CfP: Special Issue – Intergenerational Gaming, Accessibility, Motivation, and Engagement (iGAME)

The CGJ is pleased to announce a CFP for the forthcoming special issue: iGAME (intergenerational: Gaming, Accessibility, Motivation, and Engagement).

The field of Games Studies has received a vast amount of interest and investigation over the last 50 years, ranging from game addiction, gender, engagement/interaction, to health rehabilitation and cohorts (i.e. baby boomers). However, intergenerational gaming has received less attention, with the exception of works by Voida and Greenberg (2009;2010), de Schutter et al. (2017), and Wang et al. (2018).

Given the nature of play and the developments of game technologies over the last couple of decades, intergenerational gaming offers a myriad of experiences for both gamers and nongamers, novice and expert gamers alike. Intergenerational gaming can facilitate several motivations in a milieu of domains from health and rehabilitation, to co-op and online gaming.

They invite submissions for this special issue of TCGJ, which focus on cutting edge research and perspectives in relation to intergenerational gaming. They welcome contributions from academics, industry professionals, students, and those with direct experience of intergenerational gaming. They will also consider papers concerning non-computing related intergenerational gaming, which reflect the intersectional and interlinked nature of intergenerational gaming.


Please see below for all important submission dates:

  • Title and abstract of proposed paper 30th June 2019
  • Draft paper for peer review 30th September 2019
  • Revised paper 10th December 2019

Topics include, but are not limited to:

  • Flow/immersion
  • Design
  • Usability, accessibility
  • Player experiences
  • Multi-methods
  • Health and rehabilitation
  • Culture and/or Environment
  • Multi-disciplinary
  • Player modelling
  • Predictive analysis

For queries regarding scope and applicability, please contact the guest editor, Dr Hannah R. Marston, by sending an email to:

For submission enquiries, please contact Drs John Sutherland (Editor-in-chief) or Malcolm Sutherland (Assistant Editor-in-chief) at:

Abstract & Proposed Title – Submission Instructions
Please submit your abstract & proposed title to:

Paper Submission Instructions
1. All submissions should be emailed to:
2. All submissions should follow the Journal formatting and guidelines
3. In your email, please add <Paper Submission – Title for Intergen Special Issue> in the subject box

CfP: 7th Games and Literary Theory Conference, Kolkata

Announcing the 7th Games and Literary Theory Conference (GamesLit 2019) to be held in Kolkata, India  on November 18th to 20th. The venue is Presidency University, Kolkata (formerly Hindoo College and Presidency College), which has just celebrated its bicentenary. It is an honour to be able to host the first large games conference in this part of Asia and indeed, the so-named Global South.

Kolkata (formerly Calcutta), also known as the ‘second city of the British Empire, used to be the capital of the British Raj and is now a vibrant and diverse city with a rich mix of cultures. It is also an appropriate location for a conference themed ‘Games at the Margin’. The full call for papers is available on the conference website: and also below.

They are looking for abstracts of at least 300 and no more than. 700 words; more information is available on the conference website.  Please submit your abstracts via EasyChair at on or before June 30th.

More information on the travel, accommodation and other logistical issues will be provided on the website shortly. If you have any queries, please email me at or my coorganiser at

CfP: Virtual Workshop ‘ASIA.LIVE: Locating Livestreaming in Asia’

Hosts: Leiden University, the Leiden Asia Centre, and Asiascape: Digital Asia
Organisers: Florian Schneider, Dino Ge Zhang, Gabriele de Seta
Date: 13 September 2019
Abstract Deadline: 20 June 2019

The practice of broadcasting live video through the internet has recently seen a resurgence, as livestreaming platforms recuperated the format pioneered by cam sites from around the early 2000s (Senft, 2008). From Periscope and Twitch to YouTube and Facebook Live, livestreaming video is today a popular media format, especially among gaming communities, Esports audiences, and popular media commentators (Taylor, 2018).

The uptake of livestreaming in Asia around 2013 is, as of yet, a largely untold story. In the distinct digital ecosystems of the Asia region (Steinberg & Li, 2017), this format has been embraced not only by gamers and their audiences but by a diverse range of communities and performers, fuelling the rise of livestreaming genres like the South Korean mukbang (social eating) or the Chinese huwai zhibo (outdoor livestreams). This local uptake and regional diversification is accompanied by the rise of Asian livestreaming platforms. These are either revamped from established video streaming sites, such as afreecaTV in Korea, Niconico Namahosho in Japan, or Bilibili Live in China, or they come in the new forms of mobile-exclusive apps such as Bigo Live in South East Asia or Inke in China. There are also local scenes of livestreaming cultures on international platforms such as Facebook Live, Twitch, and YouTube. The local ecologies of Western and Asian platforms in Asian national contexts are home to intricate networks of regional livestreaming cultures, and these cultures interact in complicated ways with geopolitical flows and borders (Steinberg & Li, 2017). Livestreaming in Asia has become a veritable ‘live’ laboratory of screen cultures in which new genres, performativities, personalities, audiences, and commenting practices emerge.

Workshop topics:

ASIA.LIVE aims to bring together researchers interested in Asian livestreaming cultures and practices. Through our ‘virtual workshop’ format, we support and encourage a live dialogue around this emergent, ephemeral, and often undocumented domain of contemporary digital culture. The workshop invites submissions of audio-visual presentations discussing the following issues and beyond:

  • Emerging theories of liveness and real-timeness.
  • Microhistories of live video in Asia.
  • Situated genres of livestream performance.
  • Live comment cultures.
  • The platformisation of Asian livestreaming.
  • Livestreaming apps and mobility.
  • Representation and intersectionality in livestreaming cultures.
  • Livestreamed localism, nationalism, and regionalism.

Workshop format:

As a ‘virtual workshop’, ASIA.LIVE is structured around pre-recorded audio-visual presentations that will be broadcasted online, along with livestreamed Q&A sessions, on the date of the event. Submissions must be 15-minute-long videos. However, the format can range from traditional slides with voiceover or webcam talk to video essays or even more experimental genres (archival footage remixes, mini documentaries, performance pieces, livestreamer interviews, etc.). Although it will be possible and encouraged to join us at Leiden University during the livestream event, participation will be largely remote via a livestream.


Interested contributors should submit a 250-word abstract with a short bio detailing their idea for the video presentation in order to be considered for the workshop. Please submit abstracts to by 20 June 2019 and we will respond to your expression of interests on 1 July 2019. If your abstracts are selected, you will be invited to submit your video file before/on 1 September 2019.

Journal special issue:

Particularly promising contributions to the conference may later be included in the form of research articles in a special issue of the peer-reviewed academic journal Asiascape: Digital Asia (Brill), to be published in the spring of 2021. The deadline for these articles will be 1 April 2020.

CfP: Games Studies Summit: Paratextualizing Games

The fact that new communication media have always produced new possibilities for cultural evaluation, analysis, and participation is particularly true of digital games. Gaming no longer only takes place as a “closed interactive experience” in front of TV screens or PC monitors at home (or at work), but also as broadcast on video-sharing and streaming platforms or as cultural events in exhibition centers and e-sport arenas. The development and popularization of new technologies, forms of expression and online services – from Let’s Play videos to live streams, from video essays to podcasts – has a considerable influence on the academic and journalistic as well as on the popular discourse about games.

Ian Bogost asks in his 2015 collection of essays: How to talk about Videogames? To further investigate and to expand upon this question is the pivotal point of this year’s Clash of Realities’ Game Studies Summit. They do not just want to ask which paratexts gaming cultures have produced, i.e., in which forms and formats and through which channels we talk (and write) about games. They also ask: How do paratexts influence the development of games? How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? How do new forms of communicating about games affect the medium of the game itself? In short: How does the paratext change the text?

The Game Studies Summit is hosted by the Cologne Game Lab and the Institute for Media Culture and Theatre (University of Cologne). It will take place on November 20, 2019.

Call for Papers: [PDF]
Deadline for submissions: June 30, 2019
Please send abstracts (no longer than 300 words) along with a short bibliography/ludography to
Notifications of acceptance/rejection will be sent by the end of August. In special cases, we will be able to cover for travel and accommodation costs.

CfP: GHItaly 2019 Workshop on Games-Human Interaction

GHItaly19 aims at bringing together scholars and industry practitioners to establish a common ground on the topic.

The main goal of the event is to spur discussion, exchange of ideas, and development of new ways of researching, teaching, and working on games-human interaction.

The perspective that the workshop aims at investigating is the design of visual interfaces applied in the specific field of the production of video games. However, the application range of video games that the workshop invites to explore has to be intended in its broadest sense: both entertainment and applied finalities.


The workshop aims at collecting contribution advancing the research applied to video games.

This edition will especially focus on the influence of visual interface design on the final quality of user experience.

Suggested topics include (but are not limited to):

  • Adaptive and Context-Aware Interfaces
  • Agency of objects
  • Artificial Intelligence applications
  • Biometric measures for interaction
  • Critical or meaningful play experience
  • Distributed and Online systems
  • Full-body Interaction
  • Game Design & Level Design
  • Human Computer Interaction applied to visual interfaces Immersive VR systems
  • Information Visualization
  • Interaction Design Tools
  • Interfaces for Social Interaction and Cooperation Motion-based Interaction
  • Moral choices
  • Multimodal Interfaces
  • (Multi)Sensory Interfaces
  • Procedural rhetoric
  • Sensemaking
  • Storytelling
  • Usability and Accessibility
  • Visualization techniques
  • Virtual and Augmented Reality


All paper submissions must be in English, and they must not exceed six (6) pages in length, including references. The papers must be formatted using the ACM SIGCHI format ( ).

Papers must be submitted online via EasyChair submission system:

All the papers will be subject to a double review process by the members of the Programme Committee. The proceedings with the papers accepted to the GHItaly19 workshop will be published in CEUR Workshop Proceedings ( ), and will be indexed by SCOPUS.

The authors of the best papers will be invited to submit an extended version of their work to an international journal.


  • June 3: Submission deadline
  • June 21: Review notification
  • July 8: Camera ready submission
  • September 23: GHItaly 2019 Workshop

CfP: Games and Learning Alliance conference in Athens, Greece

== GALA conf Call for Papers ===

Seeking original contributions that advance the state of the art in the technologies and knowledge available to support development and deployment of serious games (SG). Experimental studies are strongly encouraged.

Please refer also to the Aims and scope section and also check the workshop pages, that will have different CFPs.

Submit a contribution to

Conference details at

Potential topics include, but are not limited to:

Technology track:

  • Human-Computer Interaction for SGs (hardware, software)
  • Modeling and simulation
  • Learner performance modeling, assessment (stealth, formative, summative) and feedback
  • Learning analytics
  • Adaptivity
  • Artificial intelligence and machine learning for SGs
  • Big data for SGs
  • Neuro-scientific principles, experiments and applications
  • Computing architectures for SGs
  • Technological support for collaborative games
  • Immersiveness and multimedia experiences
  • Augmented and virtual reality
  • Computer Graphics & Visual Effects
  • Emotions and Affective Interaction
  • Interactive narrative and digital storytelling
  • Procedural content generation
  • Smart toys for learning
  • Efficient development tools
  • Social computing
  • Support for gamification
  • Security & privacy
  • Interoperability and standards
  • Quality of service for SGs

Cognitive Science track:

  • Cognitive processing in an SG
  • SG for Cognitive disorders
  • Cognitive Architecture in SG design and development
  • Neuroscience in SG

Pedagogical foundations track:

  • Pedagogical theories and their applications in the field of serious games
  • User modelling
  • Methodologies and principles for serious games user assessment
  • Support for educators and trainers
  • Pedagogical principles of gamification
  • Support higher-order thinking through serious games

Serious Game design track:

  • Mapping pedagogical goals, outcomes and principles into serious game mechanics
  • SG mechanics
  • Gamification design
  • Design of score, rewards, achievements, and related interfaces
  • Ubiquitous/pervasive gaming
  • Support for educators and trainers
  • Balancing realism, engagement, learning and entertainment
  • Collaboration and cooperation

Application track:

  • Case studies on developing/deploying serious games in application domains such as business, management, entrepreneurship, environment, cultural heritage, health, fitness, sport, smart buildings, humanities, engineering, manufacturing, security, safety, ethics, etc.
  • User studies applying serious games in formal education
  • User studies applying serious games in training (professional, corporate and executive training, skill development and other workforce programs)
  • User studies of applying serious games in the above domains, studying effectiveness for learning/training
  • Understanding how, when, with whom, for what to use serious games
  • Gamification in various application domains
  • Verification of learning transfer
  • Study of the long-term impact
  • Assessing personal abilities through serious games
  • Usability studies

Industrial track:

  • Serious games market studies
  • Business models for serious games
  • Pervasive gaming
  • Mobile gaming
  • Gamification
  • Products to support serious games development and deployment

Authors must follow a format according to the Springer LNCS template, that can be downloaded in word ( ) or LATEX ( )

The maximum length for full papers is 10 pages.

The accepted articles will be published on Springer LNCS.

A dedicated special issue with an upgraded version of the best papers of the conference will be published on The International Journal of Serious Games.

Important dates:

  • Paper submissions due: 14 June 2019
  • Accepted papers decided: 19 august 2019
  • Camera-ready papers due: 13 September 2019

CfP: Gamification 53rd HICSS 2020 conference

Link to full CFP:

Part of the “Decision Analytics, Mobile Services, and Service Science” –
track 53rd annual Hawaii International Conference on System Sciences HICSS
January 7-10, 2020 | Grand Wailea, Maui


  • June 15: Submissions deadline
  • August 17: Notification sent to authors
  • September 4: Revision deadline
  • September 10: Final acceptance notifications sent to authors
  • - September 22: Deadline for authors to submit the final manuscript (camera
  • ready)
  • - October 1: Registration deadline
  • - January 7-10: Conference
  • - February 15, 2019 (date subject to change) (Optional) Submission deadline
  • for extended versions of selected papers for Internet Research or Electronic
  • Markets.

Authors of accepted papers have the option to fast-track extended versions
of their HICSS papers either to Internet Research (Impact factor 3.838)
r) or Electronic Markets (Impact factor 3.818)

Moreover, the Gamification mini-track is part of the Gamification
Publication Track aimed at persistent development of gamification research:

=== TOPICS (but are not limited to):

  • Users: e.g. Engagement, experience, motivations, user/player types
  • Education: e.g. Serious games, game-based learning, simulation games
  • Media: e.g. eSports, streaming
  • Commerce: e.g. Game business models, free-to-play, gamification as marketing, adoption
  • Work: e.g. Organizational gamification, gameful work, gamification in leadership
  • Technology: e.g. VR, AR, MR, gameful wearables and IoT
  • Toys & playfulness
  • Health: e.g. Quantified-self, games for health, health benefits
  • Cities: e.g. smart cities, urban gamification, playable cities, community engagement, governance
  • Theories/concepts/methods: Contributions to science around gamification

They encourage a wide range of submissions from any disciplinary backgrounds:
empirical and conceptual research papers, case studies, and reviews.

CfP: Global Perspectives on Gameful and Playful Teaching and Learning

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

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.

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 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:

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 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:

Key information:

Please send your extended abstract of 1000 words (excluding references) to Mahli-Ann Butt
and Darshana Jayemanne at 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).

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 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).