Published! JVWR new Assembled 2017 issue has arrived

We are happy to announce the publication of a NEW ISSUE of the Journal of Virtual Worlds Research (JVWR):

Volume 10, Number 1:

Assembled 2017

Issue editor: Victoria McArthur, University of Toronto, Canada
The 2017 Assembled issue of the Journal of Virtual Worlds Research is a collection of four interdisciplinary research papers, representing the diversity that is ‘virtual worlds’.
They represent a field that truly is ‘assembled’ – emerging from and supported by passionate scholars from various intellectual backgrounds.
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New Issue of Press Start Journal 4.1

The editorial board of Press Start Journal is once again happy to inform you of our newest issue, containing:

Editorial: Behind the Making

Lars de Wildt, Carina Assuncao, Samir Azrioual, Matthew Barr, Landon Kyle Berry, Mahli-Ann Butt, Daniel Joseph Dunne, Sarah Beth Evans, Eric Murnane

Critical Insights:

Playing Producer: An alternative perspective on video games as film

Olivia Huang

Papers, Please as Critical Making: A Review

Eddie Lohmeyer

Articles:

Pokémon is Evolving! An investigation into the development of the Pokémon community and expectations for the future of the franchise

Carina Assunção, Michelle Brown, Ross Workman

The Design Process of a Board Game for Exploring the Territories of the United States

Mehmet Kosa, Murat Yilmaz

“Grant us eyes, grant us eyes! Plant eyes on our brains, to cleanse our beastly idiocy!”: FromSoftware’s Bloodborne, and the New Frontier of the Gothic

Oliver Langmead

Commentary:

Book Review: The Post-9/11 Video Game: A Critical Examination

Pieter Van den Heede

The new, sixth issue can be found at http://press-start.gla.ac.uk/index.php/press-start/issue/view/6

As always, we seek contributions and reviewers – by students between the Bachelor level and until a year after finishing their Ph.D.

For those people we provide a supportive but critical, quick and high-quality environment to publish within the field of Game Studies. For more information check out http://press-start.gla.ac.uk/index.php/press-start/index

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The Other Caillois: Game Studies beyond Man, Play and Games – Games and Culture special issue

The Other Caillois: Game Studies beyond Man, Play and Games
Edited by Marco Benoît Carbone (University College London) and Paolo Ruffino (University of Lincoln)
Throughout the emergence of video games studies, the reception of French intellectual and game theorist Roger Caillois has been contradictory. On the one hand Caillois, along with other “classics”, provided a springboard for discourses on video games that sought to frame them as dignified cultural forms within the established philosophical domain of play. On the other hand, while using Caillois as an unavoidable benchmark, game scholars have focused mostly or exclusively on Man, Play and Games, increasingly criticising it as a descriptive and positivist work. This seems to contradict a parallel and possibly much stronger intellectual legacy (and critique) of Caillois as a transversal, a-systematic and provocative thinker. Aligned with a critique of positivism that can be traced to Nietzsche, Caillois envisioned a resort to “diagonal sciences” that could decisively (and often controversially) cut through established approaches to play, myth, the sacred, art, and politics.
Game studies have approached Caillois as an entry point into the study of games and culture, almost as a ‘token’ to drop in the introduction when defining what games are (or are not). The field has rarely taken his early production close to its full implications.
Challenging what could be argued to be a unilateral reception of this author, this issue of Games and Culture provides an opportunity to envision a more complex relation between Caillois and game studies.
Summary of content:
Introduction: The Other Caillois: The Many Masks of Game Studies 
Marco Benoît Carbone (UCL), Paolo Ruffino (University of Lincoln),Stephane Massonet (University of Brussels)
Roger Caillois and E-Sports: On the Problems of Treating Play as Work
Tom Brock (Manchester Metropolitan University)
Mimicking Gamers: Understanding Gamification Through Roger Caillois
Vincenzo Idone Cassone (Università‘ degli Studi di Torino)
Beyond Diagonal Sciences: Applying Roger Caillois’s Concepts of Symmetry and Dissimetry to Journey
Enrico Gandolfi (Kent State University)
Roger Caillois and Marxism: A Game Studies Perspective
Lars Kristensen and Ulf Wilhelmson (University of Skövde)
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CfP Games and Artificial Intelligence special issue, Journal for Digital Culture & Society

Inviting for submissions for a forthcoming issue of the Journal for Digital Culture & Society “Rethinking AI: Neural Networks, Biopolitics and the New Artificial Intelligence.”

The meaning of AI has undergone drastic changes during the last 60 years of AI discourse(s). What we talk about when saying “AI” is not what it meant in 1958, when John McCarthy, Marvin Minsky and their colleagues started using the term. Take game design as an example: When the Unreal game engine introduced “AI” in 1999, they were mainly talking about pathfinding. For Epic Megagames, the producers of Unreal, an AI was just a bot or monster whose pathfinding capabilities had been programmed in a few lines of code to escape an enemy. This is not “intelligence” in the Minskyan understanding of the word (and even less what Alan Turing had in mind when he designed the Turing test). There are also attempts to differentiate between AI, classical AI and “Computational Intelligence” (Al-Jobouri 2017). The latter is labelled CI and is used to describe processes such as player affective modelling, co-evolution, automatically generated procedural environments, etc.
Artificial intelligence research has been commonly conceptualised as an attempt to reduce the complexity of human thinking. (cf. Varela 1988: 359-75) The idea was to map the human brain onto a machine for symbol manipulation – the computer. (Minsky 1952; Simon 1996; Hayles 1999) Already in the early days of what we now call “AI research” McCulloch and Pitts commented on human intelligence and proposed in 1943 that the networking of neurons could be used for pattern recognition purposes (McCulloch/Pitts 1943). Trying to implement cerebral processes on digital computers was the method of choice for the pioneers of artificial intelligence research.
The “New AI” is no longer concerned with the needs to observe the congruencies or limitations of being compatible with the biological nature of human intelligence: “Old AI crucially depended on the functionalist assumption that intelligent systems, brains or computers, carry out some Turing-equivalent serial symbol processing, and that the symbols processed are a representation of the field of action of that system.” (Pickering 1993, 126) The ecological approach of the New AI has its greatest impact by showing how it is possible “to learn to recognize objects and events without having any formal representation of them stored within the system.” (ibid, 127) The New Artificial Intelligence movement has abandoned the cognitivist perspective and now instead relies on the premise that intelligent behaviour should be analysed using synthetically produced equipment and control architectures (cf. Munakata 2008). (:::::)

For the complete Call please see http://digicults.org/callforpapers/cfp-rethinking-ai/

call for papers

New Issue ToDiGRA: DiGRA Australia 2016 Queensland Symposium Special Issue

It gives me much pleasure to announce the latest issue of Transactions of the Digital Games Research Association! We’re up to volume 3, issue 1. This time around we have a special issue guest-edited by Christy Dena and Brendan Keogh featuring extended and reworked papers from the 2016 DiGRA Australia regional symposium held in Brisbane, Queensland.  Many thanks to the editors, authors, reviewers, and partners at ETC press who helped put this fantastic issue together!

Introduction
Christy Dena, Brendan Keogh
http://todigra.org/index.php/todigra/article/view/61/109

Ways of Being: Pervasive Game Design Ethos in Urban Codemakers
Steven Conway, Troy Innocent
http://todigra.org/index.php/todigra/article/view/62/110

Finding a Way: Techniques to Avoid Schema Tension in Narrative Design
Christy Dena
http://todigra.org/index.php/todigra/article/view/63/111

Scarcity and Survival Horror: Trade as an Instrument of Terror in Pathologic
Julian Novitz
http://todigra.org/index.php/todigra/article/view/64/112

Adolescents as Game Designers: Developing New Literacies
Pilar Lacasa, Sara Cortés, María Ruth García-Pernía
http://todigra.org/index.php/todigra/article/view/65/113

About ToDiGRA
Transactions of the Digital Games Research Association (ToDiGRA) is a quarterly, international, open access, refereed, multidisciplinary journal dedicated to research on and practice in all aspects of games. ToDiGRA captures the wide variety of research within the game studies community combining, for example, humane science with sociology, technology with design, and empirics with theory.
As such, the journal provides a forum for communication among experts from different disciplines in game studies such as education, computer science, psychology, media and communication studies, design, anthropology, sociology, and business. ToDiGRA is sponsored by the Digital Games Research Association (DiGRA), the leading international professional society for academics and professionals seeking to advance the study and understanding of digital games.

ToDIGRA is printed on-demand by ETC Press, an academic, open source, multimedia, publishing imprint affiliated with the Entertainment Technology Center (ETC) at Carnegie Mellon University (CMU) and in partnership with Lulu.com.

Further information on DiGRA is available at http://www.digra.org
Further information on ToDiGRA is available at http://todigra.org
For ordering print copies: http://press.etc.cmu.edu/todigra/

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CFP: “Gamification” Journal of Business Research (Deadline Nov 15th 2017)

Theoretical Perspectives and Applications of Gamification in Business Contexts - https://www.journals.elsevier.com/journal-of-business-research/call-for-papers/special-issue-theoretical-perspectives-and-applications-of-g

*** CALL INFORMATION ***
Special Issue Guest Co-Editors:
Juho Hamari, Tampere University of Technology (juho.hamari@tut.fi)
Petri Parvinen, University of Helsinki (patri.parvinen@helsinki.fi)
Anders Gustafsson, Karlstad University (anders.gustafsson@kau.se)
Nancy V. Wünderlich, Paderborn University (nancy.wuenderlich@upb.de)

Submission deadline: 15 Nov 2017

First revisions due: 15 March 2018

Final revisions due: 15 October 2018

Expected publication date: JBR makes articles available as soon as they are accepted

This an open call. However, interested authors can OPTIONALLY submit a first 10-page version to the gamification-track at the 51st Annual Hawaii International Conference on System Sciences (HICSS-51):

Submission of 10-page version to HICSS-51: 15 Jun 2017

Deadline for HICSS-51 fast-track papers: 15 Feb 2018

http://hicss.hawaii.edu/program/hicss51-fasttrack/

http://gamification-research.org/2017/03/hicss2018/
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CfP: “AutoPlay” Special Issue

AUTOPLAY. GAMING IN THE AGE OF AUTOMATION

Call for Papers for a special journal issue

https://docs.google.com/document/d/1Mit_cE1f6uTiDyq-g1V8tRFYw39fgP5EwXRJ6lig3Ww/edit

Currently, at the edge of the new digital frontier, automation and smart algorithms are gaining immense social attention, enticing, as mechanisation and machines before, as much wonder as awe. Automation affects all aspects of life. Although it remains most noticeable in the context of work and the fourth industrial revolution, it also plays a large, albeit questionable, role in the creative domains – in music, visual arts, literature, film and digital games. Some of the recent examples include Sony’s first fully AI produced music album, J. Walter Thompson’s 3D printed Rembrandt “created” by deep learning algorithms, Sunspring sci-fi film co-written by AI, or Google’s experiments with natural language learning and poetry, amongst many others.

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