G|A|M|E – Call For Papers N.8 – ‘Would you kindly?’

‘Would you kindly?’: Claiming Video Game Agency as Interdisciplinary Concept
(https://www.gamejournal.it/n-8-2019-would-you-kindly-claiming-video-game-agency-as-interdisciplinary-concept/)

The new issue of G|A|M|E proposes a re-examination of the concept of agency in games. They welcome contributions that address the idea of agency from a variety of academic perspectives, taking into account its interdisciplinary history and application, in order to expand our critical understanding of the concept more broadly. They therefore invite scholars from all fields to reflect on different notions of agency, not only in relation to physical and digital games, but also to other media and art forms as they impact on games and game studies. At the end of the influential first-person shooter Bioshock (2K Games, 2007), its critique of the rhetoric of choice and freedom emerges from the dialogue between the protagonist Jack and the visionary despot of Rapture, Andrew Rayan. Rayan’s seemingly innocent question ‘Would You Kindly?’ conceals a cognitive trigger that casts a shadow over the protagonist’s actions. By shattering the illusion of free will for both character and player, the game breaks the fourth wall and confronts the user with the question: who is being/has been controlled?

Already central to the fields of Human-Computer Interaction as well as that of design (e.g. Sherry Turkle, 1984; Brenda Laurel, 1991), agency was redefined more than twenty years ago in Janet Murray’s seminal volume Hamlet on the Holodeck (1996, p. 123) as ‘the satisfying power to take meaningful action and see the results of our decisions and choices’. To this day, the concept of agency is still prominent in scholarly debates on video game and game design: to describe a key ontological category that delineates the multiplicity of paths as well as the breadth of choices made available by interactive texts; and also –closer to Murray’s acceptation– to define a primary category of video game aesthetics, a textual effect attached to the pleasure of taking meaningful decisions within virtual environments.

On one level, agency informs media objects, texts and devices. Agency can be observed in relation to old and new game genres (adventure games with branching narratives, interactive movies, sandbox and open-world games); degrees of agency are provided by the affordances of VR/AR and mixed reality technologies (Oculus, PlayStationVR, HoloLens etc.); forms of agency are conceptualised across diverse media and art forms (interactive design, experimental film, on- demand TV, experiential theatre, museum installations) as well as in physical and digital hypertexts (Choose You Own Adventure books); agency is reallocated through new modes of distribution and fruition (VoD, streaming platforms and digital piracy); and agency is also embedded in sub-cultural practices and products (machinima, fan-fiction etc.).

On another level, agency is crucial to debating conceptual categories relevant to interactive digital media. Digital artefacts are immersed in a cross- and trans-media landscape, in which the interface constantly brings into question the relationship between objects, developers and users, blurring the boundaries between authors and audiences and questioning the sovereignty over these objects on multiple fronts. Here, agency provides an opening to explore aesthetic, social and political tensions (gender, race, class), and can be used to analyse discourses that challenge the role of the spectator/reader/player in relation to media object and their creators (art and exhibition, authorship, fandom, prosumer culture).

With its eighth issue, G|A|M|E wants to investigate the agency afforded by games, software and interfaces, as well as the agency claimed by players, users and spectators. Exceeding Murray’s original aesthetic understanding of the term, they intend to expand their examination of agency within and beyond the virtual borders of game studies. Agency is, in fact, a pivotal concept in philosophy, adopted to address relations of intentionality and causality between actors and actions (e.g. Anscombe, 1957; Davidson, 1963); as well as in social sciences, which locate agency within material and immaterial networks between human and non-human agents (Latour, 2005). In light of the vast interdisciplinary history of this concept, they seek contributions that can productively inform and renew our understandings of agency in gaming and play, while also using game agency to inform larger political, philosophical and cultural issues, developing current critical debates in game studies and in other disciplines.

Topics may include:

  • agency in game studies
  • agency and gaming technologies (VR, AR, mixed reality)
  • agency and interactivity
  • agency in video game criticism
  • close textual analysis of games in relation to agency
  • player reception and agency: modding, fandom etc.
  • agency in traditional games: board games, sports etc.
  • video game agency and issues of authorship
  • agency as interdisciplinary concept, from games to: arts, social sciences, law and philosophy
  • game agency in relation to other cultural forms (experimental film, cinema, art, architecture, design)
  • agency and non-linear textuality
  • politics (race, class, sexuality, gender, geopolitics) and video game agency
  • agency and media ecologies

Scholars are invited to submit an extended abstract (between 500-1,000 words excluding references) or full papers by Friday the 19th of July, 2019 to editors@gamejournal.it

Extended Abstract deadline: 19th of July 2019; Notification of acceptance: 25th of July 2019

All accepted authors will be asked to submit the full paper by the 15th of October 2019. We expect to release this issue in Winter 2019

Editors: Ivan Girina (Brunel University London), Berenike Jung (University of Tübingen)

Be Sociable, Share!

Two summer schools on Game Research and Design at Utrecht University (August 2019)

Between August 12th and 23rd 2019, Utrecht University is organizing two separate, but consecutive and interrelated summer schools on digital games and play in contemporary society and culture, supported by the Center for Game Research, and conducted by senior staff members from the Department of Information and Computing Sciences and the Department of Media & Culture Studies, the University of Arts, as well as affiliated institutions.

The first summer course “Game Design and Development” (August 12-16) provides a step-by-step introduction to making games in the industry-standard game engine Unity, accompanied by workshops and lectures on topics like entrepreneurship as well as (serious) game design. Students will form teams and create a game of their own on a “games for good” topic, tying into the ongoing public and academic debate about the benefits of games in promoting e.g. wellbeing and a sustainable lifestyle. Expert feedback on the content as well as the design process will be  provided by experienced game designers.

For more information, including a day-to-day program, and to apply online, visit https://www.utrechtsummerschool.nl/courses/science/game-design-and-development.

The second summer course “Applied Games – A Multidisciplinary Research Perspective” (August 19-23) offers an overview of current research perspectives on the complex phenomenon of Applied Games, which range from (digital) serious games over interactive digital narratives (e.g. in journalism or activism) to playful interventions and pedagogies. Each day is dedicated to a different angle, starting with applied game analysis, moving on to games for learning, games in environmental communication and policy-making (Eco games), narrative aspects of Applied Games, and finally games and play experiences that involve the whole body. Apart from the interactive workshops, joint social activities with the UDS summer school ‘Exploring Culture Through Data’ and a tour of the Mo-Cap Lab at Utrecht University round off the program.

The detailed curriculum, describing all modules of the summer course, has just been uploaded on the Utrecht Summer school website. Thus, for more information and to apply online, visit https://www.utrechtsummerschool.nl/courses/science/applied_games_a_multidisciplinary_research_perspective.

While each summer course can be followed individually, the two programs are designed to be complementary, so combining them provides an even more holistic perspective on the creation, interpretation and deployment of (applied) games in contemporary society and culture.

Be Sociable, Share!

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

We encourage original regular papers (oral/poster presentation) addressing the conference theme or other topics from the list provided below. We 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

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: 14th of June 2019 (new deadline)
  • 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

https://easychair.org/conferences/?conf=am2019

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

Be Sociable, Share!

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

Be Sociable, Share!

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

Overview:
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.

Deadline:

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: Hannah.Marston@open.ac.uk

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

Abstract & Proposed Title – Submission Instructions
Please submit your abstract & proposed title to: Hannah.Marston@open.ac.uk

Paper Submission Instructions
1. All submissions should be emailed to: Hannah.Marston@open.ac.uk.
2. All submissions should follow the Journal formatting and guidelines https://www.springer.com/computer/journal/40869
3. In your email, please add <Paper Submission – Title for Intergen Special Issue> in the subject box

Be Sociable, Share!

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: https://gameslit2019.wordpress.com 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 https://easychair.org/conferences/?conf=gameslit2019 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 souvik.eng@presiuniv.ac.in or my coorganiser at debanjana.eng@presiuniv.ac.in.

Be Sociable, Share!

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.

Submissions:

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 live.asia.workshop@gmail.com 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.

Be Sociable, Share!

Invitation to NSF Game-based Assessment Conference

A US National Science Foundation-sponsored workshop entitled, “Game-based Assessment: An Interdisciplinary Workshop Integrating Organizations, Education, and Assessment.”  The event will be held on August 22 and 23, 2019, in Minneapolis, MN, USA.  Breakfast, plated lunches, and two snack breaks will be provided.  The general goal of this conference is to share and discuss research on how games can be used to generate scores that meaningfully represent something about a person, with a particular eye toward psychometric rigor.  They have selected presenters and events to connect researchers across disciplines and establish collaborations between academia and industry.  You can find much more detail on our website: http://gbaworkshop.tntlab.org

Ignoring the grand tradition of calling games something else for the sake of funding, they boldly stated this is a conference about video games and how they can be used to hire people, and obtained support from NSF.

In the event itself, the days are split into four symposia (Org Science Research, Education Research, Vendor Research, and Grad Student Top Research), two keynotes, and a few other events.  Your experience will include this fantastic lineup of presenters:

Keynotes: Sidney DMello (U Colorado Boulder) and Richard Landers (U Minnesota)

Org Sciences: Sarena Bhatia (AON), Sebastian Loh (Southern Illinois U), Andrea Sinclair (HumRRO), Elizabeth Short (QC Holdings), Tim Warszta (West Coast U of Applied Sciences)

Education: Russell Almond (Florida State U), Karrie Godwin (Kent State), Rich Halverson (U Wisconsin Madison), Tanner Jackson (ETS), Mina Johnson-Glenberg (Arizona State U)

Vendor Researchers: Jason Blaik (Revelian), Kristen DiCerbo (Pearson), Lara Montefiori (Arctic Shores), Alina Siemsen (AON/cut-e), Kelly Trindel (pymetrics), Jim Wexler (Persona Labs)

You can find more details about each presenter here: http://gbaworkshop.tntlab.org/program

To keep the conference a reasonable size (and to stay in budget!), we are holding total attendance strictly at 125.  To attend, you need to apply for a seatYou can do so here: http://gbaworkshop.tntlab.org/registration

Additionally, 25 of the 125 seats are reserved for graduate students, which will all be funded for up to $500 in travel reimbursement.  If you are or know of any student interested in attending a conference on game-based assessment, you may be able to do so with all expenses covered!  But you must apply here before May 31: http://gbaworkshop.tntlab.org/registration

Additionally, students are encouraged to submit papers/abstracts to present in the Graduate Student Top Research Symposium, from which we will select the top 5 to present.  You could present at an NSF conference!  If you are or know of any grad students who have done compelling theoretical or empirical work on game-based assessments, please apply! The link above will also allow you to submit a tentative title and up to 350-word abstract that will act as your presentation application: http://gbaworkshop.tntlab.org/registration but you must do so before May 31!

Please note that graduate students do not need to apply to present in order to be funded, but it will help your chances of being selected if your abstract looks good!

Be Sociable, Share!

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 hcs@colognegamelab.de
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.

Be Sociable, Share!

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.

TOPICS

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

SUBMISSION

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 ( http://chi2019.acm.org/authors/chi-proceedings-format/ ).

Papers must be submitted online via EasyChair submission system: https://easychair.org/conferences/?conf=ghitaly19

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 ( http://ceur-ws.org ), 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.

IMPORTANT DATES

  • June 3: Submission deadline
  • June 21: Review notification
  • July 8: Camera ready submission
  • September 23: GHItaly 2019 Workshop
Be Sociable, Share!