We are happy to announce the new issue of gamevironments, http://www.gamevironments.uni-
In this year’s regular issue, #6 (2017), you find articles, a game review, and a research report.
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Category Archives: Journal Issues
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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CFP: Games & Culture Special Issue on Casual Games
CALL FOR PAPERS
GAMES & CULTURE
SPECIAL ISSUE: CASUAL GAMES AND GAMING
Editors:
Shira Chess, University of Georgia (schess@uga.edu)
Christopher A. Paul, Seattle University (paulc@seattleu.edu) Continue reading
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/
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/
The Other Caillois: Game Studies beyond Man, Play and Games – Games and Culture special issue
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/callforpa
CfP: Transmissions (Journal of Film and Media Studies): Game Studies at the crossroads
Call for Papers for 2017 vol.2, issue 2
Game Studies at the crossroads
Investigating troublesome lines of the intersection between videogame studies and other disciplines.
Edited by: Jan K. Argasinski (Jagiellonian University, Poland)
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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/
Ways of Being: Pervasive Game Design Ethos in Urban Codemakers
Steven Conway, Troy Innocent
http://todigra.org/index.php/
Finding a Way: Techniques to Avoid Schema Tension in Narrative Design
Christy Dena
http://todigra.org/index.php/
Scarcity and Survival Horror: Trade as an Instrument of Terror in Pathologic
Julian Novitz
http://todigra.org/index.php/
Adolescents as Game Designers: Developing New Literacies
Pilar Lacasa, Sara Cortés, María Ruth García-Pernía
http://todigra.org/index.php/
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/
CFP: “Gamification” Journal of Business Research (Deadline Nov 15th 2017)
Theoretical Perspectives and Applications of Gamification in Business Contexts - https://www.journals.elsevier.
*** 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/progra
http://gamification-research.o
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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/
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.