Announcing DiGRA Korea!

joystick

Dear colleagues,

It is my great pleasure to announce DiGRA Korea!

The DiGRA KR chapter is at the forefront of advancing the field of game studies in South Korea, while also fostering a collaborative environment with the global game studies community. The chapter was founded in December 2022 by a group of distinguished members, including Tae-Jin Yoon, Dal-Yong Jin, Kyounil Kim, Yaewon Jin, Bora Na, Jung-Yeop Lee, and Veli-Matti Karhulahti, along with esteemed affiliated organizations such as YEGER, TGSI, and the Game Culture Foundation. The proposal was met with great enthusiasm and was officially accepted by the DiGRA board in January 2023.

DiGRA KR invites game researchers, scholars, students, industry professionals, and grassroots participants in South Korea to join the chapter and actively engage in the dynamic discourse surrounding game studies. Additionally, the chapter extends its invitation to worldwide researchers and industry members who share a passion for South Korean games and gaming culture. With a commitment to exploring novel approaches to game studies, DiGRA KR aims to cultivate a vibrant community of scholars and industry professionals dedicated to advancing the field of game studies in South Korea and beyond.

Goals of the Chapter

  • Elevate the visibility of Korean Game Studies on the global stage
  • Foster deeper connections between the international game research community and the Korean game research community
  • Broaden the scope of Korean game studies and explore interdisciplinary and open science approaches to next-gen game research
  • Build a strong network that encourages regular conversations and collaborations among Korean game researchers, students, industry professionals, and grassroots participants
  • Create a safe space that respects inclusion and diversity for all levels of researchers, students, and other members
  • Enable early-career scholars to develop their work nationally and internationally and offer opportunities for their professional growth
  • Promote the participation of Korean researchers living and working abroad and researchers of other nationalities who have a keen interest in Korean game-related topics
  • Engage with a diverse community of scholars and industry professionals to promote innovative research that will enrich the field of game studies and advance the Korean game industry.

Current Board Members (Alphabetical Order)

Bora Na | Postdoc Researcher, University of Jyväskylä
ByungKyu Kim | Adjunct Professor, Seoul National University, School of Law
Deukwoo Lee | Professor, Chungkang College of Cultural Industries
Jongyoon Lee | Department Manager, Nexon Korea Government Relationship & Policy Dept.
JyungYeop Lee | Associate Professor, Soonchunhyang University
Kun-Woo Park | Professor, Korea University, College of Medicine
Kyoungil Kim | Professor, Aju University, Department of Psychology
Minseok Kwon | Division Director, Netmarble Corp. Policy Division
Philsoo Shin |  Head of CR, Krafton, Inc. Corporate Relations Dept.
Shin-Kyu Kang | Research Fellow, Korea Broadcast Advertising Corporation, Media & Advertising Research Institute
Solip Park | Doctoral researcher at Aalto University
Tae-Jin Yoon | Professor, Yonsei University, Graduate School of Communication and Arts
Yaewon Jin | Principal Researcher, The Game-n-Science Institute

Contact

Email: digrakr@tgsi.or.kr
Discord: https://discord.gg/zaZF3Raw
Phone: +82 2 586 3740
Website : http://tgsi.or.kr/content/digra

 

 

Call for Papers: DiGRA 2022 International Conference

DiGRA 2022: Bringing Worlds Together

Update: new submission deadline is October 31!

DiGRA 2022 will take place in Guadalajara, Mexico from April 25th – 29th 2022. A pre-conference will be held one day prior to the official beginning of the conference.

The theme of the upcoming DiGRA 2022 is Bringing Worlds Together, exploring games as spaces of speculative possibility, ambiguity and liminality.

Game studies have always considered games – especially digital ones – hybrid forms, able to combine various cultural phenomena to create liminoid spaces of uncertain ontology. The tradition to perceive games through interferences, uneasy alliances, disturbing dissonances or outright conflicts is rich. Diverse worlds, literally and metaphorically, collide at play: technological infrastructures, cultural practices, political, ethical, aesthetic and ontological dimensions. These can manifest in a variety of research focus points, including the way physical body of the player is merged with the electronic components of the machine and the digital space; the collision of the fictive narrative and real ruleset, governing the way fiction can unfold; the tension between global production regimes and vernacular resistance practices; or the circulation of camaraderie and oppression in player communities. But above all, games are always embedded within broader existing value systems. They can reflect those or challenge their status quo, paving new ways of becoming in the world.

The past months of the worldwide pandemic have also shown the capacity of games and play to literally bring remote worlds together, whether as practices of intimate socialization otherwise hindered by lock-downs and physical isolation, spaces of political resistance or products of increased consumption able to distract from long hours of boredom.

We would like to encourage scholarly reflection on all those diverse ways in which games bring different worlds together. Possible themes can include:

  • speculative approaches to games
  • entanglements between gaming and sociopolitical issues
  • global and local aspects of play
  • the realistic and the fantastic as aesthetic principles and design guidelines
  • the centre-periphery dynamics (e.g. “real games” and “notgames”, games and hegemonial powers, games as globalized products, games as means of artistic expression)
  • the game and the story
  • verisimilitude and realism
  • reality capture and customisation
  • games and money (e.g. monetisation and blockchain)
  • realities at play (e.g. augmented reality, virtual reality, alternate reality, LARPs)
  • questions of inclusion and representation
  • questions of sustainability and responsibility

With the theme of ““Bringing Worlds Together”, DiGRA 2022 makes space for an interdisciplinary critical debate around related questions, inviting a diversity of voices. As mainstream phenomena around games and play grow, so do approaches and tactics at the margin of games culture. This creates potentials for interdisciplinary exchange, methodical variety, and multifaceted critique. DiGRA 2022 welcomes contributions on different game formats, expressions, and phenomena both related to digital and non-digital games.

The submissions are invited into seven tracks:

  1. Philosophy and Theory of Play & Games: theoretical frameworks and investigations of games and play phenomena as well as meta-reflection on game studies methods and practices.
  2. Game Analyses, Criticism and Interpretation: analyses, close-readings, and critical discussions of game texts.
  3. Game History and Cultural Context: explorations of game histories, contemporary game cultures and regional game studies.
  4. Play and Players: empirical research on play and playful behaviour, players, fandom, and game communities.
  5. Game Design, Production and Distribution: reflections on making and research creation, processes of production and design, and the games market.
  6. Serious Games and Education: research on games and play for learning, education, and therapy, and other applications beyond game studies.
  7. DiGRA 2020 Accepted Submissions: extended abstracts and full papers scheduled to be presented during DiGRA 2020, the conference cancelled due to COVID-19 global outbreak. All submissions in this track will be accepted without additional reviews, provided they were already accepted in 2020, and the corresponding author paid DiGRA 2020 membership fee.

There will be several special events associated with the conference, including a PhD Consortium. It will be organized on the pre-conference conference day, this event will allow PhD students to discuss key issues and seek feedback from experienced scholars. It will provide opportunities for further development of research skills that will be of help to emerging scholars in achieving their academic goals.

More thematic workshops can be proposed to the organisers (see submission guidelines below).

Important dates:

  • Submission opens: 1 August 2021
  • Full papers, abstracts and panels submission deadline: 15 October 2021 Deadline extended to 31 October 2021
  • Workshop proposals submission deadline: November 15 2021
  • Announcement of review results and workshop acceptance: 15 December 2021
  • Workshop submissions deadline: 15 January 2022
  • Workshop submissions results: 15 February 2022
  • Early bird registration & program deadlines: 15 March 2022
  • Camera-ready papers & abstracts deadline: 30 March 2022
  • Conference dates: 25 – 29 April 2022

The submissions will be handled via the EasyChair system at: https://easychair.org/conferences/?conf=digra2022

More information will be updated into the conference website: http://digra2022.org

We are looking forward to welcoming game studies community to Guadalajara in April 2022!

Submission Guidelines

We welcome a range of contributions to DiGRA 2022: full papers, extended abstracts, panel and doctoral consortium participation, and workshop proposals.

Full papers and extended abstracts will be peer-reviewed, published on the conference website and published in the conference proceedings available via open-access through the DiGRA Digital Library: http://www.digra.org/digital-library. Panel proposals will be peer-reviewed and published on the conference website, but will not be included in the conference proceedings published through the DiGRA Digital Library. Workshop proposals will be selected by the conference organizers based on non-anonymous submissions.

All except workshop submissions should be made via EasyChair. Workshop proposals should be sent directly to the conference email.

Authors are asked to direct questions to the program chairs: Sonia Fizek (fizek.sonia@gmail.com), Marcelo Simão de Vasconcellos (marcelodevasconcellos@gmail.com) and Tomasz Z. Majkowski (tzmajkowski@gmail.com).

Full paper

Full papers are expected to be 5000 – 7000 words plus references, submitted as an anonymized pdf on DiGRA Submission Template. Submissions must be original, which means that they have not been published or are under peer review elsewhere.

Full papers are peer-reviewed publications of original game studies research, presenting mature, complete research. Authors must present accepted full papers at the DiGRA conference. Accepted manuscripts will appear in the Proceedings of the 2019 DiGRA International Conference, which is published in the open access DiGRA Digital Library.

Extended abstract

The suggested length for an extended abstract is 500-800 words, with a maximum of 1000 words, excluding references (only key references should be included), submitted as an anonymized pdf using the DiGRA Submission Template. Give a short description in the abstract field of the conference management system, but there is no need for extended abstracts to contain an abstract.

The purpose of an extended abstract is to demonstrate a contribution interesting to DiGRA audiences. An extended abstract might describe a study or research program that is underway, but might also describe a pending program of research. It might outline findings, or it might establish and discuss a research question. It might describe the study’s method or methodology, or it might focus on outcomes and results. It might describe work that is planned, work that is in progress, or work that has been completed.

Accepted extended abstracts will appear in open access DiGRA Digital Library.

PhD Consortium Submission

Selection for the PhD consortium will be based on an extended abstract based on an ongoing PhD research project, with a maximum of 1000 words, excluding references (see Extended Abstract guidelines, above). They should be submitted to PhD Consortium track, as NON-anonymized pdf, with a short description in the abstract field of the conference management system (there is no need for a doctoral consortium application to have an abstract).

Submissions must use the DiGRA 2022 submission template.

Panel

A panel session will typically occupy a single conference session and have a duration of 80 to 90 minutes. Panel proposals should have a maximum length of 1000 words, excluding references, plus a 100 word biography of each participant. They should include: the focus or topic of the panel; a description of why the topic will be of interest or relevant to DiGRA attendees; a list of confirmed participants and a description of their background and expertise. Panel proposals will be peer-reviewed.

Panels should be submitted as pdfs on DiGRA Submission Template (optional).

Workshop

The conference workshops are three to six hours long sessions focused on a particular game-related topic. Workshops provide an opportunity for new ideas, theories and trends to be presented and discussed. Workshops can also be practical tutorials.

Concise workshop proposals of no more than 1000 words (excluding bibliography) should include major objectives and expected outcomes of the workshop, the justification for the workshop informed by current trends and research, the format and activities planned for the workshop, the organizers’ background, the anticipated number of participants and the way they will be selected.

Please note that the submission  should not be anonymous as the organizers’ background is very important in the decision-making process for workshops.

Submit workshop proposals directly by email to info@digra2022.org by 15 November 2021.

Submissions accepted for DiGRA Tampere 2020

All Full papers and Extended Abstracts accepted to be presented during DiGRA 2020, are eligible for re-submission in track 7: Accepted for DiGRA 2020 Tampere (regardless of the original track for 2020). As they were already peer-reviewed, submit non-anonymized, camera-ready pdf using DiGRA Submission Template. Mark the original track they were accepted for in the submission form.

All submissions in this track will be checked regarding their eligibility (2020 review result, and the status of DiGRA membership fee for 2020) and moved directly to the DiGRA 2022 program, without additional reviews and other considerations.

Remember, all submissions in track 1-6 will be peer-reviewed regardless of their 2020 status. If you wish to undergo the review process once more, you are welcome to submit an anonymized version to one of those tracks.

Number of submissions per author

Authors cannot submit more than two papers and/or extended abstracts at DiGRA 2020, including PhD Consortium submissions. An individual can be co-authors on as many full papers and extended abstracts as they like, but cannot submit more than two as main author/presenter. If the limit is exceeded, only the two first submissions will be reviewed.

The limit does not include participation in panels or workshops. The limit does include submissions,from DiGRA 2020, though.

DiGRA 2022 Conference Website

For more details about the conference, visit the website: digra2022.org

DiGRA Code of Conduct and Ombuds Team Official Launch!

The Digital Games Research Association (DiGRA) is pleased to announce the official launch of its Ombuds Team, an organizational ombuds program linked here, and its Code of Conduct, linked here.

Both of these efforts are intended to support DiGRA’s ongoing commitment to ensuring the organization and conference are welcoming, supportive, and safe space for scholars from many disciplines, countries, and communities. The Code of Conduct is a guide for professional behavior in DiGRA, and members are expected to conduct themselves according to its standards. The Ombuds is a service that will be available to all DiGRA members at any time before, during, and after the international conference each year, in accordance with the Code of Conduct.

The Ombuds Team is a confidential, informal, neutral, and independent resource for DiGRA community members, as well as conference and listserv participants (referred to as visitors), to safely discuss any concerns they may have related to the behaviors, activities, and events of DiGRA. The only (unlikely) exception to Ombuds confidentiality is if a visitor presents a risk of imminent harm to themselves or someone else, in which case the Ombuds must report it to law enforcement and the DiGRA Executive Board.

Conversations with the Ombuds Team are considered confidential, offering a safe place for people to discuss their concerns, understand all sides of an issue, and explore their options.  They are independent of the Executive Board, and will not share any identifiable information unless given explicit permission to do so by the visitor. The Ombuds Team does not serve in any formal or official reporting function. Likewise, the ombuds will not have the responsibility nor authority to investigate any issues raised or take any punitive actions.

The Ombuds can bring issues to leadership’s attention without any attribution, thereby serving as an independent voice. Ombuds do not advocate for any particular individual or group, instead, they advocate for fair processes and provide feedback on systemic trends. Instead, The Ombuds Team uses anonymous, aggregated data, so as to not breach the confidentiality of people using its services and to provide DiGRA with feedback, insights, and recommendations on systemic issues relating to the conference or DiGRA. The Ombuds follow the generally accepted standards of ombuds practice as espoused by the International Ombudsman Association (Found here: https://www.ombudsassociation.org/standards-of-practice-code-of-ethics-2 ). These standards define and guide all of their work, and also differentiate them from other functions.

For further information about the DiGRA Ombuds Team and the role of ombuds, please consult the FAQ.

To contact the DiGRA Ombuds Team, you can e-mail digra-ombuds@outlook.com. All e-mails are sent to a confidential inbox that is only accessible to the Ombuds. Please allow one (1) business day for them to respond.

If you have questions or concerns, you can also contact the DiGRA Executive Board at board@digra.org, or the Diversity Working Group at digra-diversity@googlegroups.com. The current DiGRA Diversity Officer is Cody Mejeur, they can be reached at codymeje@buffalo.edu.

Keywords in Play, Episode 2: Emilie Reed

Keywords in Play” is a monthly interview series about game research supported by Critical Distance and the Digital Games Research Association. As a joint venture, “Keywords in Play” expands Critical Distance’s commitment to innovative writing and research about games while using a conversational style to bring new and diverse scholarship to a wider audience.

Our goal is to highlight the work of graduate students, early career researchers and scholars from under-represented groups, backgrounds and regions. The primary inspiration comes from sociologist and critic Raymond Williams. In the Preface to his book Keywords: a vocabulary of culture and society, Williams envisaged not a static dictionary but an interactive document, encouraging readers to populate blank pages with their own keywords, notes and amendments. “Keywords in Play” follows Williams in affirming that “The significance is in the selection”, and works towards diversifying the critical terms with which we describe games and game culture.

In this episode we speak to Emilie Reed. Emilie is a recent PhD graduate researching the history of displaying videogames in museums and other arts contexts. Her academic background includes art history, museum studies and creative writing. She is interested in creating exhibitions which highlight overlooked elements of the history and artistic practice behind videogames, and developing more experimental approaches to game criticism and she recommends https://guidedhacking.com when it comes to game hacking. https://emreed.net/

Emilie’s paper “Exhibition Strategies for Videogames in Art Institutions: Blank Arcade 2016″ is open access: http://todigra.org/index.php/todigra/article/view/91

Please consider supporting Critical Distance at https://www.patreon.com/critdistance

Production Team: Darshana Jayemanne, Zoyander Street, Emilie Reed.

Audio Direction and Engineering: Damian Stewart

Double Bass: Aaron Stewart

Trust in Play Mentoring Program

“Trust in Play / the European School of Urban Game Design” invites applications until May 31. Information and application forms at http://trustinplay.eu

Trust in Play supports emerging practitioners in forming a career out of making urban games and playful urban experiences. Benefits include enhancing professional capacities (artistic and business skills) and acquiring the tools to kickstart a career in urban game design.

Trust in Play invites all kinds of designers, artists, architects, urban planners and social innovators. Recent graduates or young professionals will have the chance to develop their skills in interdisciplinary design teams working on urban game projects.

Trust in Play is a 1-year mentoring program, leading up to the creation and production of urban game prototypes. Selected trainees will receive:
- a grant to support travel and daily allowance for the International Training Week in Athens in October 2019;
- ongoing training and support from local and international mentors;
- the opportunity to be part of an active community of creative practitioners;
- production budget for projects realized in teams during the second half of the traineeship in 2020 (about 3500€ per project).

Trust in Play is organized in three branches:
1) a “nomadic” branch, where trainees interact online;
2) a Dutch branch, based in Amsterdam;
3) a Greek branch, based in Athens

Trainees from all three branches will meet in Athens in October 2019 (travel & lodging costs paid).

Trust in Play is funded through a Creative Europe grant, and co-organized by:
- Goethe-Institut,
- Amsterdam University of Applied Sciences,
- EdgeRyders,
- Innovathens / Technopolis City of Athens,
- Resilient Athens

Postdoc opportunities, Marie Curie fellowships at Gamification Group, Tampere University

More information: https://www.tut.fi/Gamification/2019/02/27/msca-if-2019/

EU H2020 Marie Sklodowska Curie Action Individual Fellowship provides opportunities to researchers of any nationality to acquire and transfer new knowledge and to work on research and innovation in Europe (EU Member States and Horizon 2020 Associated Countries) and beyond. The goal of the Individual Fellowships is to enhance the creative and innovative potential of experienced researchers, wishing to diversify their individual competence in terms of skill acquisition through advanced training, international and intersectoral mobility.

Gamification Group (GG) / Faculty of Information Technology and Communication Sciences / Tampere University lead by Professor Juho Hamari, acts as a host for aspiring MSCA-IF candidates. During the past two years, Tampere University has been committed to fund in addition to the two years of the EU funded fellowship a third years salary for successfully completed European Fellowships.

The Gamification Group backed up by Tampere University will jointly develop a competitive MSCA IF proposal with the applicant. To that end, Gamification Group will offer a fully funded visit (up to one week) to Tampere, Finland. The visit aims at jointly developing of a competitive MSCA IF-proposal together with the selected applicant Experienced Researchers and the supervisor, Professor Dr. Juho Hamari at Gamification Group/TAU. Moreover, the applicants will receive professional coaching in proposal writing. The University’s Research Services will facilitate the visit.

=== Important dates:
- 15 April: Expression of Interest
- 17-19 June: Paid MSCA-IF Master Class (optional but highly recommended!)
- 11 September: Horizon 2020 MSCA-IF proposal submission deadline

Salary for successful MSCA-IF candidates will roughly vary between 4500€ – 5300€ per month depending on several factors (specified in more detail in the MSCA-IF program and which will be otherwise be explained during the orientation period).

Researchers interested to perform their research at GG/TAU should verify that they fulfil the respective eligibility criteria and then send an Expression of Interest as soon as possible (but no later than 15th of April), by email to: preaward@tuni.fi and juho.hamari@tuni.fi with the following reference: “MSCA IF “your last name“. You can also make inquiries to Juho Hamari beforehand.

=== Expression of Interest must be in PDF-format and consist of the following:
- Brief motivation letter (max.2 pages) of the applicant including: short description of the research project and research interests
- Indication of willingness to participate the MSCA-IF masterclass
- CV of the applicant (max. 5 pages) – showing clearly the eligibility of the applicant*

Master Class participation is highly recommended for all applicants. The Master class is free of charge. Candidates living outside Finland can apply for travel grant that covers reasonable travel and accommodation costs during the master class. Approximately 10 – 15 candidates will be awarded the travel grant.

=== Horizon 2020 MSCA-IF eligibility criteria:
- Applicant has a doctoral degree or at least four years’ full-time research experience by the time of the call deadline. (Full-Time Equivalent Research Experience is measured from the date when a researcher obtained the degree entitling him/her to embark on a doctorate, either in the country in which the degree was obtained or in the country in which the researcher is recruited, even if a doctorate was never started or envisaged.)
- The applicant must not have resided or carried out his/her main activity (work, studies, etc.) in Finland for more than 12 months during the last three between 11.9.2016 and 11.9.2019.

Gamification Group’s research covers several forms of information technologies such as games, gamification, game-based learning, persuasive technologies, social networking services, online video streaming, eSports, sharing economy, crowdsourcing, virtual economies, virtual reality, augmented reality and mixed reality. GG has published several seminal empirical, theoretical and meta-analytical scholarly articles from perspective of consumer behavior, human-computer interaction, game studies and information systems science. GG is the most internationally published research group especially on the topic of gamification, but pursues several topics related to games and novel information technologies. http://gamification.group

=== Possible topics (but not limited to) that would have a great fit with the Gamification Group are e.g. the following
Users: e.g. engagement, player motivations, player experience
Education: e.g. serious games, game-based learning,
Media: e.g. eSports, streaming
Commerce: e.g. business models, free-to-play, gambling, gamification as marketing
Work: e.g. organizational gamification, gameful work, gamification in leadership
Technology: e.g. virtual reality, augmented reality
Toys & play: e.g. toy play, toy design/creation, toys in education, Internet of Toys
Health: e.g. quantified self, games for health
Culture: e.g. the gamification of everyday life

Welcome to join us at GG @ TAU!

https://www.tuni.fi/
http://gamification.group

Milan MACHINIMA FILM FESTIVAL March 15, 2019

The MACHINIMA FILM FESTIVAL returns to Milan, Italy on March 15 2019 during the Milano Digital Week.

Featuring a selection of artworks created by artists appropriating, repurposing, and remixing commercial video games, the MMF includes new works by Lisa Carletta, COLL.EO, Joseph DeLappe, Kara Gut, Ismaël Joffroy Chandoutis, Chris Keric, Luigi Marrone, Luca Miranda, Leonhard Müellner, Bram Ruiter, Brenton Smith, Petra Szeman, Twee Whistler, and Brent Watanabe.

An international panel of critics, curators, and academics contributed to the selection and evaluation process: Valentino Catricalà (Artistic Director of the Media Art Festival in Rome), Marco De Mutiis (Digital curator at Fotomuseum Winterthur), Stefano Locati (member of the Scientific Committee of the Ca’ Foscari Short Film Festival in Venice and Director of the Asian Film Festival in Bologna), Henry Lowood (Curator for the Germanic Collections and the History of Science and Technology Collections at Stanford University), and Jenna NG (Professor of Cinema and Interactive Media at the University of York).

This year’s theme is the UNCANNY, the perceptual phenomenon caused by experiences that are at once familiar and alien. Disquieting visions pervade an eclectic program in which glitches, shocks, and disturbing repetitions become a metaphor for societal chaos in the age of algorithms, surveillance capitalism, and artificial intelligence. These alternative narratives question the relationship between authenticity and performance, identity and self preservation in everyday (digital) life. Two longer documentary works examine the unexpected side (effects) of virtual gaming.

Curated by Matteo Bittanti and presented by Gemma Fantacci, the MILAN MACHINIMA FESTIVAL is organized by the Master of Arts in Game Design at IULM University. Admission is free upon registration. All the screenings take place in Sala dei 146 located in the IULM Open Space.

Two days before the Festival, on March 13, 2019, Jenna NG will deliver a keynote as part of the ongoing GAME TALKS serie. Titled MACHINIMA AND THE ALLURE OF EPHEMERALITY: GAMEPLAY, LIVE STREAMS & DIGITAL CULTURE, the talk will address the explosion of interest in the live streaming of gameplay as witnessed in the popularity of Twitch, whose latest number of daily active users has reached 15 million, as well as other major platforms such as YouTube Gaming, Mixer, and Facebook Live. Specifically, the talk will link the current phenomenon of video game live streams with machinima and its origins in game demos and captured video game play, arguing not only for live streams to be the next logical evolution for machinima, but also for a critical theorisation of screen media that pursues a realist trajectory, one which potentially works its way from neorealist cinema to drone culture.

For more information about the MMF and to register, please visit: https://milanmachinimafestival.org

MILAN MACHINIMA FESTIVAL
MARCH 15 2019
18.00 – 20:00
SALA DAI 146, IULM OPEN SPACE (Building 6)
UNIVERSITÀ IULM
VIA CARLO BO, 7
20143 MILANO, ITALY
FREE ENTRY – PLEASE RSVP (seats are limited)

For more information about Jenna NG’s talk and to register, please visit http://gamedesign.university/jenna-ng

JENNA NG
MACHINIMA AND THE ALLURE OF EPHEMERALITY: GAMEPLAY, LIVE STREAMS & DIGITAL CULTURE
MARCH 13 2019
18:00 – 19:00
Room 135, Building 1 (third floor)
UNIVERSITÀ IULM
VIA CARLO BO, 1
20143 MILANO, ITALY
FREE ENTRY – PLEASE RSVP (seats are limited)

For more information about the Milan Digital Week, please visit: https://www.milanodigitalweek.com/

CfP: CHI 2019 Workshop “All the World (Wide Web)’s A Stage”

Join the CHI 2019 Workshop “All the World (Wide Web)’s A Stage”: A Workshop on Live Streaming
*DEADLINE for submissions: February 12, 2019*
Notification to Authors: February 26, 2019
Submissions should be position papers 2-4 pages in length and sent to rbreejon@gmail.com by midnight on Tuesday, February 12, 2019.
They are looking for researchers and designers who want to work on live streaming to join our workshop at the Computer-Human Interaction (CHI) conference <http://chi2019.acm.org/> in Glasgow, Scotland this May. Their goals are to increase awareness of live streaming within the HCI community, to start a discussion about research and design opportunities in the streaming context, and to generate new questions about research relating to this topic. During the workshop, they will be doing collaborative exercise sto help game and/or interface design proposals around live streaming experiences. You do not need to be a streaming expert to join this workshop. They are looking for people with a range of backgrounds and experiences. If your research questions might be of interest in a streaming environment, or you would like to design new experiences for live streaming, this workshop is for you. For further information, write to breejon@gmail.com or see the workshop website, https://bit.ly/2QRqum6.

CfP: FDG Workshop on game jams

Inviting authors to submit papers to the Foundations of Digital Games (FDG) 2019 Game jam workshop in San Luis Obispo, California, USA
They are planning a full day workshop which will include paper presentations, and talks, and will conclude with an analogue game jam.
They are seeking short papers (4 pages) and full papers (5-8 pages) on game jams. They also invite authors to submit an extended abstract (1 page) of talk proposals. The proceedings of the full and short papers will be published in the ACM Digital Library.  The abstracts of the talks will be published online.
Full and short paper submissions will need to be an anonymized PDF and use the current ACM format (ACM Master Template). Theey will require the source files (LaTeX folders or Word document)  for the camera ready copy. All submissions will be peer reviewed.
The workshop builds on previous FDG Workshops on game jams. They will discuss the various aspects of the game jams, directly or indirectly.
The scope includes but is not limited to:
  • Game jam attendance: who and why?
  • Learning in game jams
  • Community building
  • Design issues in game jams
  • Methods and processes
  • Tools and technologies
  • Game jam Impacts
Key Dates:
January 13 2019 – Call for participation
March 31 2019 – Submission deadline
April 26 2019 – Author notification
May 31 2019 – Camera Ready deadline
Submissions
All submissions should be in the PDF format, use the ACM Master Template, and be submitted through EasyChair.
Any questions?
Contact: allan.fowler[at]kennesaw.edu