About Jessica 'jynnie' Tang

3rd Year Comparative Media Studies Undergraduate at MIT

Job: Lecturer/Senior Lecturer/Associate Professor in Computer Games

The Department of Computing at Macquarie University, in Sydney Australia, is expanding its teaching and research programs in Game Design and Development and looking to hire new staff. Positions range from level B (Lecturer, equivalent to Assistant Professor in US terms) to level D (Associate Professor, equivalent to Professor in US terms).
As a games researcher you will be part of MQ’s Serious Games Research Network, an active interdisciplinary network of games researchers from Computing, Media, Philosophy, Psychology, Cognitive Science and Creative Writing. Our research themes include:
  • Ethical decision-making in videogames
  • Reasoning and problem-solving in games
  • Virtual Reality Games for Vision Science
  • Virtual Reality Games for Social Neuroscience
  • Games for Sustainability
  • Narrative design for games
  • Games for understanding multi-agent social interactions
You will also take have a role in developing Macquarie’s newly expanded Bachelor of Game Design and Development program, including teaching units in game design and virtual reality development.
Full details at http://jobs.mq.edu.au/cw/en/job/504307/lecturersenior-lecturerassociate-professor-in-computer-games. If you are interested or have any questions, please contact Program Leader, Dr Malcolm Ryan via email at malcolm.ryan@mq.edu.au.

Cotutelle & Joint PhD opportunities

The Serious Games Research Network at Macquarie University (in Sydney, Australia) is looking to attract international PhD students interested in taking part in Macquarie’s Cotutelle and Joint Phd programs.

A Cotutelle or Joint PhD is a PhD program where a candidate is jointly enrolled at two universities, and spends time at each university. A candidate is jointly supervised by staff at each institution and upon successful completion of the program, a candidate graduates from both universities with a Doctor of Philosophy.

Macquarie University offers generous scholarships to a of high-quality candidates. The Cotutelle/Joint PhD Scholarship includes:
  • Scholarship for tuition fees for up to 3 years
  • Stipend while on campus at Macquarie University
  • Travel Allowance

The total value of the Cotutelle/Joint PhD Scholarship is approx $160,000 (AUD) for international candidates depending on the length of candidature and stay at MQ.

More details, including a list of participating partner universities can be found here: https://www.mq.edu.au/research/phd-and-research-degrees/explore-research-degrees/cotutelle-and-joint-phd

The SGRN is an interdisciplinary network for games researchers from Computing, Media, Cognitive Science, Philosophy, Psychology, English and Health. Research themes include:
  • Ethical decision-making in videogames
  • Reasoning and problem-solving in games
  • Virtual Reality Games for Vision Science
  • Virtual Reality Games for Social Neuroscience
  • Games for Sustainability
  • Narrative design for games
  • Games for understanding multi-agent social interactions
More information on our projects here:
If you are interested, or would like to know more, contact SGRN Coordinator, Dr Malcolm Ryan via email at malcolm.ryan@mq.edu.au.

CfP: Global Perspectives on Gameful and Playful Teaching and Learning

CALL FOR CHAPTER PROPOSALS
Proposal Submission Deadline: June 10, 2019
Global Perspectives on Gameful and Playful Teaching and Learning
Editor, Matthew Farber, Ed.D.
University of Northern Colorado

Introduction
In the fast-changing field of game-based learning, there exists a need for an edited collection of enhanced and updated research, alongside original research in this area. The main goals of this book are present summation of enhanced papers from the International Journal of Game-Based Learning (IJGBL), as well as additional original chapters. Chapters should identify, explain, and improve the interaction between learning outcomes and motivation in games (digital and analog), and to promote best practices for the integration of games in instructional settings. It is multidisciplinary and will address cognitive, psychological and emotional aspects of game-based learning.

Objective
This book aims to the provide relevant theoretical and empirical understanding of game-based learning. To achieve this aim, the journal publishes theoretical manuscripts, empirical studies, and literature reviews. The journal publishes this multidisciplinary research from fields that explore the cognitive and psychological aspects that underpin successful educational video games. It also will provide students, researchers, instructors, and policymakers with valuable information about game-based learning, with the purpose of increasing understanding of the process of designing, developing and deploying successful educational games.

Target Audience
The target audience of the journal is composed of professionals and researchers working in the fields of educational games development, e-learning, technology-enhanced education, multimedia, educational psychology, and information technology. IJGBL promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based learning environments.

Recommended Topics
•       Adaptive games design for game-based learning
•       Design of educational games for people with disabilities
•       Educational video games and learning management systems
•       Game design models and design patterns for game-based learning
•       Instructional design for game-based learning
•       Integration and deployment of video games in the classroom
•       Intelligent tutoring systems and game-based learning
•       Learning by designing and developing video games
•       Learning styles, behaviors and personalities in educational video games
•       Mobile development and augmented reality for game-based learning
•       Motivation, audio and emotions in educational video games
•       Role of instructors
•       Virtual worlds and game-based learning

Submission Procedure
Researchers and practitioners are invited to submit on or before June 10, 2019, a chapter proposal of 1,000 to 2,000 words clearly explaining the mission and concerns of his or her proposed chapter. Authors will be notified by June 30, 2019 about the status of their proposals and sent chapter guidelines. Full chapters are expected to be submitted by July 30, 2019, and all interested authors must consult the guidelines for manuscript submissions at http://www.igi-global.com/publish/contributor-resources/before-you-write/ prior to submission. All submitted chapters will be reviewed on a double-blind review basis. Contributors may also be requested to serve as reviewers for this project.

Note: There are no submission or acceptance fees for manuscripts submitted to this book publication. All manuscripts are accepted based on a double-blind peer review editorial process.

All proposals must be submitted through the eEditorial DiscoveryTM online submission manager: https://www.igi-global.com/publish/call-for-papers/call-details/4082

Publisher
This book is scheduled to be published by IGI Global (formerly Idea Group Inc.), an international academic publisher of the Information Science Reference (formerly Idea Group Reference), Medical Information Science Reference, Business Science Reference, and Engineering Science Reference imprints. IGI Global specializes in publishing reference books, scholarly journals, and electronic databases featuring academic research on a variety of innovative topic areas including, but not limited to, education, social science, medicine and healthcare, business and management, information science and technology, engineering, public administration, library and information science, media and communication studies, and environmental science. For additional information regarding the publisher, please visit www.igi-global.com. This publication is anticipated to be released in late 2019 or early 2020.

Important Dates
June 10, 2019: Proposal deadline
July 30, 2019: Full chapter Submission
August 15, 2019: Reviews returned to Editor
August 30, 2019: Reviews returned to Authors
September 30, 2019: Revisions due from Authors
November 25, 2019: Final Materials to IGI Global

Workshop CfP: Social Justice Tactics in Today’s LudoMix DiGRA 2019

The DiGRA Diversity Working Group is running our second Diversity Workshop at this year’s Kyoto conference. Along with our current work on appointing Diversity Ombudspersons this will be an important part of our work for the year and we particularly encourage participation by scholars from diverse backgrounds. The theme this year is oriented to tactical interventions that have helped support diversifying spaces and organisations.

The full CfP can be accessed here: http://www.digra2019.org/wp-content/uploads/2019/04/DiGRA_Diversity_Workshop_2019_CfP.pdf

Key information:

Please send your extended abstract of 1000 words (excluding references) to Mahli-Ann Butt
and Darshana Jayemanne at digradiversityworkshop@gmail.com by June 1, 2019 at 17:00
CET (9:00 PST).

Please note this is an open paper format and you are not required to use the DiGRA template
for extended abstracts. Abstracts will be subject to peer-review by the DiGRA Diversity
Working Group.

Notifications of acceptance will be sent to participants on June 22. Camera ready abstracts for
the workshop are expected by July 15.

Important Dates
Extended Abstract Deadline: June 1, 2019, 23:59 AEST.
Notice of Acceptance: June 22
Camera Ready Abstracts: July 15
Workshop Date: August 6

Workshop Format and Activities
12:00-12:30 Opening and Introductions
12:30-13:00 Designing Diversity Guidelines
13:00-15:00 Paper presentation – six papers, 15 minutes each and 5 minutes of question time
15:00-15:30 Break
15:30-16:30 Keynote
16:30-18:00 Co-facilitated Discussion

CfP: DiGRA Italia 2019: Sub Specie Ludi

DiGRA Italia 2019: Sub Specie Ludi
Date: October 11th, 2019
Venue: Università di Torino, Italy
Submission deadline: 14th June (notifications of acceptance will be sent in 2-3 weeks).
Curated by: Riccardo Fassone (Università di Torino), Paolo Ruffino (University of Lincoln, UK), Marco Benoit Carbone (Brunel University London, UK).
Contact: digraitalia@gmail.com

http://www.digraitalia.org/

For the past two decades the study of games has been progressively institutionalized within universities and research centres. The perspective that has predominantly emerged in European and North American universities has privileged the study of digital games. Video games, supported by a global industry, have attracted scholars from various disciplines: from narratology to computer science and from design to cultural and media studies. DiGRA (Digital Games Research Association) was born primarily as an association of video game scholars, while maintaining a constant presence of researchers interested in role-playing, table games, and other forms of ludic practices. However, the complexity of game studies cannot be reduced to the study of a category of texts defined on the basis of their technological support. The study of games necessarily combines an awareness of both the conceptual and disciplinary complexity of a broad philosophical category and of the many and diverse contexts of play that are investigated by the social and anthropological sciences.

Canonical texts in game studies pay attention to these complexities. Johan Huizinga, in his seminal Homo Ludens (1938), outlined a study of culture through games (sub specie ludi), where divergent human activities are kept together through the lens of play. In the equally important Man, Play and Games (1961), Roger Caillois explored social, anthropological and biological phenomena identifying therein free and competitive forms of play, as well as open and structured, mimetic and chaotic games. Other influential studies have explored games in the fields of pedagogy and psychology (Playing and Reality, Winnicot 1971; The Ambiguity of Play, Sutton-Smith 1997), anthropology (The Interpretation of Cultures, Geertz 1973) and philosophy (Play as Symbol of the World, Fink 1960). These examples, drawn from different geographical and historical contexts and disciplines that include history, philosophy and the humanities, do not include further conceptualisations of play devised within fields such as ethology and natural sciences, which have only been discussed concomitantly by transversal, boundary-bending thinkers such as Roger Caillois.

The DiGRA Italia 2019 conference intends to encourage an inclusive, multidisciplinary and philosophical perspective on game studies, creating a dialogue across various approaches and disciplines. After a series of conferences focused mainly on the study of the video game, DiGRA Italia intends to shift the perspective: no longer focussing on the study of a medium, but on games in the broadest sense, intended as texts and practices from which to read complex social, cultural and historical contexts and phenomena. The conference aims to question the methodologies adopted by scholars of different backgrounds and how these delimit their own territories, boundaries, and objects of study.

The conference encourages a consideration of games not so much, or not only, as objects with specific technological and material characteristics. Instead, it invites scholars to reflect on the game as a lens through which they may be able to read and understand social, cultural, economic, linguistic and technical phenomena. The broadly encompassing remit of the conference encourages a plurality of perspectives. The following list is intended to solicit the interest of participants from different departments and research backgrounds. Inviting interventions in the following areas:

  • Play, mimicry, biology (animals, insects, vegetation)
  • Language games, language as game
  • Performance and role-playing games
  • Learning and education through play
  • Ethnographic approaches to play practices
  • Mathematics, economics and game theory
  • Social media and the playful in online cultures
  • Ideology, propaganda, political movements as serious play
  • Quantified bodies and playful self-help methods
  • Games as social threats, apocalyptic visions and determinism
  • Game theory, theory as game

Please send your proposals to digraitalia@gmail.com by June 14th, 2019. They accept abstracts of up to 500 words, or complete papers of up to 5000 words. Please attach a short biographical note (150 words).

Workshop: The Future of Location-based Gaming Research

The Future of Location-based Gaming Research
DiGRA, Kyoto 2019

Date and time: 6 August, 09.00-15.50

Ritsumeikan University Kinugasa CampusThey are seeking participants for a one-day workshop to be held during the pre-conference program of DiGRA 2019 in Kyoto, focusing on the future of location-based games research. Interested participants should send an approx. 400 word bio, including a description of their previous or current research on location-based games and their specific interest in attending the workshop. Participants will be selected on the basis of their contribution to the field of location-based gaming research, with an emphasis on those with diverse backgrounds and cultures, gender diversity, and a mix of established and early career/emerging scholars. Theey are particularly looking forward to including a diverse and mixed group of researchers from east and west.

To apply, please send your bio with requested information to Dale Leorke (dale.leorke@tuni.fi) by 4th June 2019.  Below, please find a more detailed outline of the workshop:

Location-based games have been the subject of academic scholarship since the early 2000s. In the years since, they have attracted interest from researchers from a wide array of disciplines – game studies, media studies, computer science, education, urban studies, psychology, and other health-related disciplines. Given these recent shifts and ongoing developments in location-based game development and players’ experiences with them, there is a growing need to bring together researchers on location-based games to evaluate current and possible future trends in research. This workshop aims to accomplish this by gathering both leading and emerging researchers on location-based games to discuss methods, approaches, and theoretical frameworks for studying them as they continue to evolve.

Each participant will each briefly outline their research interests before working in small groups to discuss four core themes:

Games: focusing on the technology and gameplay design of location-based games
Play: focusing on studying location-based game players and player experiences
Making: focusing on the production process and funding models for location-based games (commercial and public)
Cultures: focusing on location-based games’ impact across local and global cultures, comparing and contrasting different national and cultural contexts

The workshop findings and discussion will be entered into a website and publicly distributed after the workshop’s conclusion to spur further discussion around research on location-based games and to help forge potential future research partnerships. They expect the workshop and post-workshop discussions will lead to cross-institutional and international co-authored publications, knowledge exchange, and research collaboration. They also intend to pursue the possibility for a journal special issue on location-based gaming research (e.g. ToDiGRA). Lastly, there will also be a Discord hub to connect interested researchers and practitioners in the field.

CfP: Audio Mostly 2019

The Audio Mostly (www.audiomostly.com) conference series is interested in sound Interaction Design & Human-Computer Interaction (HCI) in general. Audio Mostly will take place from the 18th to 20th of September 2019 at the University of Nottingham in the city of Nottingham in the UK. The conference provides a space to reflect on the role of sound/music in our lives and how to understand, develop and design systems which relate to sound and music. The special theme for the conference this year is ‘A Journey in Sound’. This year the theme of the conference is open to interpretation, but people might think about the following, in relation to the theme:

  • Sonic aspects of digital stories, documentaries and archives
  • The soundtrack to our lives. Archiving and sharing sound
  • The emotional potential of a sound, how might this be used to support interaction
  • The different uses of sound and music across different settings
  • The re-use of recollections and memories by composers and sound designers
  • The development of musical tools that can let us express our experiences over time
  • Socio-technical uses of AI create highly personalised soundtracks that respond to one’s context
  • Adaptive sound and music use in journeys, time and the creative use of data

They encourage original regular papers (oral/poster presentation) addressing the conference theme or other topics from the list provided below. They welcome multidisciplinary approaches involving fields such as music informatics, information and communication technologies, sound design, music performance, visualisation, composition, perception/cognition and aesthetics.

  • Accessibility
  • Aesthetics
  • Affective computing applied to sound/music
  • AI, HCI and Music
  • Acoustics and Psychoacoustics
  • Auditory display and sonification
  • Augmented and virtual reality with or for sound and music
  • Computational musicology
  • Critical approaches to interaction, design and sound
  • Digital augmentation (e.g. musical instruments, stage, studio, audiences, performers, objects)
  • Digital music libraries
  • Ethnographic studies
  • Gamic and Playful music experiences

For more information and other topics please see: https://audiomostly.com/2019/call/cfp/
The Audio Mostly 2019 proceedings will be published by the Association for Computing Machinery (ACM) (awaiting approval) and made available through their digital library. Regular papers, posters and demos/installations will be double-blind peer reviewed. It is envisaged that there will be a special issue of a journal relating to the conference, as with previous years.

Dates

  • Submission Deadline: 24th May 2019
  • Acceptance: 14th July 2019
  • Camera Ready: 9th August 2019
  • Conference: 18th to 20th of September at the University of Nottingham in the city of Nottingham in the UK

Submission Site

Contact

For more information or questions, please contact either Konstantinos Papangelis at k.papangelis@liverpool.ac.uk or the Paper and Poster Chairs: Adrian Hazzard – adrian.hazzard@nottingham.ac.uk Elizabeth Kelly – elizabeth.kelly@nottingham.ac.uk

CfP: ACM Symposium on Applied Perception

Reminder: paper submission deadline on May 21st

The ACM Symposium on Applied Perception (ACM SAP) provides an intimate, immersive forum for researchers who combine knowledge, methods, and insights from perception research andcomputer science disciplines. This explicitly includes such disciplines as cognitive psychology, perceptual psychology, psychophysics, behavior-analysis, and neuroscience on the perceptual side and computer graphics, computer vision, visualization, and human-computer interfaces on the visual computing side to name just a few! The interdisciplinary focus of this conference explicitly acknowledges that the various scientific disciplines in perception research and computer science research use different but complementary methods to address fundamentally similar questions. As such, combinations of knowledge, methods, and/or insights from the different fields can help to advance all of the applied perception fields.

ACM SAP 2019 will be held in Barcelona, Spain on the 19th and 20th of September, 2019. We invite submissions of original work in all areas of applied perception, regardless of sensory modality (vision, haptics, acoustics, proprioception, etc.). The focus of the work can be either perceptual or computational, but each submission must – as always – include elements of both perception and visual computing.Relevant approaches include:

→ application of perceptual research to any area of computer science, including:

  • modeling, rendering, animation;
  • virtual environments, characters;
  • processing information from artificial sensors;
  • representation of data, communication of data.

→ applications of computer science to any area of perception, such as:

  • modeling natural perceptual systems;
  • simulating natural perceptual systems;
  • systematic study of natural perceptual systems.

Papers

Research can be submitted as long paper (up to 8 pages) or as a short paper (up to 4 pages). In all cases the page limit is EXCLUSIVE of the pages devoted to bibliographic references and appendices. Authors are explicitly encouraged to include a full citation list. All submissions should follow the general SIGGRAPH formatting guidelines Please submit all papers formatted for a double blind review. Diagrams and images should be in color where appropriate. At least one author of an accepted paper must register for and attend the conference. Research that is not accepted as a paper will automatically be considered for the poster session. Authors can, of course, decline to have their work be considered as a poster.

Posters

The posters program at SAP provides an informal venue for authors to share their research achievements and further discuss them with others. In that spirit, we encourage all types of scholarly submissions that fit the scope of ACM SAP. In particular, we explicitly welcome poster submissions on work-in-progress and on work that may have been previously published elsewhere but for which additional dissemination and discussion is desired. The poster session is an integral part of SAP and the SAP program will include a dedicated time slot for poster viewing and discussion. All poster presenters will also have the opportunity to give a one-minute presentation on their work during a poster fast-forward session.

NOTE: SAP poster abstracts are NOT considered to be publications, and as such will NOT appear in the ACM Digital Library. Poster abstracts WILL be included in the conference USB drive. Poster extended abstracts may include figures and should follow the general SIGGRAPH formatting guidelines, except that they should be 1 page long. Note that you do not need to submit the actual poster.

***New Reviewing Process***

Starting this year, we have adopted a new reviewing process. Each submitted paper will be assigned to the two members of the International Program Committee (IPC) whose expertise most closely matches the topic(s) of the paper. Each IPC member will find two external, independent experts to perform the actual reviews. Subsequently, the four reviewers and two IPC members will engage in a discussion about the paper and the reviews, working towards a consensus recommendation for the paper. This discussion will occur on a paper-by-paper basis. No reviewer or IPC member will have access to the discussion or reviews for a paper to which they were not assigned. The two program chairs will, as usual, consider the recommendation(s), the contents of the reviews, as well as the papers themselves to reach a final decision on each paper.

Possibility for Journal Publication

Under an agreement with the ACM Transactions on Applied Perception (TAP) and the ACM Publications Board, the strongest accepted papers will be offered publication as full papers in the ACM journal TAP (instead of appearing in the proceedings). Authors of such special issue papers must agree to present the paper at ACM SAP. As has always been the case, authors of regular ACM SAP papers can still submit to TAP regular issues with appropriate additions. Papers that have been recommended for acceptance in the ACM TAP journal will undergo a second review cycle, during which the authors will revise the paper to address reviewer concerns (similar to conditional acceptances at ACM SIGGRAPH). Please note that TAP referrals are conditional. The TAP reviewers may recommend bringing the paper back to the SAP proceedings if the quality of the revision is inadequate. Therefore, it is very important to incorporate as many reviewer comments as possible into the revision.

The revised paper has to be submitted in TAP format to Manuscript Central and must include a cover letter stating that the submission is for the SAP special issue. The cover letter should also document the list of changes made to the paper to address the reviewer concerns. Please note that TAP has a 20 page limit INCLUDING references. Reformatting, a paper from the SAP format to the TAP format typically adds a few pages. Complete TAP author guidelines and templates are available at http://tap.acm.org/authors.cfm

Deadlines

Each deadline is 23:59:59 AoE (Anywhere on Earth) ==> GMT/UTC-12:00 on the stated day, no matter where the submitter is located.

Papers:

  • Tuesday, May 14th: Abstract submission
  • Tuesday, May 21st: Paper submission
  • Tuesday, June 25th: Paper re-submission
  • Tuesday, July 2nd: Decisions announced
  • Tuesday, July 14th: Final papers due

Posters:

  • Tuesday, July 9th: Poster submission
  • Tuesday, July 16th: Decisions announced
  • Tuesday, July 23rd: Camera ready version of 1-page abstract due

Our Information for Authors page includes deadlines and other important information for authors planning on submitting papers or posters

CfP: GaMeCo2019: Games, Media and Communication

ECREA Digital Games Research Section symposium

Call for abstracts and panel proposals for the ECREA Digital Games Research Section Symposium in collaboration with the Gaming Matters Research Cluster of the Erasmus Research Centre for Media, Communication and Culture (ERMeCC).

7-8.11.2019, Erasmus University Rotterdam, the Netherlands

The 2010s are almost over, and game studies is preparing to enter another decade. The current decade has seen discussions on ludification and e-sports as well as the true breakthrough of terms such as gamification, signifying the pervasive and ubiquitous nature of games and play in contemporary societies. This symposium hosted by the ECREA Digital Games Research Section aims to look at where we have been and where we are going as a field – what could be the next steps? Where could we go from here, and what is going to happen to game studies in the 2020s? How does the multi-disciplinary field of game studies relate to the similarly multi-disciplinary field of communication studies? What kind of innovations are waiting around the corner when it comes to novel research methods or theorizing? What kind of phenomena are only beginning to receive attention, where are the remaining gaps in research?

They are inviting presentations, which may deal with any aspect of game studies or the intersection of game studies with the broader field of communication sciences. They especially encourage proposals that deal with innovations in research methods, empirical research, theory development, interdisciplinary collaboration, and other ways of renewing or re-inventing game studies. The presentations may also discuss work-in-progress research projects.

Possible topics include, but are not restricted to, the ones listed here:

  • Theoretical approaches and methodological advances in digital games research
  • The production, content, audiences and regulation of digital games
  • Digital game culture and gaming communities
  • Social interaction in and around digital games
  • Social and psychological aspects of digital gaming
  • Digital games in the field of education
  • Communication in and about digital games
  • Playful interaction in its various forms
  • Avatars, identification, and self-representation in virtual worlds
  • Digital game experience, gamer motivations, enjoyment and presence research
  • Digital games in comparison with other forms of media entertainment
  • Innovations in gaming, such as the use of virtual reality, augmented reality, and location-based gaming

Submission guidelines

Abstracts (max. 500 words + bibliography) should be submitted by April 30th 2019. Abstract should include the affiliations of the authors, a short bio of the lead author, and contact information. All abstracts should be submitted through EasyChair.

Decisions on the proposals will be made by May 7th 2019. There are plans to produce a publication, either a journal theme issues or an edited volume, based on selected seminar presentations.

Program Committee

  • Marko Siitonen (University of Jyväskylä, Jyväskylä, Finland)
  • Felix Reer (Westfälische Wilhelms-Universität Münster, Münster, Germany)
  • Teresa de la Hera (Erasmus University Rotterdam, Rotterdam, The Netherlands)

Venue

The conference will be held at the Erasmus University Rotterdam, the Netherlands thanks to the support of the Gaming Matters Research Cluster of the Erasmus Research Centre for Media, Communication and Culture (ERMeCC).

Submit your abstract

https://easychair.org/cfp/gameco2019

CfP: Teach Games, Pedagogical Approaches DiGRA 2019 Pre-Conference Workshop

CALL FOR PAPERS
Teaching Games:Pedagogical Approaches DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019)

Context of Teaching Games
Game studies, art, design, narrative, development, and game research method courses are proliferating across colleges and universities. Some classes are organized into formal game design programs while others are not. They can be offered in a wide range of departments and disciplines, including media studies, communications, computer science, sociology, English, education, political science, art, and many others. The primary goal of such courses is varied: to teach game design skills, game writing, production, development, critical analysis skills, as well as the history and context of digital games. This workshop is for instructors in higher education of all such courses to discuss their approaches, troubleshoot issues, as well as identify best practices for the course and assignment design.

The workshop is co-located and organized with the 2019 DiGRA 2019 conference in Kyoto, Japan, and will take place on August 6th, 2019. It builds on successful past versions of the workshop run at both DiGRA and FDG in 2014 and 2015, as well as on a later workshop on transgressive teaching strategies in game studies at NDigra in 2018 and HEVGA Game Educators’ Summits and symposia held in 2017 and 2018. The aim of this iteration is threefold: to broaden the scope of teaching about games more generally, to build a community around pedagogy and to generate scholarship that will result in a peer-reviewed publication.

Objectives and Outcomes
The aim of the workshop is to benefit pedagogy about games by discussing current issues and potential future directions in games teaching as well as to provide a forum for sharing and critiquing pedagogical practices. The latter will be especially valuable for scholars who are among the only faculty at their institution teaching games.
The workshop will be conducted in two parts: The morning session will be dedicated to paper presentations and discussions. The post-lunch session will be organized as work sessions, where groups discuss particular topics (self-organized by interests).

*** Topics ***
The workshop invites papers about teaching games in higher education. The following list suggests topics, but other topics relevant to pedagogical approaches in teaching games are welcome.
● Pedagogical methods to teaching games
● Integrating games into a pre-existing curriculum
● Case studies—teaching specific topics or areas
● Bridging theory and practice through the curriculum
● Creating new teaching resources and tools
● Teaching students to study players
● Teaching game research methods
● Industry partnerships
● Working with diverse groups of students and multi-disciplinary faculty
● Logistical challenges of teaching games (access to games, preservation, and fair use)

*** Submission guidelines ***
We will accept submissions for short papers between 1000 and 3000 words in length (excluding references). Submissions will be subject to double-blind peer review. Each submission will receive feedback from at least two reviewers. Authors of accepted submissions will be invited to give an oral presentation of their submission. Submissions must use the provided MS Word template or the LaTeX template for the workshop (both templates are available at hevga.org/digracfp – in case the page is down, see links below).

All submissions should be in the PDF format and be submitted through EasyChair. Accepted papers will be made available online at the workshop webpage.

A special issue of the ToDiGRA Journal (published by ETC Press at Carnegie Mellon) is a planned outcome of the workshop. Selected workshop papers will be invited to submit a journal article version for inclusion in a special issue of the ToDiGRA Journal. Publication in the special issue will require passing a second round of peer reviews.

*** Workshop Deadlines ***
Deadline for paper submissions: May 31, 2019
Notification of acceptance: June 28, 2019
Final drafts of papers due: July 19, 2019
Workshop: August 6, 2019
Revised papers submitted to journal for publication: October 1, 2019

*** Webpages ***
Workshop webpage: hevga.org/digracfp
Submissions page: easychair.org/conferences/?conf=tgpa19
Template .docx: interactivenarrativedesign.org/digrawstemplate.docx
Template LaTeX: www.overleaf.com/latex/templates/tgap-workshop-digra-template-2019/prjhkzzstyym

*** Workshop Location and Time ***
Location: Room Zonshin 206, Ritsumeikan University Kinugasa Campus, Kyoto, Japan
Date and Time: August 6, 2019, 9:00-15:50 with a lunch break 12:00-13:00