CFP: Spectating Play, 24-25 April 2017

Spectating Play – 13th Annual Game Research Lab Spring Seminar 24th-25th of April 2017, Tampere Finland

http://spectatingplay.com/call-for-papers/

Important dates

– Abstract Deadline: January 18th, 2017
– Notification of Acceptance: February 3rd, 2017
– Full Paper deadline: April 3rd, 2017
– Seminar dates: April 24-25, 2017

Call for Papers
This year’s Game Lab Spring Seminar focuses on the spectating elements of play. Below you will find detailed instructions regarding the CFP for this Spring Seminar.

Spectating play
Watching play unfold is almost as pervasive as play itself. Today, developments such as let’s plays, eSports, and streaming have made spectating play an important mode of engaging with digital games. Historically, sporting arenas have brought together not only skillful athletes, but huge crowds of spectators. The audience has an effect on the play, from the cheering of the fans of the home team, to rule changes implemented in sports in order to make them more television friendly. The spectator experience places different design considerations on a game than that of the player experience.

Digital games have always had spectators, be it in an arcade or a sibling waiting for their turn to play on the home console. However, during the last decade spectatorship has become much more visible, first through esports, and more recently through streaming. Numerous new genres of recorded play videos have emerged, from let’s plays to speedruns. Furthermore, the audiences of livestreamed games is hardly passive; amongst other things they comment, form communities, participate in playing, and financially support the players.

Simultaneously, in some play cultures the line between the audience and the player/performer is being blurred on purpose. From immersive theatre to larp and from reality television competitions to amateur livestreaming and onto phenomena such as the “Twitch plays Pokemon”, the structures around watching and playing are shifting.

Spectating Play is the 13th annual spring seminar organized by University of Tampere Game Research Lab. The seminar welcomes any and all scholarly work on the intersection of audiences and game/play.

The possible list of topics includes but is not limited to:

  • Streaming play
    • Live and recorded play
    • Genres: Let’s plays, speedruns, machinima, unboxing, reaction videos, etc.
    • Managing streamers and tubers
    • Production and business models of streaming
    • Cultures and practices of streaming
    • Boundary negotiation between work and play
  • Audience
    • Audience participation in games
    • Designing games for spectating
    • Audience theory for participant
    • Why spectate? Audience gratifications
    • Learning by watching (i.e. foreplayers, tutorials, walkthroughs)
    • Passive and ambient play
  • Performing for spectators
    • eSports
    • Performative game development (e.g. streaming, use of time-lapse videos and public game jams)
    • Arenas for play as performance
    • Arcade culture
  • Perspectives on spectated play
    • History of spectating play
    • The limits of recording as a document of play
    • How spectating play transforms into play practices

The seminar emphasises work-in-progress submissions, and we strongly encourage submitting late-breaking results, working papers, and submissions from graduate students. The purpose of the seminar is to have peer-to-peer discussions and thereby provide support in refining and improving research work in this area.

The papers to be presented will be chosen based on an extended abstract review. Full papers are distributed prior the event to all participants, in order to facilitate discussion. The seminar is looking into partnering with a journal so that the best papers would be invited to be further developed for publication in a special journal issue. In the past we have collaborated with Games and Culture, Simulation & Gaming, International Journal of Role-Playing, and ToDiGRA journals. The seminar will be chaired by Professor Frans Mäyrä (School of Information Sciences, University of Tampere) and Associate Professor Juho Hamari (UC Pori / Tampere University of Technology & University of Turku). There will also be two invited commentators, to be announced later.

The seminar will be held in Tampere, Finland and will be free of charge; the number of participants will be restricted.

Submission guidelines
The papers will be selected for presentation based on extended abstracts of 500-1000 words (plus references). Abstracts should be sent in the PDF format. Please use 12 pt Times New Roman, double-spaced, for your text. Full paper guidelines will be provided with the notification of acceptance.

Our aim is that all participants can familiarise themselves with the papers in advance. Therefore, the maximum length for a full paper is 5000 words (plus references). The seminar presentations should encourage discussion, instead of repeating the information presented in the papers. Every paper will be presented for 10 minutes and discussed for 20 minutes.

Submissions should be sent to: submissions@spectatingplay.com.

Vaasa Game Days, Suomen pelitutkimuksen seuran syyskokous

Huomenna, 24.11. Vaasassa kokoontuu Suomen pelitutkimuksen seura ensimmäiseen syyskokoukseensa (ks. kokouskutsu alla ja Seuran verkkosivut). Vuosikokous kytkeytyy Vaasa Game Days-tapahtumaan, missä itse pidän luennon otsikolla “Pelitutkimuksesta pelillistyvän kulttuurin ja yhteiskunnan tutkimukseen”. Ohjelma: http://www.vaasagamedays.fi/pages/news_display.php?nid=57.

Kokouskutsu: Tervetuloa Suomen pelitutkimuksen seura ry:n syyskokoukseen.

Aika: torstai 24.11.2016 kello 10.00-12.00

Paikka: F223, Fabriikin 2. krs/Viestintätieteet, Vaasan yliopisto
Kokouksessa käsitellään sääntömääräiset asiat ja valitaan toiminnantarkastaja vuosille 2016 ja 2017.

Käsiteltävät asiat:

1. Kokouksen avaus

2. Valitaan kokouksen puheenjohtaja, sihteeri, kaksi pöytäkirjantarkastajaa ja ääntenlaskijaa

3. Todetaan kokouksen laillisuus ja päätösvaltaisuus

4. Hyväksytään kokouksen työjärjestys

5. Vahvistetaan toimintasuunnitelma, tulo- ja menoarvio sekä liittymis- ja jäsenmaksujen suuruudet vuodelle 2017

6. Valitaan hallituksen puheenjohtaja ja muut jäsenet vuodelle 2017

7. Valitaan yksi tai kaksi toiminnantarkastajaa ja varatoiminnantarkastajaa tai yksi tai kaksi tilintarkastajaa ja varatilintarkastajaa vuosille 2016 ja 2017

8. Muut asiat

9. Kokouksen päättäminen

DiGRA-FDG 2016 Proceedings

The Full paper and Abstract Proceedings of the 1st International Joint Conference of DiGRA and FDG are now available online in the DiGRA digital library:

Abstract proceedings:

http://www.digra.org/digital-library/forums/13-abstracts-digra-fdg2106/

The full paper proceedings are available here:

http://www.digra.org/digital-library/forums/13-digra-fdg2106/

Tampere3: hyvä, vahva yliopisto?

(Päivitys: 3.11. uutisoitiin että Tampereen yliopiston hallitus lykkää Tampere3-päätöstä: http://www.aviisi.fi/2016/11/tampereen-yliopisto-lykkaa-paatosta-tampere-3sta/)

Olin kutsuttuna puhujana edustamassa professorikuntaa tämän päivän avoimessa ”Tampere3 NoSignal” -yhteisötapahtumassa, mistä koottuina muutamia terveisiä:

Professorit, tutkimus- ja opetushenkilöstö kuin opiskelijatkin Tampereen yliopistoyhteisön piirissä näkevät lähtökohtaisesti uuden Tampere3-yliopiston ja korkeakoulukonsortion erittäin myönteisenä mahdollisuutena kehitystyöhön ja uusiin avauksiin niin tutkimuksen, koulutuksen kuin yhteiskunnallisen vaikuttavuuden ja vuorovaikutuksen alueella. Nyt Tampereen kaupungin käsittelyn yhteydessä julkisen keskustelun kohteeksi nousseet, säätiöyliopiston perustamiseen ja sääntöihin liittyvät yksityiskohdat vaativat kuitenkin vielä pikaista reagointia. (Linkki Tampere3-materiaaleihin Tampereen kaupungin sivuilla.)

Professorit oman tieteenalojensa johtajanroolinsa kautta kantavat huolta erityisesti huippuluokan tieteen tekemisen mahdollisuuksista. Uusi Tampere3-yliopisto on paitsi suurempi myös paljon laaja-alaisempi kuin mikään nykyinen korkeakoulumme. Kunnianhimoisessa kokonaisuudessa on huomioitava niin humanististen, yhteiskuntatieteisten, luonnontieteisten, kuin myös teknologiatutkimuksen ja lääketieteen eri alojen toiminnan erityispiirteet.

Yliopistolakiin ja perustuslakiin on kirjattu tieteen autonomia ja yliopistojen itsehallinto: itse itseään korjaavalla tiedeyhteisöllä on parhaat keinot tunnistaa tärkeät tutkimusaiheet ja julkaista tulokset ilman ulkoista kontrollia ja sensuuria. Uskon että tästä peruslähtökohdasta ei ole syviä näkemyseroja uutta Tampere3-yliopistoa valmistelevien tahojen keskuudessa. Sävyeroja ja painotuseroja kuitenkin on havaittu. Kaikki osapuolet epäilemättä tavoittelevat menestyksellisesti toimivaa yliopistoa, mutta yliopisto- ja organisaatiokulttuureissa on havaittavissa selkeitä eroja.

Tampereen yliopiston professorien ja laadukkaan tieteentekemisen kannalta on tärkeää, että uudelle yliopistolle heti alusta lähtien luodaan tiedeyhteisön luottamukseen nojaava, vahva hallinto. Tämä luottamus syntyy luontevasti, kun toimitaan yliopistolain mukaisesti, eli vaaleilla valittu monijäseninen toimielin valitsee hallituksen, joka puolestaan valitsee rehtorin toteuttamaan operatiivista johtamista.

Nyt sekä hallituksen yliopistolakiesitysluonnokseen, että yliopistosäätiön sääntöluonnokseen on kirjattu siirtymäsäännöksiä, jotka tarpeettomasti poikkeavat yliopistolaista. Esimerkiksi säätiön säännöissä kaavaillaan, että uuden hallituksen nimityskomitea on kuusijäseninen, joista yliopistoyhteisön edustajat jäävät vähemmistöön, kun puheenjohtajaksi ollaan asettamassa säätiön perustajien edustajaa. Yliopistolain mukaan säätiöyliopiston hallituksen jäsenistä kuitenkin neljän tulee olla yhteisön piiristä tai heidän asettamanaan – kolme jäsentä valitaan perustajien asettamista ehdokkaista. Periaate tiedeyhteisön vahvasta, tieteen autonomiaa kunnioittavasta päätöksentekoroolista on lain kirjauksessa selvä, mutta säätiön sääntöluonnoksen kirjaus nimityskomitean puheenjohtajasta sotii tätä periaatetta vastaan.

Vahvaa tieteellisen asiantuntijayhteisön näkemystä ja vaikuttamismahdollisuutta voivat – ja pitää – toki hallituksessa edistää sekä yliopistoyhteisön nimeämät, että perustajien nimeämät asiantuntijat, mikäli he aidosti edustavat säätiöyliopistolain mukaisesti “toimialaan kuuluvien tieteiden ja taiteiden sekä yhteiskuntaelämän kotimaista ja kansainvälistä korkeimman tason asiantuntemusta”. Tampere3-yliopiston säätiön perustajiksi on sitoutumisensa ilmaissut poikkeuksellisen laaja ja monialainen joukko tärkeitä yhteiskunnan eri ulottuvuuksia edustavia toimijoita. Tiedeyhteisön ja perustajien halu ja pyrkimys tamperelaisen korkeakoulukokonaisuuden menestykseen ja kehittämiseen on vahva ja yhteinen.

On kuitenkin muistettava, että tieteellisen asiantuntemuksen tiukat vaatimukset puhuvat painokkaasti sen puolesta, että yliopiston hallituksen valinnassa tiedeyhteisön asettamien edustajien näkemyksillä on oltava viimeinen sana, eli nimitystoimikunnan puheenjohtajan on oltava tiedeyhteisön nimittämä.

Säätiön säännöissä ei myöskään pidä säätää tarpeettomasti sellaisista asioista, jotka kuuluvat tieteen autonomian piiriin, ja joista valittu säätiöyliopiston monijäseninen elin ja sen nimittämä hallitus voivat linjata yliopiston johtosäännössä. Tällainen yksityiskohta on sääntöluonnoksen kirjaus, että rehtori (tai nimittämänsä) toimii konsistorin puheenjohtajana.

Uusi yliopisto tarvitsee uuden, sille soveltuvan johtamisjärjestelmän. “Akateemisen hallituksen” (konsistorin), säätiöyliopiston hallituksen ja tiedekuntien välinen tehtävienjako voidaan parhaiten määritellä johtosääntötyössä kokonaisuutena.

Pelkästään lähitieteiden välillä voi olla merkittäviä eroja siinä, miten tieteellinen erinomaisuus alalla parhaiten varmistetaan ja miten sitä toteutetaan ja arvioidaan. Näin laajassa yliopistokokonaisuudessa on erityisen tärkeä varmistaa tieteellisen asiantuntemuksen vaikuttavuus johtamisjärjestelmässä. Vahvat tiedekunnat ja “akateeminen hallitus” (konsistori), jolla on oma äänensä ja oma puheenjohtajansa (kuten onkin Aallossa, provosti) on tarpeen: vain siten monitieteisen kentän monet äänet saadaan rikastuttamaan ja tarvittaessa korjaamaan mahdollisia operatiivisen johdon sokeita pisteitä.

Lopuksi: on erittäin hyvä, jos Tampere3 on nyt siirtymässä pitkään jatkuneesta epäselvästä välitilasta selkeään toteutusvaiheeseen – mutta kun luodaan uusi yliopisto, on erittäin tärkeä varmistaa, että siitä tulee autonomisen tieteenharjoittamisen kannalta ja perustuslain tarkoittamassa mielessä hyvä yliopisto.

Linkki, yliopistolaki: http://www.finlex.fi/fi/laki/alkup/2009/20090558.

Pokémon GO and the Ludification of Culture, Mindtrek keynote

Mindtrek keynote slide
My Mindtrek keynote slides.
In Tuesday, 18 October 2016, I will be presenting an invited keynote titled “Pokémon GO and the Ludification of Culture” in the Academic Mindtrek conference in the Tampere Hall. Full program at: http://www.mindtrek.org/wp-content/uploads/sites/11/2016/10/Academic-Mindtrek-2016-Printable-program.pdf. Mindtrek is a hybrid event, and there are multiple tracks in the program, see: http://www.mindtrek.org/2016/program/

Edit: I published my Mindtrek keynote slides here: http://www.slideshare.net/fransmayra/pokmon-go-and-the-ludification-of-culture – and you can watch an unofficial Periscope recording here: https://twitter.com/pauliinamakela/status/788258441991036928

CFP: Academic Track at the 75th World Science Fiction Convention

Spreading the Call for Papers, Academic Track at the 75th World Science Fiction Convention – “100 Years of Estrangement”

9–13 August, 2017

Messukeskus, the Helsinki Expo and Convention Centre, Helsinki, Finland

Estrangement, or defamiliarization (ostranenie), has long been a crucial concept in our understanding of speculative fiction. Since its first appearance in Viktor Shklovsky’s essay “Art as Technique” (or “Art as Device”) in 1917, estrangement has made its way into the theories of prose fiction, of theatre, and of film, and it forms the core of some of the foundational works in the theory of science fiction, such as Darko Suvin’s definition of SF as cognitive estrangement.

To celebrate the centenary of Shklovsky’s essay, the Worldcon 75 Academic Track calls for proposals for scholarly presentations from any academic discipline to examine, interrogate, and expand research related to the concept of estrangement, to related terms such as cognitive estrangement, the uncanny, the unnatural, Brecht’s Verfremdungseffekt or Derrida’s différance, and to their role in the analysis of speculative fiction in any medium. We hope for a broad, interdisciplinary discussion on the many ways in which estrangement  or defamiliarization relates to the genres of science fiction, fantasy and horror, and on how those genres form a particularly fertile ground for extending our understanding of how the familiar is made new, or the strange comprehensible.

To examine these phenomena, we invite proposals addressing e.g. the following questions:

  • What is the status of Shklovsky’s original ostranenie in contemporary theories of speculative fiction (widely understood)?
  • How does defamiliarization or estrangement function in different fantastic (sub)genres?
  • What are the differences and similarities between the techniques or strategies of defamiliarization in different media (e.g. prose fiction, graphic narratives, theatre, films, games)? How does defamiliarization relate to inter- or transmedial storytelling?
  • What is the dynamic between defamiliarization, mental transportation and identification? How do estranging and fantastical effects impact the reader’s perception of the storyworld or sympathy towards the characters?
  • How do works of speculative fiction balance estranging or defamiliarizing techniques and the naturalizing effects inherent to its worldbuilding and characterization? How does defamiliarization relate to the realistic illusions created by speculative fiction?
  • How does estrangement help us to describe metafiction and formal self-reflection in speculative fiction?
  • Are there different scholarly traditions around estrangement in different academic fields (e.g. literary studies, aesthetics, film theory) and in different language areas (e.g. Anglo-American, Russian, German, French)?
  • Arising from Russian formalism and the avant-garde, estrangement has strongly political roots that have to do with the freedom of art within society. How does this political aspect of estrangement fare today?
  • How is defamiliarization used in fantastic genres to question or critique societal issues and/or social identity categories (e.g. gender, sexuality, ethnicity, age, social class)?
  • What can the study of defamiliarizing techniques offer to the posthumanist line of interdisciplinary research and its interest in the relations between humans and nonhumans?
  • What commercial functions does estrangement have, and how do those interact with its aesthetic and ideological functions in speculative fiction?

In addition to these theoretical questions, we call for analyses of the effects of estrangement in specific works of speculative fiction in any medium. Beyond the specific conference theme of defamiliarization, proposals on all other topics to do with speculative fiction are also welcome.

Submission guidelines:

Papers will be allowed a maximum presentation time of 20 minutes, with 10 minutes for discussion. All presentations will be given in English.

  • For an individual paper, please submit

–  a max. 500-word abstract, outlining your argument and the grounding of your scholarly approach

–  a max. 100-word description of your academic affiliation(s) and publications (i.e. a ‘bio note’).

  • For a pre-arranged session of three or four presentations (3×20 minutes or 4×15 minutes), please submit a proposal including

–   a summary paragraph of the central purpose of the session

–   the name of the session chair

–   the individual abstracts of all speakers

–   bio notes of all speakers.

Please note that we will accept only one presentation per scholar, but you can submit both an individual abstract and a full session proposal, if you wish.

All proposals should be sent as e-mail attachments (Word or PDF) to merja.polvinen@worldcon.fi by October 31st, 2016.

We hope to announce the selections to the programme by 30th November, 2016. All selected speakers will be responsible for their own travel and accommodation. There is no separate conference fee, but all speakers in the Academic Track must join Worldcon 75 as attending members. For more information on purchasing memberships, please see the convention website at http://www.worldcon.fi/memberships/.

About the event:

Worldcon, or the World Science Fiction Convention is the annual convention of the World Science Fiction Society (WSFS). The first Worldcon was held in 1939 and, after a hiatus during WWII, has been held continuously since 1946. The convention brings together thousands of science fiction and fantasy aficionados from all around the world, and the programming includes five multi-track days of panel discussions, presentations, workshops and art exhibitions, as well as the annual Hugo Awards ceremony. For more information on Worldcon75 and on the venue in Helsinki, please see http://www.worldcon.fi/.

The Academic Track is organised by Worldcon 75 in cooperation with FINFAR, The Finnish Society for Science Fiction and Fantasy Research. For more information on submissions, or any other aspect of the Academic Track, please contact merja.polvinen@worldcon.fi.

Looking forward to welcoming you to Helsinki!

Dr Merja Polvinen

Chair of the Academic Track committee
Department of Modern Languages, University of Helsinki
https://tuhat.halvi.helsinki.fi/portal/en/person/mpolvine

in cooperation with

FINFAR, The Finnish Society for Science Fiction and Fantasy Research, http://finfar.org/en/

Academic Mindtrek 2016 CFP

[Please spread the word, Mindtrek includes also an established game research track]

=============================================
Call for Papers, Posters, Demonstrations and Workshops
17th to 19th October 2016
Tampere, Finland
http://www.mindtrek.org/2016/academic/

Full papers, posters, demonstrations and workshops due on:
—— DEADLINE 27th June, 2016 ——

In cooperation with ACM, ACM SIGMM, and ACM SIGCHI.
Contributions will be published in the ACM digital library.

=============================================

CALL FOR PAPERS, POSTERS, DEMOS & WORKSHOPS
We are pleased to invite you to the Academic Mindtrek conference, 17th to 19th October 2016. Academic Mindtrek is a meeting place where researchers, experts and thinkers present results from their latest work regarding the development of novel technology, media and digital culture for the society of tomorrow.

Academic Mindtrek is part of the renowned Mindtrek business conference. Mindtrek brings together people not only from various fields and domains but also from different sectors such as companies, academia and various other institutions. This is the perfect opportunity for pushing research results in the practice and industry, as well as getting out-the-box research ideas based on the interaction with industry and practitioners. Mindtrek events are accessible for the Academic Mindtrek attendees, and vice versa.

The academic conference features the following major themes:

– Human-Computer Interaction (HCI)
– Interaction design and user experience
– Games and gamification
– Virtual, augmented and mixed reality
– Media education
– Collaboration and multimedia technologies in education
– Crowdsourcing and citizen participation
– Open data and data science
– New forms of journalism and media
– Theatre, performance and media
– Enhancing work in socio-technological environments

We are especially enthusiastic about applied research and papers related to practical work.

CONFERENCE THEMES

HUMAN-COMPUTER INTERACTION (HCI)
Human Computer Interaction (HCI) track addresses the design, development and implementation of user interfaces and the design of human and technology interaction. The track focuses on design of computer systems for human users, human requirements, usability, ergonomics, privacy aspects, trustworthiness, interaction theories, and sociological and psychological factors. The track brings together people from diverse areas that provide a multidisciplinary forum for academics, designers and practitioners to discuss the challenges and processes of contemporary topics in Human-Computer Interaction. The themes include, but are not limited to, the following subject areas:

• Interaction: e.g. interaction theories and models, new interaction techniques, multimodal interaction, multi-device interaction, social interactions mediated by technology.

• Interfaces: e.g. adaptive and personalized interfaces, usability evaluations, autonomous and proactive interfaces and interfaces as artefacts
• Technology: e.g. architectures for HCI, Cloud computing & Mobile HCI, new technology enablers like various sensors and actuators, toolkits and platforms for new interactive systems.
• Evaluation: e.g. evaluation studies of interactive systems, evaluation methods and techniques and user trials and experiments of interactive technology.
• User insight: e.g. methods for user research, ethnography, and understanding the users and contexts of use.

INTERACTION DESIGN AND USER EXPERIENCE
This track focuses on the practice of designing interactive digital products and services and the user experiences and interactions therein. As people’s quality standards tend to constantly increase, providing a delightful user experience and fluent interaction, the most relevant features have become central goals in the development of digital products and services. The areas of interest include, but are not limited to, the following areas:

• Theories, conceptualizations and reflections on user experience, consumer experience, product experience, interaction design, service design and their relations to other design disciplines.
• Understanding various aspects of user experience: e.g. aesthetics, trust and privacy, product attachment, playfulness, engagement, social elements
• Novel design approaches: e.g. experience-driven design, critical design, design visions
• Techniques, methods, tools and patterns for interaction design and service design
• Measuring and assessing user experience, user studies and user experience evaluations
• Creativity and innovation in design of interactive systems

GAMES AND GAMIFICATION
The culture, development and business of games has become increasingly varied. The current trends range from virtual reality and wearable gaming to freemium business models and serious games. Games research is a multidisciplinary field featuring diverse approaches to understand the phenomenon of games and play.

Academic MindTrek has an inclusive approach in the Games track focusing on novel, innovative and even unorthodox games research from theoretical works, empirical case studies to constructive projects. The Games track themes include, but are not limited to, the following subject areas:

• Design (interaction, mechanics, interfaces…)
• Evaluation (game experience, playability, usability…)
• Development (tools, engines, AI, audiovisual…)
• Business (digital distribution, crowdfunding, revenue models, virtual goods…)
• Platforms (online, social, mobile, desktop…)
• Technology (virtual, augmented and altered reality…)
• Serious games (education, health, persuasive, simulations…)
• Gamification (motivation, effects, case studies…)
• eSports (culture, streaming, fandom…)
• Hybrid games (digital-physical, board games, toys…)
• Online gambling (lottery, casino, betting…)
• Players (demographics, inclusivity, accessibility…)
• Indie (innovation, modding, transgressive…)

VIRTUAL, AUGMENTED AND MIXED REALITY
Mixed reality refers to merging of real and digital realms in order to produce new environments where physical and digital objects co-exist and interact in real time. We consider this broadly, covering both purely virtual realities, as well as augmented reality, where the perception of the real-world is enhanced with digital content. With new technologies for capturing, modelling, simulating and tracking the reality and for producing realistic hybrids of the real and digital, this field provides immense opportunities for novel applications in all areas of life. The main focus on this track is on the interactions between technology and its users rather than the technological enablers. Therefore, we welcome submissions related to, e.g.:

• Prototypes of applications or devices for virtual or augmented reality
• Studies of user perceptions, user experience and acceptance of new mixed reality technology
• Methods and processes for producing mixed reality environments
• Augmenting human perception and activity with mixed reality technology
• User interface solutions for mixed reality interactions

MEDIA EDUCATION
Media and IT play an increasingly central, diverse and complex role in contemporary life from early age to adulthood. The essential focus of media education is on developing media literacy linked to information and communication technology in learning, media production and critical thinking in media saturated societies. This field is of keen relevance for the development of education curricula across all levels, and especially for children and young people today. The track encourages papers on, for example, conceptual developments, practical skills that are necessary for competence in the area, learning environments and, methodological discussions.

COLLABORATION AND MULTIMEDIA TECHNOLOGIES IN EDUCATION
Education is increasingly using tools and solutions to support learning and collaboration on mobile, online and distance platforms and with related applications. Furthermore, various types of multimedia technologies and solutions can be used in educational context.

We welcome submissions on the collaboration and multimedia technologies, platforms, solutions, and trials in mobile, online, and distance learning contexts as well as in developing and rural regions. Theoretical, methodological and empirical submissions are welcome on design, development, evaluation, and actual use of tools, solutions, and multimedia technologies and created data from lab to real-life context. The submissions can address contexts such as daycare, schools and higher education, as well as in professional development in continuing education, MOOCs, or in informal learning contexts. Learners’ or educators’ viewpoint, or the educational aspects and goals can also be covered in the submissions, for example.

CROWDSOURCING AND CITIZEN PARTICIPATION
Crowdsourcing and citizen participation have become part of everyday activities in media landscape. Crowds or citizens, can solve problems, create, contribute, share, and analyze multimedia content and data, participate and influence decision making. Crowds contributing to open data can enable creating innovative applications, new multimedia forms, novel business models and platforms by utilizing the emerging opportunities. This track welcomes submissions on using crowdsourcing and citizen participation in multimedia and open data landscape. Submissions can include design, development, evaluation and use of solutions and platforms and processes for supporting crowdsourcing and citizen participation. Topics related to the cross-section of multimedia or open data, and crowdsourcing or citizen participation, such as gamification, motivation, incentives, privacy, as well as design and evaluation by using crowdsourcing and citizen participation are welcome to this track.

OPEN DATA AND DATA SCIENCE
Accessing, creating, analysing and utilizing good-quality data plays a central role in the development of the digital economy. The exponential accumulation of data, both sensor-based and user-created, opens new avenues for applications in, for example, various industry sectors, science, management, E-Government and E-Learning, artificial intelligence, predictive analytics, and knowledge work. But what data is interesting and where does it come from? How to access it, analyse it, make sense of it, or to build applications or ecosystems based on it? We are looking for submissions that address the challenges and opportunities related to Open data, Data science and Big Data. The submissions can, e.g., introduce computational methods for analysing, visualizing or acquiring various types of data, envision opportunities for or present developed applications that utilize open data, describe and analyse new (open) data sets, or present procedures for extracting insight from various data. In addition to the usual scientific peer review criteria, the evaluation of submissions about new data sets includes novelty, design and availability. This track is organized in association with the W3C Finnish office.

NEW FORMS OF JOURNALISM AND MEDIA
The hottest topic in journalism and publishing industry in recent years has been the “mobile first” approach. This means that particularly in the news media focus has shift more and more from print or desktop-oriented publishing to mobile-first strategies. Smartphones and tablets enhanced with the publications presence in social media are now at the core as the news media tries to meet its audience and customers at first hand. Engaging the audience with the help of these new tools is increasingly important also for non-news media, such as traditional magazines.

This track focuses on new and emerging forms of creating, distributing and presenting journalism in this new era. We have an emphasis on visual forms of storytelling and engaging audiences. This doesn’t mean other forms or genres of journalism and media are excluded.

We welcome submissions related to, e.g. use of online video, multimedia and data visualization projects in journalism, news mobile services, innovative ways of utilizing time lapse, hyper lapse, web videos, metadata, interactivity and news games. We are particularly interested in papers discussing the use and experiences of augmented, mixed and virtual reality and omni-directional video in journalism and immersive storytelling.

THEATRE, PERFORMANCE AND MEDIA
Discussions on the mediatization of performance and the use of theories and methods of theatre
and performance studies in media research enable new analytic paths to questions of cultural activity and representation. Human actions in the media, and the automated, semi-automated or computer-controlled processes used in creative practices generate unforeseen modes of performativity. Consequently, the fields of art and media now promote a culture of participation that calls for critical notions of transformative identity, new forms of co-creation and open performative environments, as represented by the many platforms of social media and emerging forms of non-linear/non- human game play. As components of user-centered ecologies and economies, these mostly digital phenomena suggest a cultural milieu where communicative processes, environments of operation, and shared or individual experiences are constantly performed and re-performed (created) by their users. The theater, performance and media track welcomes papers that discuss (but are not necessarily limited to) the following topics:

• The use of media in performance
• Digital / non-digital / hybrid performance
• Performances in specific media environments
• The performative aspects of media
• Performances in video games and other virtual environments
• The use of Motion Capture and other real time technologies in performance
• Live streaming of theatre performances
• Non-human performativity

ENHANCING WORK IN SOCIO-TECHNOLOGICAL ENVIRONMENTS
The aim of the track is to present novel approaches on research of socio-digital working environments. The underlying theme is information ergonomics, yet it covers many disciplines and perspectives. The track welcomes methodological, theoretical and empirical papers on contemporary work settings.

CONFERENCE PUBLICATIONS
Academic Mindtrek is organized in cooperation with ACM SIGMM, and ACM SIGCHI. The conference proceedings will be published in the ACM Digital Library, which includes full papers, posters, workshop proposals and demonstration proposals. All papers should follow the style guidelines of the conference. In the Finnish classification of publication forums, Academic Mindtrek proceedings are classified as Jufo 1.

There will also be rewards for the best papers from the academic conference.

FULL PAPER PROPOSALS
All submissions will be peer-reviewed double blinded, therefore please remove any information that could give an indication of the authorship. The papers should contain 6-10 pages, including the list of references.

WORKSHOP PROPOSALS
Workshop proposals should be between 2-4 pages long. We welcome you to suggest workshops as part of the Academic Mindtrek. Workshop proposals should include the organizing committee, a description of the theme and goals of the workshop, a short CV of organizers, duration, and the schedule. Workshop organizers can create their own proceedings of the accepted position papers.

Depending on the attracted number of papers for each workshop, we provide space for either half-day or full-day workshops. Previous examples include e.g. a workshop on eLearning.

DEMONSTRATION PROPOSALS
Interactive experience demonstrator proposals should be either short papers (2-4 pages long) or full papers (6-10 pages) and include: a) a description and motivation of the interactive experience demonstrator; b) general architecture of the interactive experience demonstrator; c) description of the main features of the demonstrator; d) a brief comparison with other existing related interactive experience demonstrators; e) audio-visual materials to illustrate the interactive experience demonstrator (a poster or a roll-up and other material on a laptop, for example); f) the type of license (if applicable), g) the Internet address of the interactive experience demonstrator (if applicable), and h) description of the scientific basis behind the interactive experience demonstrator (e.g., a regular paper presentation). It is strongly recommended that the authors make a video of the interactive experience demonstrator available on the Internet to accompany the article submission.

POSTER PRESENTATIONS
Posters proposals should be between 2-4 pages long and a poster should be presented during the conference. Attendees have the possibility to exhibit their posters on a A0 poster wall during the conference.

SUBMISSION DEADLINES

June 27th, 2016: Deadline for full papers, posters, demonstrations and workshops submissions.

August 19th, 2016: Notification of acceptance/rejection.

August 26th, 2016: Conference registration & copyright forms submission.

September 2nd 2016: Camera-ready papers submission.

October 17th to 19th, 2016: Academic Mindtrek Conference 2016

ORGANIZING COMMITTEE

Academic Mindtrek Conference Chair
Markku Turunen, University of Tampere

Program Chair
Janne Paavilainen, University of Tampere

Proceedings
Silvia Rubio Hernandez, University of Tampere

Local Arrangement Chair and Conference Management
Olli Purma, COSS Association

Mindtrek Conference Chair
Timo Väliharju, COSS Association

LOCAL ORGANIZERS
Ossi Nykänen, Tampere University of Technology
Riku Roihankorpi, University of Tampere
Heli Väätäjä, Tampere University of Technology
Pekka Kallioniemi, SIGCHI Finland and University of Tampere
Thomas Olsson, SIGCHI Finland and Tampere University of Technology
Anssi Männistö, University of Tampere
Sirkku Kotilainen, University of Tampere
Mikko Kanninen, University of Tampere
Marleena Huuhka, University of Tampere

For more info, contact academic.info@mindtrek.org

SUBMISSION GUIDELINES
Please use the templates provided on the style guidelines site. A template for .doc can be downloaded from https://www.acm.org/binaries/content/assets/publications/article-templates/pubform.docx and the LaTeX guidelines can be found in http://www.acm.org/sigs/publications/proceedings-templates .

Note that since the papers will be published by the ACM digital library all authors need to sign an ACM copyright form. For further guidelines please go to the ACM copyright form website (http://www.acm.org/publications/copyright_form). The copyright form would be sent through an automated system only for accepted papers.

You can start sending in your papers from April 15th onwards.

STAY INFORMED
Email: academic.info@mindtrek.org
Facebook: www.facebook.com/groups/AcademicMindTrekConference/

SUPPORTED BY
COSS Association, City of Tampere, Tampere University of Technology (TUT), Tampere University (UTA), Tampere University of Applied Sciences (TAMK) and SIGCHI Finland.