Talking in A MAZE summit, Berlin

I will be speaking in April 26th about the “Potentials of multidisciplinary collaboration in the study of future game and play forms” in A MAZE, Clash of Realities collaborative seminar: Academic and Artistic Research on Digital Games summit. For the full program, see this link.

Workshop in Singapore

I will spend the next week visiting Singapore, where Vivian Chen, from Wee Kim Wee School of Communication and Information in Nanyang Technological University has put together an interesting international seminar focused on games and play, particularly from the perspective of eSports phenomena. Together with several esteemed colleagues, I also will give a talk there; mine is titled “Evolution and Tensions in Gaming Communities”.

Since I have not found the full program online, I will share the most recent draft that I have, below Continue reading “Workshop in Singapore”

DiGRA 2018 CFP: The Game is the Message

The Game is the Message
http://digra2018.com

July 25-28, 2018

Campus Luigi Einaudi, Università di Torino, Turin, Italy
Lungo Dora Siena, 100 A, 10153 Turin, Italy

Conference chairs: Riccardo Fassone and Matteo Bittanti

Games have long since moved out of the toy drawer, but our understanding of them can still benefit from seeing them in a wider context of mediated meaning-making. DiGRA 2018 follows Marshall McLuhan, and sees games as extensions of ourselves. They recalibrate our senses and redefine our social relationships. The environments they create are more conspicuous than their content. They are revealing, both of our own desires and of the society within which we live. Their message is their effect. Games change us.

To explore this change, we invite scholars, artists and industry to engage in discussions over the following tracks:

– Platforms
Game platforms invite new textualities, new technologies and new networks of power relations. Game structures, their integration with and use of the technology, as well as the affordances and restrictions offered by the platforms on which they live, influence our experience of them.

– Users
Games invite new relations between their users, and players strive for and achieve new modes of perception. This reconfigures our attention, and establishes new patterns and forms of engagement.

– Meaning-making
The connection between a game and its content is often interchangeable – a game is clearly recognizable even if the surface fiction is changed. But games still produce meanings and convey messages. We ask, what are the modes of signification and the aesthetic devices used in games? In this context we particularly invite authors to look at games that claim to be about serious topics or deal with political and social issues.

– Meta-play
The playing of the game has become content, and we invite authors to explore spectatorship, streaming, allied practices and hybrid media surrounding play and the players. How can we describe and examine the complex interweaving of practices found in these environments?

– Context
Games are subject to material, economic and cultural constraints. This track invites reflection on how these contingencies as well as production tools, industry and business demands and player interventions contribute to the process of signification.

– Poetics
Games are created within constraints, affordances, rules and permissions which give us a frame in which games generate meaning. Games have voice, a language, and they do speak. This is the poetics of games, and we invite our fellows to explore and uncover it.

– General
Games tend to break out of the formats given them, and so for this track we invite the outstanding abstracts, papers and panels on alternative topics to the pre-determined tracks.

We invite full papers, 5000 – 7000 words plus references using the DiGRA 2018 submission template (http://www.digra.org/?attachment_id=148233), extended abstracts (from 500 words, maximum 1000, excluding references), and panel submissions (1000 words excluding references, with a 100 word biography of each participant). Full papers will be subject to a double-blind peer review. Extended abstracts will be blinded and peer reviewed by committees organised by the track chairs. Panels will be reviewed by the track chairs and the program chairs. General inquiries should be addressed to Riccardo Fassone – riccardo.fassone AT unito.it. Artist contributions, industry contributions, performances or non-standard presentations should be addressed to Matteo Bittanti – matteo.bittanti AT iulm.it .

Submission will be opened December 1st, 2017, and the final deadline for submission is January 31st 2018. The URL for submissions is https://easychair.org/conferences/?conf=digra2018 .

Program chairs are
Martin Gibbs, martin.gibbs AT unimelb.edu.au, University of Melbourne, Australia
Torill Elvira Mortensen, toel AT itu.dk, IT University of Copenhagen, Denmark

Important dates:
Submission opens: December 1st, 2017
Final submission deadline: January 31st, 2018
Results from reviews: March 1st, 2018
Early registration deadline: March 15th, 2018
Reviewed and rewritten full papers final deadline: April 15th, 2018

Paljon pelissä -loppuseminaari 10.10.2017

Lämpimästi tervetuloa projektin Paljon pelissä -loppuseminaariin!

EHYT ry:n aikuisten rahapelihaittoja ehkäisevä Arpa-projekti järjestää projektin tuloksista ja rahapelihaittojen ehkäisyn ajankohtaisista aiheista Paljon pelissä -loppuseminaarin. Tilaisuus järjestetään tiistaina 10.10.2017 klo 12-16 G Livelabissa osoitteessa Yrjönkatu 3, 00120 Helsinki. Tila on esteetön.

Ilmoittaudu mukaan loppuseminaariin 25.9. mennessä täällä: https://my.surveypal.com/paljonpelissa

Ohjelma

12:00 Tervetuloa, Kari Vuorinen, talous- ja hallintojohtaja, EHYT ry

12:15 Rahapelihaittojen ehkäisy Suomessa – mahdollisuudet ja haasteet, Saini Mustalampi, johtava asiantuntija, Terveyden ja hyvinvoinnin laitos

12:50 Arpa-projektin tulokset, Tapio Jaakkola, Arpa-projektin projektipäällikkö, EHYT ry

13:20 Kokemuksia rahapelihaittojen ehkäisystä työpaikalla, Milena Kaihari-Virtanen, työsuojeluvaltuutettu, Lempäälä

13:40 Kokemuksia riskirahapelaamisen puheeksiottopilotista

14:00 Kahvitauko

14:30 Onko rahapelihaittojen ehkäisy Suomessa kunnossa? Janne Nikkinen, sosiaalietiikan dosentti, Helsingin yliopisto

14:50 Keskustelupaneeli: Miten aikuisten rahapelihaittoja pitäisi jatkossa ehkäistä?

Pekka Ilmivalta, vastuullisuus- ja henkilöstöjohtaja, Veikkaus Oy

Susanna Raisamo, tutkimuspäällikkö, Terveyden ja hyvinvoinnin laitos

Mari Pajula, yksikön päällikkö, Peluuri

Tapio Jaakkola, Arpa-projektin projektipäällikkö, EHYT ry

15:45 Loppupuheenvuoro, Kari Vuorinen, talous- ja hallintojohtaja, EHYT ry

Tilaisuus streamataan EHYT ry:n YouTube-kanavalla ja tilaisuudesta jää kanavalle myös tallenne.

Loppuseminaarin keskusteluihin voi osallistua sosiaalisessa mediassa käyttämällä tunnisteita #arpaprojekti tai #paljonpelissä.

Arpa-projekti tuotti tietoa ja välineitä rahapelaamisen käsittelyyn. Projekti kehitti osaamista rahapelihaittojen tunnnistamisesta, puheeksiottamisesta ja ehkäisemisestä sekä tuki pelaajia oman pelaamisen hallinnassa. Kohderyhmiä olivat aikuiset rahapelaajat sekä ehkäisevää päihdetyötä tekevät ammattilaiset. Projekti toteutettiin vuosina 2015-2017 sosiaali- ja terveysministeriön tukemana Veikkauksen tuotoilla.

Lisätietoja projektista: www.arpaprojekti.fi

Lisätietoja tilaisuudesta saa projektiasiantuntija Salla Karjalaiselta (salla.karjalainen@ehyt.fi tai p. 050 514 7658).

Viestiä saa levittää eteenpäin.

JKL: PLAY ’17 -seminaari 8.9.2017

(Puhumassa ensi viikolla täällä – ilmeisesti muutama paikka on vielä tarjolla, levittäkää sanaa)

KUTSU: PLAY ’17 -seminaari 8.9.2017

Tervetuloa PLAY ’17 -seminaariin perjantaina 8.9.2017! Seminaari, jonka teemana on Pelillisyys ja uudet teknologiat musiikin oppimisessa, päättää Suomalaisella musiikkikampuksella toteutetun PLAY-hankkeen.

Seminaari järjestetään JAMK:in Hannikaissalissa osoitteessa Pitkäkatu 18–22, Jyväskylä. Aloitamme päivän hankkeen tarjoamalla aamupalalla klo 8.30, jonka jälkeen on luvassa varmasti mielenkiintoista seminaariohjelmaa klo 9.00–15.00 (ohjelma viestin liitteenä). Varsinaisen seminaarin jälkeen sinulla on mahdollisuus osallistua musiikkikasvatusteknologian ja oppimispelien työpajaan klo 15.00 alkaen.

Petri Jussilan toimittama PLAY-hankkeen loppujulkaisu, Pelillisyys ja uudet teknologiat musiikin oppimisessa, julkistetaan seminaarin yhteydessä. Ilmoittautumalla seminaariin varmistat, että saat omasi seminaaripäivänä.

Ilmoittauduthan seminaariin 1.9.2017 klo 12.00 mennessä osoitteessa http://bit.ly/GOPLAY17

Tilaisuuteen on vapaa pääsy – tervetuloa!

PLAY-projektitiimin puolesta,

Sami Sallinen

P.S. Seminaarin pääpuhujiksi on kutsuttu seuraavat asiantuntijat:

Andrew Bentley, musiikkiteknologian professori, Taideyliopiston Sibelius-Akatemia
https://www.uniarts.fi/uutishuone/andrew-bentleystä-sibelius-akatemian-ensimmäinen-musiikkiteknologian-professori

Frans Mäyrä, professori (informaatiotutkimus ja interaktiivinen media), Tampereen yliopisto
http://www.unet.fi/

CFP: Digital Humanities in the Nordic Countries 2018

Digital Humanities in the Nordic Countries calls for submissions for its 2018 conference in Helsinki, Finland, 7–9 March 2018.
http://heldig.fi/dhn-2018/

Keynote speakers
Kathryn Eccles, University of Oxford, https://www.oii.ox.ac.uk/people/kathryn-eccles/
– Academic Programme Manager for Digital Humanities and Research Fellow at Oxford Internet Institute with interest in the impact of new technologies on Humanities scholarship, and the re-organisation of cultural heritage and higher education in the digital world.

Alan Liu, University of California, Santa Barbara, http://liu.english.ucsb.edu
– Distinguished Professor in the English Department at the University of California, Santa Barbara, and an affiliated faculty member of UCSB’s Media Arts & Technology graduate program.

Frans Mäyrä, University of Tampere, http://www.unet.fi
– Professor of Information Studies and Interactive Media (specifically digital culture and game studies)

In 2018, the conference seeks to extend the scope of digital humanities research covered, both into new areas, as well as beyond the Nordic and Baltic countries. In pursuit of this, in addition to the abstracts familiar from humanities traditions, we also adopt a call for publication ready texts as is the tradition in computer science conferences. Therefore, we accept the following types of submissions:
1. Publication ready texts of length appropriate to the topic. Accepted papers will be submitted to the CEUR-WS proceedings series for publication in a citable form.
a. Long paper: 8-12 pages, presented in 20 min plus 10 min for Q&A
b. Short paper: 4-8 pages, presented in 10 min plus 5 min for Q&A
c. Poster/demo: 2-4 pages, presented as an A1 academic poster in a poster session.
2. Abstracts of a maximum of 2000 words. Proposals are expected to indicate a preference between a) long, b) short, or c) poster/demo format for presentation. Approved abstracts will be published in a book of abstracts on the conference website.

Submissions to the conference are now open at ConfTool: https://www.conftool.net/dhn2018/

Important dates
The call for proposals opened on 28 August 2017, and the deadline for submitting proposals is 25 October 2017. Presenters will be notified of acceptance by 8 January 2018. For papers accepted into the citable proceedings, there is an additional deadline of 5 February 2018 for producing a final version of your paper that takes into account the comments made by the reviewers.

This year, the conference welcomes in particular work related to the following themes:

History
While the number of researchers describing themselves as digital historians is increasing, computational approaches to history have rarely captured the attention of those without innate interest in digital humanities. To address this, we particularly invite presentations of historical research whose use of digital methods advances the overall methodological basis of the field.

Cultural Heritage
Libraries, galleries, archives and museums are making vast amounts of cultural heritage openly digitally available. However, tapping into these resources for research requires cultivating co-operation and trust between scholars and heritage institutions, due to the cultural, institutional, legal and technical boundaries crossed. We invite proposals describing such co-operation – examples of great resources for cultural heritage scholarship, of problems solved using such data, as well as e.g. intellectual property rights issues.

Games
Humanities perspectives on games are an established part of the game studies community. Yet their relationship with digital humanities remains undefined. Digitality and games, digital methods and games, games as digital methods, and so on are all areas available for research. We invite proposals that address high-level game concepts like “fun”, “immersion”, “design”, “interactivity”, etc positioned as points of contact with the digital.

Future
We also invite proposals in the broad category of ”Future”. Accepted proposals will still fit in the overall context of the conference and highlight new perspectives to the digital humanities. Submissions may range from applications of data science to humanities research to work on human-machine interaction and ecological digital humanities. We also welcome reflections on the future of the digital humanities, as well as the societal impact of the humanities.

Finally, the overarching theme this year is Open Science. This pragmatic concept emphasises the role of transparent and reproducible research practices, open dissemination of results, and new forms of collaboration, all greatly facilitated by digitalisation. All proposals are invited to reflect on the benefits, challenges, and prospects of open science for their own research.

Call for workshops/panels and tutorials
In addition to individual papers, the conference calls for interested parties to submit proposals for workshops/panels and tutorial sessions to be held preceding the conference. Workshops/panels gather together participants around a particular subtopic, while tutorials present a useful tool or method of interest to the digital humanities community. Either can take the form of either a half or a full day session, and they generally take place the day prior to the conference.

Proposals should include the session format, title, and a short description of its topic (max 2000 words) as well as the contact information of the person/s responsible. Proposals should also include the following: intended audience, approximate number of participants, and any special technical requirements.

Submit your workshop/tutorial at the conference ConfTool: https://www.conftool.net/dhn2018/

Organisers at HELDIG – the Helsinki Centre for Digital Humanities at the University of Helsinki, the Faculty of Arts include Mikko Tolonen (conference chair, mikko.tolonen@helsinki.fi), Eetu Mäkelä (programme chair, eetu.makela@helsinki.fi), Viivi Lähteenoja (conference producer, viivi.lahteenoja@helsinki.fi), Maija Paavolainen (communications chair, maija.paavolainen@helsinki.fi), Jouni Tuominen (web chair, jouni.tuominen@helsinki.fi), and Eero Hyvönen (HELDIG director, eero.hyvonen@helsinki.fi).

Keynote, EDEN 2017 – Diversity Matters!

EDEN 2017 keynote, Frans Mäyrä
EDEN 2017 keynote, Frans Mäyrä

Next week, I will take part in EDEN 2017 – the annual conference of the European Distance and E-Learning Network – in Jönköping, Sweden. I am proud to present an invited keynote in the first conference day, 14th June. Titled “Multidimensional Ludic Literacy: Diversity in Game Cultures” my talk is aimed to build bridges between the multiple dimensions needed to understand and constructively engage with games and play (the ludic literacy), and the issues related to diversity in game cultures. Looking forward to an interesting exchange of ideas. (Btw, this is also the first public appearance of the Centre of Excellence in Game Culture Studies logo – test driving it: the CoE officially starts its operational period from January 2018.)

See the full conference program here: http://www.eden-online.org/2017_jonkoping/wp-content/uploads/2017/05/Conference-Programme.pdf.