CFP: Finncon 2016 Academic Track

Call for Papers for the Academic Track at FINNCON 2016

Fantastic Visions from Faerie to Dystopia

July 1–3, 2016, University of Tampere, Tampere, Finland

Finncon 2016 is one of the largest events in Europe for anyone interested in science fiction and fantasy. By tradition, it is free of membership fee, and offers you several programme tracks with presentations, panels and lectures on all aspects of science fiction and fantasy. The main language will be Finnish, but there are programme tracks also in English and Swedish. For more information, see http://2016.finncon.org/en/what-is-finncon/.

Finncon 2016 includes an academic track, organised in cooperation with the University of Tampere research project Darkening visions: dystopian fiction in contemporary Finnish literature and the Finnish Society for Science Fiction and Fantasy Research (FINFAR, http://finfar.org/en).

The Finncon 2016 Academic Track aims to bring together a wide range of scholarly perspectives on the speculative and the fantastic. We hope for a broad, interdisciplinary discussion on the many ways in which genres such as fantasy, science fiction and horror take their readers, users, and consumers to strange speculative worlds, from modern dystopias to classic fairylands.

The Academic Track now invites presentations on fairy tales and dystopia. The general theme of Finncon 2016 is fairy tales, and accordingly the Author Guests of Honour are Catherynne M. Valente (USA), Jasper Fforde (UK) and Anne Leinonen (Finland). Fairy tales are a part of the shared human cultural heritage, and each culture has fairy tales of its own. Although fairy tales are often seen as children’s culture, fairy tale tropes and motifs may also belong to a galaxy far, far away, as they have become material for popular culture in many forms.

We also wish to emphasise the fiction of dystopia. One of the most noticeable trends in speculative fiction has been the rise of dystopian themes and visions that expand from undesirable, oppressive societies to apocalyptic and post-apocalyptic scenarios of the future of the mankind and life on earth more generally. What is the attraction of these dark imaginations that also penetrate young adult fiction?

The Guest Scholar will be Raffaella Baccolini (University of Bologna), who will give a plenary lecture and comment on papers.

Proposals for scholarly papers from any academic discipline that seek to examine, interrogate, and expand research related to any aspect of fairy tales or dystopia, for any age group, in any medium are welcome. Papers will be allowed a maximum presentation time of 20 minutes.

Please submit a 500-word proposal describing the content of your proposed paper, and a few words about yourself and your research to either Saija Isomaa (saija.isomaa@uta.fi) or Jyrki Korpua (jyrki.korpua@gmail.com).

The deadline for the proposals is February 29, 2016.

Tampere is easy to get to either directly by air or by train (or car) from Helsinki. The convention location is the University of Tampere which is downtown, near the train station and a short way from several hotels, shops and markets.

If you have any questions about the Finncon 2016 or the Academic Track, please contact Liisa Rantalaiho (liisa.rantalaiho@uta.fi).

Sanna Malinen’s PhD defence

2016-01-08 14.31.49Today researcher Sanna Malinen defended her PhD thesis in the University of Tampere. The opponent in the public defence was professor Pekka Räsänen from the University of Turku, professor Frans Mäyrä acted as the custos. The abstract and download link to the full, PDF version of the dissertation, titled Sociability and Sense of Community among Users of Online Services, are below:

The dissertation explores a current and popular phenomenon referred to as ‘online communities’ from both theoretical and empirical viewpoints. Online communities are discussed in the context of a wider development in social life from small geography-based units to large and dispersed social networks, which can be mediated by technology. In this study, online communities are understood as fluid objects that are created and maintained through users’ social interactions and actual social practices. Therefore, they are not stable and fixed groups but, instead, a social process that transforms over time.
The empirical portion of this work illustrates the multifaceted nature of the research subject and consists of five case studies exploring the usage of software intended for various purposes: an online photo-sharing service, an online exercise diary, online auctions, and social-media applications for smartphones. In addition, there is a research article consisting of a literature review that synthesise research into online community participation conducted over the past 12 years. The findings from the empirical sub-studies show that community-evocative feelings and behaviors can emerge within various online settings, including dispersed networks and content-oriented sites focusing on artefacts that users produce, such as photographs. However, users can have very different orientations with respect to their interest in social networking and community-building within the context of the same site. The literature review shows that the majority of previous research on user participation has focused on the quantity of their activity. Instead of dividing users into active and passive on the basis of the amount of content they produce, research should acknowledge that there is greater variety in the ways of participating and belonging to an online community.
The dissertation vividly illustrates that online communities are a constantly changing and developing phenomenon. In recent years, the most notable technological changes have been the surge in popularity of large-scale social network sites and increased usage of the Internet via mobile devices. In order for the concept of community to be applied in description of online sociability within current technological settings, the meaning of this term and the criteria for community needs to be rethought.

The full dissertation: http://tampub.uta.fi/handle/10024/98292.

CFP: CHI PLAY 2016

CHI PLAY 2016

The 3rd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
http://chiplay.acm.org
Twitter: #chiplay
Austin, Texas
October 16 – 19, 2016

CHI PLAY is an international and interdisciplinary conference (by ACM SIGCHI) for researchers and professionals across all areas of play, games and human-computer interaction (HCI). We call this area “player-computer interaction.” The goal of the conference is to highlight and foster discussion of current high quality research in games and HCI as foundations for the future of digital play. To this end, the conference will feature streams that blend academic research and games with research papers, interactive demos, and industry case studies. CHI PLAY grew out of the increasing work around games and play emerging from the ACM annual conference on Human Factors in Computing Systems (CHI) as well as smaller conferences such as Fun and Games and Gamification. CHI PLAY is sponsored by the ACM Special Interest Group for Computer-Human Interaction (SIGCHI).

Submission Deadlines:

– April 18, 2016: Full papers
– May 27, 2016: Workshop and course proposals, Student game competition
– July 15, 2016: Doctoral consortium, industry case studies, and works-in-progress

As a SIGCHI-sponsored conference, CHI PLAY will consider submissions related to games and play. We encourage submissions on novel and innovative game interactions and mechanics and acknowledge that contributions on systems research may involve less extensive evaluation than more traditional research papers. We welcome submissions from all topics in interactive game research that are relevant to player-computer interaction, including but not limited to the following:

  • Game Interaction
  • Novel Game Control Novel Implementation Techniques that Affect Player Experience
  • Evaluation of Feedback and Display Technologies for Games
  • Gamification
  • Neurogaming
  • Persuasive Games
  • Games for Health, Learning and Change
  • Exertion Games
  • Player Experience
  • Virtual and Augmented Reality Games
  • Games User Research
  • Game Evaluation Methods
  • Psychology of Players and Games
  • Player Typologies
  • Accessible and Inclusive Game Design
  • Novel Game Mechanics Impacting Player Experience
  • Casual Game Design Studies
  • Social Game Experiences
  • Serious Games
  • Alternate Reality Games
  • Tools for Game Creation
  • Developer Experiences and Studies of Developers
  • Industry Case Studies

Although we are interested in papers on the effects of various technologies, software, or algorithms on player or developer experience, technical contributions without clear indications of the impact on players or developers are not within the scope of CHI PLAY. – See more at: http://chiplay.acm.org/submissions/#sthash.5WF9f5fG.dpuf

CFP: Digital Games Research @ ECREA Conference Prague

Spreading word: Having achieved section status means that games research will have a full presence at the upcoming ECREA conference in Prague from 9 to 12 November 2016 (www.ecrea2016prague.eu).

The Digital Games Research section invites contributions dealing with digital games as cultural objects and digital gaming as a social practice and related topics. Particular interest goes to understanding the cultural, psychological and sociological implications of digital gaming as a pastime and of digital games as cultural objects and mass-market products. Thereby we employ an inclusive definition of digital games as any game played on any digital device and explicitly do not limit the scope for submissions in view of the relative youth of the domain within the field of communication studies and the dynamic nature of the field. Moreover, we welcome contributions dealing with topics traditionally associated with specific subfields such as communication, but also humanities, media psychology, education science, economics and others. Finally, we deliberately aim for both qualitative and quantitative work in the belief that both deserve equal attention and are able to reinforce one another.

Please find the full call for papers here (and below)
http://www.ecrea.eu/news/article/id/261

Conference Call: ECREA’s 6th European Communication Conference ‘Mediated (Dis)Continuities: Contesting Pasts, Presents and Futures’

ECREA and Charles University in Prague welcome the submission of abstracts for presentation at the 6th European Communication Conference to be held in Prague, Czech Republic, from 9 to 12 November 2016.

Jelen-Sanchez, Alenka 01.12.2015
The European Communication Research and Education Association (ECREA), in partnership with Charles University in Prague, will organise the 6th European Communication Conference (ECC). The Conference, due to take place in Prague from 9 to 12 November 2016, has chosen as its overarching theme ‘Mediated (Dis)Continuities: Contesting Pasts, Presents and Futures’.

The organisers call for proposals in all fields of communication and media studies, but particularly invite conceptual, empirical, and methodological proposals on mediated memory cultures and working through discursive dislocations and cultural traumas intrinsic to (late) modernity, that link the general conference theme to the fields pertinent to each ECREA section.

Conference theme: ‘Mediated (Dis)Continuities: Contesting Pasts, Presents and Futures’ 

Discontinuity is the far side of change. Late modernity – as the unstoppable flow of permanent changes – is haunted by the disparity of its various histories, geographies, ontologies and technologies. How are media and communication practices engaged in communicating across these divides?

The theme heralding European Communication Conference 2016 derives from the political history of the post-socialist region of which Prague as the conference host is a symbolic memento. After the collapse of communist totalitarianism, the countries in post-socialist Europe have been undergoing a crisis of continuity in the realms of political values, historical consciousness, moral sense of the self and the memory of the past.

The conference theme, however, reaches far beyond the post-totalitarian context and encourages its participants to reflect upon the question of how media and communication practices are involved in communicating over many other dislocations in political, cultural, temporal or spatial realms in all European countries. Acceleration in all aspects of social life generates pasts we cannot return to, territories we cannot access and selves we do not recognize any more. Are media capable of navigating through the related feelings of nostalgia, cultural trauma, guilt, shame or (be)longing? Does communication help to make sense of them?

Can a sense of home be mediated for those who are expelled from their countries or displaced by war, the paramount discontinuity? How is communication entangled in commemoration and remembering? What are the communicative means of identity building in the age of digitised archives which are not static storehouses of memories? Should we consider the media as an actor in economic discontinuities such as crisis and recession?

We cordially invite media and communication scholars to submit papers addressing these questions – together with other ramifications of the conference theme – and to share their ideas with the wide community of colleagues from Europe and beyond.

Submission and deadline
Proposals for individual papers, panels, and posters can be submitted to one of the 21 ECREA sections through the ECC conference website from 1 December 2015 to 29 February 2016. For section overviews, please click here.

Abstracts should be written in English and contain a clear outline of the argument, the theoretical framework, and, where applicable, methodology and results. The maximum length of individual abstracts is 500 words. Panel proposals, which should consist of five individual contributions, combine a panel rationale with five panel paper abstracts, each of which shall be a maximum length of 500 words.

Participants may submit more than one proposal, but only one paper or poster by the same presenting author will be accepted. Participants can still present in one extra session as second (or third, etc.) author of other papers or posters and can still act as chair or respondent of a panel.. All proposals should be submitted through the conference website from 1 December 2015 to 29 February 2016. Early submission is strongly encouraged. Please note that this submission deadline will not be extended.

Abstracts will be published in a PDF Abstract Book. Full papers (optional) will be published via the conference submission system and available to the registered attendants after logging into the system.

Timeline
Submission of paper and panel abstracts and posters: 29 February 2016
Notification of Acceptance: 30 April 2016
End of Early Bird Registration Fee: 31 August 2016
Presenters’ registration deadline: 1 October 2016
Deadline for submission of the full papers (optional): 15 October 2016

>Visit the 6th European Communication Conference website

CFP: DiGRA/FDG 2016

Please spread the word:

CFP DiGRA/FDG 2016 – 1st Joint International Conference of DiGRA and FDG

For the first time, the Digital Games Research Association (DiGRA) and the Foundation of Digital Games (FDG) will partner in an unprecedented gathering of games researchers. We invite researchers and educators within game research, broadly construed, to submit their work.

For more information, please visit the conference’s website: www.digra-fdg2016.org

Tracks

DiGRA/FDG aims at being a venue for game research from all research disciplines. In line with this, it accepts and encourages submissions in the following six tracks, on a wide range of subjects including, but not limited to:

  • Game design: Design techniques, practices, methods, post mortems, etc.
  • Game criticism and analysis: Close readings, ontologies and frameworks, historical studies, philosophical explorations, and other humanities-informed approaches
  • Play studies + Interaction and player experience: studies of play, observations and interviews of players, and research based on other methods from the social sciences; game interfaces, player metrics, modeling player experience
  • Artificial intelligence: agents, motion/camera planning, navigation, adaptivity, procedural content generation, dialog, authoring tools, general game playing
  • Game technology: engines, frameworks, graphics, networking, animation
  • Game production: studies of game production processes, studio studies, software studies, platform studies and software engineering

Due to the interdisciplinary nature of the DiGRA/FDG conference, authors and reviewers alike will be required to describe their research background and field of study as part of the submission process. The intention for this is to help reviewers be conscious of when they are reviewing work outside their own field as well as making clear the proportions of contributing fields.

Submission categories

DiGRA/FDG 2016 supports two different categories for submitting research:

  • Full Papers (no more than 16 pages)
  • Extended Abstracts with a maximum length of 2-pages

This structure reflects the cross-disciplinary nature and different conference traditions of the conference attendants. A full paper submission is recommended for completed research work, in particular empirical or technical work. The extended abstract format is suitable for discussion topics and ideas. Both full papers and abstracts are subject to a double-blind review process. These two categories are the only ones that will be published in DiGRA’s digital library.

Deadlines full papers and extended abstracts

Submission deadline

  • January 29 2016 (hard deadline)

Acceptance/rejection notification

  • March 21 2016

Rebuttals

  • March 25 2016

Notification of final decisions

  • March 31 2016

Camera ready

  • April 29 2016

In addition to this, DiGRA/FDG 2016 accepts submissions for:

  • Events with a maximum length of 2-page abstract
  • Panels with a maximum length of 2-page abstract

These are curated by the local organizers and do not go through an anonymized process.

Deadlines panels and events

Submission deadline

  • January 29 2016 (hard deadline)

Acceptance/rejection notification

  • March 21 2016

Camera ready

  • April 29 2016

Some work does not fit as paper presentations due to its nature or research maturity. For this, DiGRA/FDG 2016 is open to submission to the following categories:

  • Posters with a maximum length of 2-page abstract
  • Demos with a maximum length of 2-page abstract

These categories have late deadlines to allow the most recent research and results to be submitted.

Deadlines posters and demos

Submission deadline

  • April 8 2016 (hard deadline)

Acceptance/rejection notification

  • May 9 2016

Camera ready

  • May 23 2016

DiGRA/FDG 2016 provides a doctoral consortium for PhD students. Those interested in attending this should submit a position paper in the extended abstract format with a maximum length of 2 pages.

Deadlines doctoral consortium

Submission deadline

  • April 22 2016 (hard deadline)

Acceptance/rejection notification

  • May 9 2016

DiGRA/FDG 2016 also welcomes submissions to arrange workshops. These have an earlier deadline than other submission to support workshops that wish to have their own peer reviewing process for submissions. These should be submitted as extended abstracts with a maximum length of 2 pages. Please submit workshop proposals by email to the three program chairs, and place “[FDG/DiGRA 2016 Workshop Submission]” in the subject line.

Deadlines workshops

Submission deadlines

  • November 16 2015 (hard deadline)

Acceptance/rejection notification

  • December 11 2015

Location & Date

  • August 1-6 2016
  • The School of Arts, Media and Computer Games, Abertay University
  • Dundee, Scotland, UK

For more information see: www.digra-fdg2016.org

Program Chairs

 

Skene: loppuseminaari

[I will be speaking in the final seminar of Skene r&d-program about the basic research and innovations in games tomorrow in Helsinki] Huomenna on Helsingissä Tekesin pelialan Skene-ohjelman päätösseminaari. Oma alustukseni on otsikoltaan “Pelitutkimus: yhteistyöllä innovaatioita ja tieteen huippuja”. Tapahtumassa on mukana vahva kattaus pelialan osaamista ja toimijoita – tapahtuman ohjelma löytyy täältä: https://www.eventbrite.com/e/tekes-skene-ohjelman-loppuseminaari-registration-18162678059.

CFP: Fanitutkimuksen konferenssi “Nörttikulttuurin nousu” (3.-4.3.2016)

Levittäkää sanaa: Esitelmäkutsu/CFP:

NÖRTTIKULTTUURIN NOUSU
Kuudes valtakunnallinen fandom-tutkimuksen konferenssi

Jyväskylän yliopiston Taiteiden ja kulttuurin tutkimuksen laitoksella
3.–4.3.2016

Ketä voi haukkua nörtiksi – ja kuka puolestaan on “todellinen nörtti”?
Haittaako, että yhä useampi vastaantulija tuntee nettislangia ja
kulttifiktion sankareita? Entä onko tytöillä mitään asiaa videopeli-
ja sarjakuvakulttuureiden maskuliinisina pidettyihin maailmoihin?

Nörttikulttuuri (engl. geek culture) on viime vuosina kaapattu
marginaalista valtamedian materiaaliksi: niin sarjakuvat, genrefiktio
kuin video- ja roolipelitkin ovat löytäneet uuden teknologian kautta
uusia yleisöjä ja saattaneet samalla yhteen vanhoja faneja. Tämä yhä
jatkuva kasvu ja monimuotoistuminen on herättänyt monet pohtimaan
“nörttimäisten” harrastustensa motiiveja ja muuttanut nörttiyden
merkitystä. Eri sukupuolet, sukupolvet ja kulttuurit tuntuvat
käsittävän nörttiyden hyvin eri tavoin, mutta tavallisin nörtin
tuntomerkki  on tiedollinen omistautuminen jollekin (arkielämän
kannalta hyödyttömälle) asialle. Juuri perehtyminen tuntuu yhä
erottavan “todelliset” nörtit ja fanit tavallisista kuluttajista ja
satunnaisista harrastajista, mutta eri perehtymisen kohteet ovat
edelleen eri tavoin arvokkaita ja sallittuja eri ryhmille. Tämä on
paljastanut uudella tavalla myös eskapistisina pidettyjen,
nörttimäisten kulttuurimuotojen poliittisuuden.

Vaikka nörttiys on muodostunut keskeiseksi, joko valituksi tai
annetuksi identiteettitekijäksi lukemattomille ihmisille ympäri
maailman, sen muuttuva merkitys on edelleen sumea. Jyväskylän
yliopiston Taiteiden ja kulttuurin tutkimuksen laitoksella
järjestettävässä kaksipäiväisessä kansallisessa konferenssissa
haluamme avata suomalaisen akateemisen keskustelun siitä, mitä
nörttikulttuuri oikeastaan on, miten se on muuttunut ja miten se
vuorovaikuttaa niin sanotun valtavirran kanssa.

Etsimme tapahtumaan esitelmiä tai paneeleja, jotka tarkastelevat
nörttikulttuuria, eli erilaisten (aiemmin) marginaalisena pidettyjen
mediailmiöiden aktiivista ja/tai sosiaalista kuluttamista, minkä
tahansa tieteenalan näkökulmasta. Aiheet voivat liittyä esimerkiksi:

-nörttiyden ja nörttikulttuurin historiaan, määritelmiin ja
murroksiin; eroaako nörttiys tavallisesta faniudesta?
-sarjakuvakulttuuriin ja -markkinoihin, sarjakuvien keräilyyn tai
sarjakuvan transmedialisoitumiseen
– lauta- ja roolipelikulttuurien näkymiseen populaarikulttuurissa
– videopelien harrastajayhteisöihin ja videopelikulttuurin valtavirtaistumiseen
– hakkereihin, verkkoaktivismiin ja internet- ja hakkerikulttuurin
näkymiseen valtavirta- tai populaarikulttuurissa
– japanilaisen otaku-kulttuurin kansainvälisiin ja suomalaisiin
ilmenemismuotoihin
– kirjallisen, audiovisuaalisen ja muunlaisen genrefiktion ympärille
kehittyviin (verkko)keskusteluihin ja fanitoiminnan muotoihin, myös
antifaniuteen
– fanitapahtumiin eli coneihin, fanituotantoon, cosplayihin tai muihin
nörttikulttuurille leimallisiin harraste- ja fanitoimintoihi
– populaarikulttuurin sukupuolittumiseen ja poliittisuuteen.

Lähetä 200–300 sanan abstrakti n. 20 minuutin esitelmästä pdf-muodossa
10.1.2016 mennessä Jonne Arjorannalle (jonne.arjoranta[ät]jyu.fi).
Otamme vastaan ehdotuksia myös paneeleista ja muista laajemmista
esitelmäkokonaisuuksista. Laitathan liitetiedostoon näkyviin nimesi,
sähköpostiosoitteesi ja koti-instituutiosi.

Lisätietoja antaa Katja Kontturi (katja.j.kontturi[ät]jyu.fi).
Esitelmäkutsua saa levittää vapaasti.

Fanitutkijoiden tapaamisia on aiemmin järjestetty Tampereen ja
Jyväskylän yliopiston tutkijoiden yhteistyönä vuodesta 2006 lähtien.