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.
Here are the slides I used in my talk in the Digital Colosseums 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”
There are several games researcher positions open right now: the Academy of Finland has granted funding for the new Centre of Excellence in Game Culture Studies (CoE GameCult: 2018-2025 CoE Program), and there are currently 5 Postdoc or University Researcher (a senior researcher) positions available for application in the University of Tampere Game Research Lab (in UTA/COMS/TRIM). The total number of new researcher positions is larger, as there will be additional calls opening within the same CoE in the University of Jyväskylä and Turku/Pori Unit. There is general text of the call here:
and link to the UTA recruitment system here:
The Game is the Message
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:
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.
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.
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.
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?
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.
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.
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
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
Digital Humanities in the Nordic Countries calls for submissions for its 2018 conference in Helsinki, Finland, 7–9 March 2018.
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/
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:
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.
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.
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.
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, firstname.lastname@example.org), Eetu Mäkelä (programme chair, email@example.com), Viivi Lähteenoja (conference producer, firstname.lastname@example.org), Maija Paavolainen (communications chair, email@example.com), Jouni Tuominen (web chair, firstname.lastname@example.org), and Eero Hyvönen (HELDIG director, email@example.com).
This is now published:
Games & Culture:
Volume 12, Issue 6, September 2017
Special Issue: Reflecting and Evaluating Game Studies
Guest Editors: Frans Mäyrä and Olli Sotamaa
Need for Perspective:
Introducing the Special Issue “Reflecting and Evaluating Game Studies”
by Frans Mäyrä & Olli Sotamaa
(Free Access: http://journals.sagepub.com/doi/pdf/10.1177/1555412016672780)
The Game Definition Game: A Review
by Jaakko Stenros
The Pyrrhic Victory of Game Studies: Assessing the Past, Present, and Future of Interdisciplinary Game Research
by Sebastian Deterding
How to Present the History of Digital Games: Enthusiast, Emancipatory, Genealogical, and Pathological Approaches
by Jaakko Suominen
What We Know About Games: A Scientometric Approach to Game Studies in the 2000s
by Samuel Coavoux, Manuel Boutet & Vinciane Zabban
What Is It Like to Be a Player? The Qualia Revolution in Game Studies
by Ivan Mosca
by Bart Simon
Many thanks to all the authors, reviewers, and the staff of the journal!
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.
[Talked in Finnish about the future of “real” and “virtual” in Helsinki today.] Osallistuin alustajana ja panelistina tänään Nuorten filosofiatapahtumaan. Oma esitykseni (ks. runko alla) pyrki virittelemään pohdintaa ja keskustelua siitä, mihin tulevaisuudessa voi mahdollisesti johtaa ne käynnissä olevat kehityskulut, missä “vaikuttavat mutta ei-materiaaliset” todellisuutta rakentavat kehykset ja kerrokset tulevat keskellemme, ja ohjaavat osaa ihmisistä ajattelemaan, aistimaan, tietämään ja toimimaan – mutta suuri osa väestöä toisaalta ei jaa samaa todellisuutta.
Aineettomien ideoiden vaikutus on perustava kaikkien meidän arkisessa elämässä, ja todellisuuden sosiaalinen rakentuminen muovaa jatkuvasti sitä keitä olemme ja miten ymmärrämme maailmamme. Tässä tilaisuudessa pohdinnan kohteena oli erityisesti uudenlaiset, potentiaalisesti keskenään ristiriitaiset, mutta samoihin tiloihin ja tilanteisiin levittäytyvät pelien, informaation ja sosiaalisen vuorovaikutuksen todellisuuskerrokset. Kuinka tasa-arvon, vallan, yksityisyyden, rahan/arvon, työn/vapaa-ajan ja maailman muuttamisen tai “eskapismin” kaltaiset kysymykset muotoillaan kenties uudelleen, kun nämä kehityskulut ottavat tulevina vuosina seuraavat askeleensa. Kuinka niihin on syytä varautua, millaista peli-, informaatio- ja medialukutaitoa täytyy vaalia ja kehittää että pahimmat uhkakuvat eivät toteutuisi? Kiitokset kaikille keskustelukumppaneille, paikalla oli poikkeuksellisen fiksua, kriittisesti ja laajakaarisesti ajattelevaa väkeä!
CFP GamiFIN Conference 2017
9th to 10th May 2017
Submissions due on:
EXTENDED DEADLINE 31th January, 2017
Selected contributions will be published in special issue of International journal of Serious Games
+ Open-access online conference proceedings (CEUR-WS)
* GamiFIN 2017 is proud and delighted to announce our confirmed keynote speakers, we do have a great combination of excellence around gamification: Dr. Sylvester Arnab, Reader in Game Science, Coventry University (UK), Dr. Sebastian Deterding, a senior research fellow at the Digital Creativity Labs, University of York (UK) and Dr. Juho Hamari, a Professor of Gamification at UCPori and a leading researcher at the Game Research Lab University of Tampere. Exciting lectures ahead concentrating on e.g. the current state of the art in the field of academic research on gamification, why gamification needs theory and how to transform ordinary tasks into extraordinary experiences. Be sure not to miss these key-talks next May in Pori, Finland!
We are pleased to invite you to GamiFIN conference, on 9th to 10th of May 2017 in Pori, Finland. GamiFIN is a meeting place where researchers, industry and experts present results from their latest work regarding gamification, technology, media and digital culture for the future society.
GamiFIN is a concept made up by University Consortium of Pori. GamiFIN brings together people not only from different fields of academia but also from different sectors such as companies and other institutions. GamiFIN is a great opportunity to present your novel and ground-breaking research results, benefit from the interaction with industry and practitioners and to get new ideas how to utilize gamificational approaches in research as well as in industrial level.
The GamiFIN conference features e.g. the following major themes:
- Gamification, ludification, playfulness
- Industry and gamification
- Gamification of public events such as concerts, sports events etc.
- Wellbeing and gamification
- Sustainability, ecological solutions
- Customer services gamification
- Gamification of mathematics
- Gamification of data collection
- Gamification of research
The authors of the selection of the best papers will be invited to publish their work as an article in a special issue of the International Journal of Serious Games.
All the papers accepted to the conference, will be sent for consideration in open-access CEUR Workshop Proceedings. CEUR-WS.org is a recognized ISSN publication series with ISSN 1613-0073. After acceptance, the proceedings will be published as a GamiFIN Conference 2017 volume. (In the Finnish classification of publication forums, CEUR-WS-proceedings are classified as Jufo 1)
There are two different tracks you can submit your proposals to:
1) academic and 2) industrial
In the academic track, the papers should contain 4 -6 pages, including the list of references. Papers are expected to contribute the field of gamification, based on the different themes of the conference. The contribution has to be original, novel, well written and scientifically ensure the validity of the presented results.
The industrial track serves the participating companies by offering demo sessions where current and on going work can be presented. Contributions concerning development, business cases, marketing, strategy, case studies, best practices and lessons learned etc. are welcomed. In industrial track, please submit 1-page position paper. All academic submissions will be peer-reviewed double blinded. The industrial submissions should include a short biography of the author / presenter, and description of their organization.
Extended deadline for submissions is 31th of January, 2017.