for discussion of the impact of Game Studies on other fields in the Humanities and on the amenability, in turn, of Game Studies to critique by those fields, events where the affinities with Literary Theory take centre stage are, by comparison, quite rare. This is surprising.
There are, in fact, a number of reasons why a forum for formalised exchanges across the two fields is now overdue, and why the prospect of it should be exciting and enriching for both areas. For one thing, digital gamesâ€™ modalities could be seen as reconfiguring and possibly subverting conceptualities and orthodoxies integral to literary theory (such as matters concerning textuality, subjectivity, authorship, the linguistic turn, the ludic, and the very nature of fiction).
More info after the jump
A Lecturer position in the area of games programming/technology has become available in the Creative Technology Group in the School of Design, Engineering & Computing at Bournemouth University, UK.
You should have a doctoral qualification or equivalent and expertise in games programming/technology is essential. You will be expected to have a strong understanding of C++ and C# programming (plus related paradigms such as object-oriented programming) and also APIs such as OpenGL or DirectX.
In addition to this, you will be expected to have familiarity with contemporary game engines such as Unreal, game modification and applied maths and physics for games development. Industry experience in the form of published game titles would be advantageous. A strong research profile in a related area, evidence of successful bids for funding and experience in supervising postgraduate students would also be desirable.
A detailed job description and person specification are available from our website together with an online application form.
Springer’s Multimedia Systems Journal (MMSJ): Special Issue on Network and Systems Support for Games
The market for networked video games is now worth more than $1 billion in
western countries. The inherent social and community-building aspects of
networked video games are widening the sector’s influence on other
markets, making their worldwide potential growth tremendous. Virtual
economies are also exploding and becoming a growing economic force to be
reckoned with. We are already seeing evidence that virtual and real world
economies are starting to merge, where users/avatars can exchange real
goods along with virtual goods in virtual market places.
Details after the jump
The fifth outing of the International Conference on Games and Virtual Worlds for Serious Applications will be hosted at Bournemouth University, UK between the 11th and the 13th of September 2013. With the conference organized in previous years at locations such as Coventry (UK), Braga (Portugal), Athens (Greece) and Genoa (Italy), it will take place, for 2013, at the state of the art Kimmeridge House building of Bournemouth University, situated at the main Talbot campus of the institution.
The development and deployment of games with a purpose beyond entertainment and with considerable connotations with more serious aims is an exciting area with immense academic but also commercial potential. This potential presents both immediate opportunities but also numerous significant challenges to the interested parties involved, as a result of the relatively recent emergence and popularity of the medium. The VS Games 2013 conference aims to address this variety of relevant contemporary challenges that the increasingly cross-disciplinary communities involved in serious games are currently facing. This will be achieved by, amongst other ways, the comprehensive dissemination of successful case studies and development practices, the sharing of theories, conceptual frameworks and methodologies and, finally, the discussion of evaluation approaches and their resulting studies.
Call for Papers: Surveillance, Games and Play – Theme Issue of /Surveillance & Society/
edited by: Jennifer R. Whitson and Bart Simon
submission deadline: *September 15th 2013* for publication March 2014.
The games we play on our computers, iPads, and video game consoles are watching us. They track our every online move and send data on who we are, how we play, and whom we play with back to game and virtual world publishers such as Sony and Microsoft. Two events in the summer of 2011 exemplify the need to study surveillance in games: a hacker attack against Sony’s Playstation Network compromised over 77 million user accounts including credit card numbers, while iPhone users discovered hidden code in their devices that tracked their movements and secretly sent this data back to Apple. This form of consumer surveillance that targets players has eluded critical appraisal in both the games studies and surveillance literature. The games we play are not only watching us, but are leveraging surveillance to mold us into better students, workers, and consumers, as evidenced by the growth of gamification applications that combine playful design and feedback mechanisms from games with users’ social profiles (e.g. Facebook, twitter, and LinkedIn) in non-game applications explicitly geared to drive behavioural change. Accordingly, traditional surveillance activities are transformed through their combination with playful frames of reference and game-like elements.
More info after the jump