Tenure Track Associate Professor, Game Cultures Studies, University of Tampere

Please help spreading word of this new opening in UTA/SIS & Game Research Lab:

The School of Information Sciences (SIS) invites applications for a tenure track position in Game Cultures Studies at associate professor level. The successful applicant will be first appointed to an initial term of five years starting 1 February 2016 or as agreed.

SIS is one of the internationally leading centres in game studies, and the education and research carried out in the School represent a wide selection of disciplines concerned with information, interactive media and the processing, management and use of data.

The person appointed to a position must hold an appropriate doctoral degree, high-level academic qualifications and experience in directing scientific research, be able to provide high-quality, research-based instruction as well as to have a track record of international scientific activities. In order to perform the duties included in this position, fluent command of the English language is required.

The remuneration of the post is based on level 7 of the job-related salary element for teaching and research personnel in the salary system of the Finnish Universities, at present EUR 3819,56 per month. In addition, a personal salary element based on personal performance is paid which is at most 46.3 % of the job-related salary element.

Four-month trial period applies for the appointed person.

Please address your application to the Rector of the University of Tampere. The closing date for applications is at 15:45 (Finnish time) on 22 June 2015. The application must be submitted by the online application form; the form and more information are available at:
https://uta.rekrytointi.com/paikat/?o=A_RJ&jgid=1&jid=596 .

Panel: From Game Studies to Studies of Play in Society

The first day of DiGRA 2015 conference featured panel titled “From Game Studies to Studies of Play in Society”, which included Sebastian Deterding, Mia Consalvo, Joost Raessens, Seth Giddings, Torill Elvira Mortensen, Kristine Jørgensen and myself as speakers (Sybille Lammes unfortunately could not make it; check out the panel position paper here: DiGRA 2015 panel paper). The immediate incentive for me to start planning this panel was related to the stimulus of our ‘Ludification and the Emergence of Playful Culture’ research project (Academy of Finland, 2014-2018). The scope and conclusions drawn from the discussion, however, point into several directions, now only those related to the opportunities and challenges provided by ‘ludification’ or ‘gamification’ to game studies. In my introduction and outline of panel agenda I was talking about how game studies had been changing over the recent years, with possible transfers of focus in the subject matters, methodologies, theory frameworks as well as in the institutional placement and allegiances of the work carried out in this field. I shortly provided some suggestions on how such developments had featured in the expanding scope of work carried out in the University of Tampere Game Research Lab, and then put forward the questions: Is research of games and play now becoming more relevant for other fields of learning? And on the other hand: Are game studies in danger of losing its distinctiveness in this process? I have no room to fully capture insightful position statements of the distinguished panellists, nor the ensuing lively discussion, but here are some quick notes:

  • Sebastian Deterding moved to position game studies in the context of convergence culture, comparing the situation with games to that of television (and television studies), where also the “classic television” had been recontextualized and complicated by the emergence of “crowdsourced YouTube series television” and similar phenomena. He urged game studies to move away from seeking some “eternal essence” of gameness to research of more granular units, putting more emphasis on particular cultural forms and conditions, and relying on empirical studies.
  • Mia Consalvo eloquently outlined the “choice fatigue” that is facing students (and possibly also scholars) who are moving to the (expanded, emphatically complex) field of digital games. She also talked about the agency and identity of people working on game studies: if I only play ‘peek-a-boo’ with my baby, am I allowed to have a voice in studies, or research, of this field?
  • Joost Raessens was questioning the implicit narrative suggested by the title of panel: we are not really moving from studies of games to studies of play, because those two have been inseparably linked and integrated from the very beginning of game studies (Joost was also quickly highlighting some lines of this thought running from Heraclitus, Schiller, Nietzsche, Wittgenstein, Heidegger, Gadamer, Marcuse, Deleuze and Derrida – to Sutton-Smith, Zimmerman and Sicart). Himself working on the ludification of culture, he saw the study of play element in culture at the centre of game studies project, explaining how Huizinga’s broad-ranging thought in Homo Ludens still resonates strongly within game studies community. Pointing towards the recent book Playful Identities, Joost concluded by suggesting how ‘ludic identity’ could be articulated and analysed from at least three key perspectives. From ontological concepts we should move to more epistemological approaches.
  • Seth Giddings was putting forward a beautifully written (and read) argument on how the play of animals and children can not be fundamentally separated, and what kind of consequences it has on including ecological and ethological approaches to the repertoire of this field.
  • Torill Elvira Mortensen took issue with ‘dark play’, discussing the internal conflicts and frustrations of (unemployed) youth – something that can perhaps been positioned at the background of the hatred and aggression that has recently exploded to the forefront of digital “gamer” cultures. Games and play can easily be utilized as a sort of “disarming rhetoric”, where “boys will be boys”, “it is just play” or “it is just trolling” can be used to justify all kinds of acts of violence and dominance. Torill reminded us that play and games, while ancient, are not “natural” or beyond critique, and that the entire field is deeply embedded in various (hegemonic) power structures.
  • Kristine Jørgensen kind of summarised the entire panel by at first outlining the current situation, where game studies is highly relevant for surrounding culture and society, with play infusing many different aspects and dimensions of culture and society. Player demographics are currently emphatically diverse, players hold high profile as consumers, paralleled by highly visible roles that game industry holds in (popular-cultural) economics, and game forms as a medium of expression. But such notable position also comes with a price: there are increasing pressures from within and outside of academia to how games and play should be approached – or exploited. Game studies are being challenged by other fields and disciplines that also want to include games and play into their agenda, and the distinctiveness of game studies is indeed under increasing pressure to dissolve, or disappear.
  • In the ensuing discussion, the “pyrrhic victory of game studies” (Sebastian) was debated: had game studies made itself ‘unnecessary’ in the process of becoming the highly successful ‘science of everything’ through the expanding range of gameful, playful and otherwise play-related approaches and expansions of its research field? Some, like Joost celebrated the success and potential of game studies to bring together and build bridges between theoretical and practical, humanistic, social-scientific and design research work. Sebastian suggested that the best “survival strategy” for game studies would be to adopt design science approach at its core, since that would be the best way of arguing for its sustained societal impact and relevance. From the audience, Annika Waern commented that HCI (human-computer interaction) research field is an example of how this already has been attempted for more than two decades, without resounding success – even while design practitioners are indeed frequenting HCI conferences, more than game designers would be participating in DiGRA or other game studies’ scholarly events. Annika saw that game studies academics are much stronger currently in analytical, theoretical work on foundational issues of games and play research, and there is also the danger of becoming subservient to industry (with its typically more practical, and short-to-medium-term interests), if design science would be emphatically set as the sole, dominant organising principle of game studies.
  • Other key themes in discussion was the one thread that related to the “built-in anti-essentialism” in studies of games and play: the academics in this field are typically emphatically suspicious of essentializing views, or fixed definitions of their subjects of study – it was suggested that this is rooted in the fast change in new media as the context of this field, and on the other hand, on “new and innovative”, the next thing, always being more inviting to these academics (us) than the questionable idea of stopping at any kind of ‘fixed’ or stabilizing identity. On the other hand, Joost provided the example of gender studies, where it had been recognised that “strategic essentialism” might be necessary to maintain some kind of ‘core’ of disciplinary identity for gender studies, while analyses and awareness of gender studies issues has certainly also expanded and transformed work carried out in multiple other disciplines. Similarly, “strategic essentialism” of maintaining the core of game studies (as in conceptual, theoretical, methodological and pragmatic dimensions of game studies as academic, institutionally organised and recognised field), in addition to having interdisciplinary collaborations, explorations and experimentations fruitfully altering and evolving games, play and related research and development practices. (This is something that I actually discussed in my “Getting into the Game: Doing Multi-Disciplinary Game Studies” chapter, in The Video Game Theory Reader 2, Perron & Wolf, eds., 2009.)
  • Other take-aways from this stimulating session included e.g. Sebastian’s suggestion that the optimal game scholar is “T-shaped”: she is capable of maintaining wide-ranging collaborations and discussions on topics that cross disciplinary boundaries, while having also “in-depth” knowledge and academic capabilities in some area of specialization.

DiGRA 2015

The next major DiGRA conference to take place in European soil will start tomorrow in Lüneburg, Germany. There are several interesting dimensions to this year’s event, including its chosen theme on “Diversity of Play” and the research papers that highlight the multiple phenomena that bound together games, cultures and identities (sometimes in problematic, as well as constructive ways). Myself, I will be e.g. celebrating the original Level Up conference (2003; see the re-opened website), chairing the “From Game Studies to Studies of Play in Society” panel (related to our “Ludification and the Emergence of Playful Culture” research project), and talking about Finnish games and game cultures in the “Video Games Around the World” session (based on a new book of the same title). See you soon in Germany! The conference program is here: http://projects.digital-cultures.net/digra2015/files/2015/05/digra_program_final150504.pdf.

Aloite: Suomen pelitutkimuksen seuran perustaminen

[Postitin tämän aiemmin tänään pelitutkimuksen finland[at]digra.org -postilistalle; tervetuloa mukaan sinne ja keskustelemaan aloitteesta; ohjeet liittymiseen löytyvät alta.]

Tänään Pelitutkimuksen päivän yhteydessä käytiin keskustelua, kannattaisiko perustaa Suomen pelitutkimuksen seura (ry.) edistämään pelitutkimuksen asemaa maassamme. Koska kaikki kiinnostuneet eivät varmaankaan olleet paikalla Turussa (kiitos järjestäjille ja puhujille!) niin avataan keskustelu myös täällä DiGRA Finland-sähköpostilistan puolella. Muutamia pointteja keskustelun herätteeksi:

– “Meillä on jo DiGRA Finland, kansainvälisen pelitutkimusyhdistyksen paikallisosasto, miksi uusi ry, eikö vanhan byrokratiassa ole jo tarpeeksi?” – Tähän voisi kommentoida että väljä toimijaverkosto (jollaista tämä chapter-toiminta lähinnä kai on) on ilman muuta mukava tapa välittää tietoa ja järjestää kevyellä kaavalla aktiviteetteja. Yhdistys kuitenkin tarjoaisi muutamia etuja.

– Pelitutkimuksen tieteellinen seura voi hakea Tieteellisten seurain valtuuskunnan (TSV) jäsenyyttä ja tätä kautta myös tieteellisten seurojen julkaisutoimintaan, ja esimerkiksi konferenssien järjestämiseen tarkoitettuja valtionavustuksia. Myös jäsenmaksutulot tukisivat tapahtumia, tiedottamista ja muuta toimintaa.

– Pelitutkimuksen vuosikirjan kehittäminen ja toiminnan rahoittaminen hyötyisi em. avustuksista.

– Seura voisi olla tärkeä kansallinen yhteistyöfoorumi ja tuoda aiempaa tehokkaammin yhteen eri tieteenalojen, hankkeiden, alueellisten keskusten ja monitieteisten verkostojen piirissä virinnyttä peli- ja pelillistämistutkimuksen aktiviteetteja.

– Seura ja sen verkkosivut voisivat kehittyä tärkeäksi kansalliseksi tietoportaaliksi: keneltä löytyy asiantuntemusta ja mistä aihepiiristä.

– Tieteellinen seura voi toimia myös edunvalvojana ja seuran toimielimet ottaa virallisemmassa roolissa kantaa esimerkiksi pelitutkimuksen asemaan yliopistokentässä, pelitutkimuksen laadun arviointia tai aihealueen kehittämistä koskevissa asioissa. Tämän voi ennakoida nousevan entistä tärkeämpään rooliin jatkossa kun kotimaisen korkeakoulukentän rakenteellinen kehittäminen etenee.

Mitä ajatuksia tämä aloite teissä, suomalaisissa pelitutkijoissa herättää? Puolesta – tai vastaan – puheenvuoroja? Ideoita siitä miten yhdistyksen toiminnan painopisteitä pitäisi priorisoida, tai millaisia aktiviteetteja olisi pyrkiä luomaan tai kehittämään? Ja ennen kaikkea: löytyykö meiltä riittävästi innokkaita vapaaehtoisia että näille erilaisille ideoille löytyisi myös toteuttajia?

Tätä viestiä saa ilman muuta levittää tahoille joiden uskoisitte olevan asiasta kiinnostuneita (ohjeet listalle liittymiseen siis löytyvät täältä: https://digrafinland.wordpress.com/contact/). Turussa hahmottelimme etenemismallia, missä aluksi käydään tällaista yleisempää ja kiinnostusta kartoittavaa keskustelua, ja jos järkevältä näyttää, ryhdyttäisiin esimerkiksi yhdistyksen sääntöjä hahmottelemaan verkossa, ja mahdollinen perustamiskokous kutsuttaisiin koolle esimerkiksi ensi vuoden Pelitutkimuksen päivän yhteyteen.

Itse ajattelen että Suomessa on erinomaiset mahdollisuudet luoda vahva ja näkyvä tieteellinen yhdistys alueelle, ja että pelitutkimuksen mittava monitieteisyys huomioiden tällaisesta, eri aloilla toimivia ihmisiä yhteen tuovasta liittoumasta olisi mahdollisesti paljonkin konkreettista hyötyä. Kulttuurinen, tekninen, taiteellinen, taloudellinen, sosiaalitieteinen, psykologinen pelitutkimus – kaikkia näitä löytyy nykyään Suomesta ja uusia toimijoita tulee alueelle koko ajan. Olisi siis ehkä hyvä idea nostaa lippua korkeammalle ja pyrkiä tekemään näkyvämmäksi tätä monisäikeistä, nyt aika hajallaan olevaa toimintaa?

– tv. Frans Mäyrä @ Tampereen yliopisto, Game Research Lab

Master’s Degree Programme in Internet and Game Studies

Note that there are still a few days left to apply to study in our Games and Internet Studies master’s degree programme, see:

http://gamelab.uta.fi

Master’s Degree Programme in Internet and Game Studies (120 ECTS credits)

Programme: Internet and Game Studies

Specialization: Information Studies and Interactive Media

Admission criteria in 2015

Please see the UTA Admissions website for the IGS admission criteria.

Programme profile

The programme aims to provide an in-depth view to the fundamental character and development of games and Internet. Games have grown into an important form of culture and human interaction, expanding from entertainment to other areas of life. Internet and social media form an increasingly vital part of communication, social life and distribution of media and services.

The programme is particularly targeted at the questions of analysis, design and application of online services and digital games from user- and culturally focused perspectives. The programme directs students to develop academic skills like critical thinking, scientific writing and carrying out research projects while encouraging active and comprehensive involvement with the practical processes and phenomena related to games and Internet.

The programme is offered by the School of Information Sciences. The school has high profile research groups that are focused on Internet and game studies. There has also been a long history of education in hypermedia and in information studies and interactive media that form the basis of this degree programme.

Graduates’ jobs

Graduates typically combine the skills and knowledge derived from the programme with studies and proficiencies that enable them to work as experts of games and Internet in various professional roles, in research, in public sector as well as in industry. The need for knowledgeable workforce is growing in the fields related to games and interactive media, but the students should adopt an active attitude in fashioning their own specific area of expertise and professional profile.

The possible jobs of graduates include researchers, developers, critics and specialists working with the interpretation, evaluation or implementation of games and social media.

The degree also gives a strong basis for and eligibility to take Doctoral studies in the field (available at UTA).

Structure of studies

80 ECTS of advanced studies including the Master’s thesis, 40 ECTS of other studies (including language and complementing studies).

Studies

Studies consist of lectures and seminars on theoretical and methodological questions, and supervised individual research for a Master´s thesis. Studies require active attendance and participation in classes. Some of the course units are organised only once during the programme period. Teaching takes place during daytime and is on-campus contact teaching.

Complementing studies may be required depending on the student’s previous studies.

Language studies in Finnish and English must be included in the programme studies.

With the long tradition of academic freedom at the University of Tampere, students are free to include in their programme studies some course units also in other fields than their specialization, thus enabling a multidisciplinary degree.

Usually there is no need to buy any course books.

The programme requires approximately two years of full-time studies.

Degree awarded

The degree awarded is the Master of Science degree. The degree is a second cycle degree; for more information on Finnish degrees, please see the page on Degrees.

Contact information

If you have questions concerning the admission requirements, study related issues, or programme specific enclosures, please contact the SIS admissions contact person, Ms Kirsi Tuominen.

Knutepunkt book 2015

Knutepunkt (Solmukohta in Finnish) books have for a long time been inspiring mix of role-play theories, artistic manifestoes, and practical, larp design or game-running advice. The Knutepunkt book 2015 is no exception. Here is link to the PDF version (published ahead of the actual event), and outline of the contents:

The Knudepunkt 2015 Companion Book
Eds. Charles Bo Nielsen & Claus Raasted

Foreword 6
Claus Raasted

6 levels of substitution: The Behaviour Substitution Model 8
Lauri Lukka

Behind the larp census: 29.751 larpers can’t (all) be wrong 16
Aaron Vanek

Four Backstory Building Games You Can Play Anywhere!: Simple and effective 24
Peter Woodworth

Infinite Firing Squads: The evolution of The Tribunal 30
J.Tuomas Harviainen

Ingame or offgame?: Towards a typology of frame switching 34 between in-character and out-of-character
Olga Vorobyeva

Learning by playing: Larp as a teaching metod 42
Myriel Balzer & Julia Kurz

Looking at you: Larp, documentation and being watched 56
Juhana Pettersson

Now That We’ve Walked The Walk…: Some new additions to the larp vocabulary 62
Bjørn Flindt Temte

On Publicity and Privacy: Or “How do you do your documentation?” 70
Jamie MacDonald

Painting larp: Using art terms for clarity 78
Jacob Nielsen

Processing political larps: Framing larp experiences with strong agendas 82
Kaisa Kangas

Safe words: And how to use them 88
Nathan Hook

Steering For Immersion in Five Nordic larps: A new understanding of eläytyminen 94
Mike Pohjola

The Art of Steering: Bringing the Player and the Character Back Together 106
Markus Montola, Jaakko Stenros & Eleanor Saitta

The Blockbuster Formula: Brute Force Design in 118 The Monitor Celestra and College of Wizardry
Eirik Fatland & Markus Montola

The D-M creative agenda model: An axis instead of a pyramid 132
Nathan Hook

The Golden Cobra Challenge: Amateur-Friendly Pervasive Freeform Design 138
Evan Torner, Whitney “Strix” Beltrán, Emily Care Boss & Jason Morningstar

There is no Nordic larp: And yet we all know what it means 142
Stefan Deutsch

Workshop practice: A functional workshop structure method 148
Mo Holkar

Ending: The larper’s burden 156
Claus Raasted

For more, see: http://www.knudepunkt.org/

Playful Identities: The Ludification of Digital Media Cultures

Playful Identities (cover)
Playful Identities (2015)

Long in the making, this highly interesting book on ludification of culture is finally in print and available; it includes also my chapter on the culture and identity of online casual play:

Frissen, Valerie, Sybille Lammes, Michiel de Lange, Jos de Mul, and Joost Raessens, eds. 2015. Playful Identities: The ludification of digital media cultures. Amsterdam: Amsterdam University Press.

Table of Contents

1. Homo ludens 2.0: Play, media, and identity 9
Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul & Joost Raessens

Part I Play
Introduction to Part I 53
Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul & Joost Raessens

2. Playland: Technology, self, and cultural transformation 55
Kenneth J. Gergen

3. Spiritual play: Encountering the sacred in World of Warcraft 75
Stef Aupers

4. Playful computer interaction 93
Daniel Cermak-Sassenrath

5. Playful identity in game design and open-ended play 111
Menno Deen, Ben Schouten & Tilde Bekker

6. Breaking reality: Exploring pervasive cheating in Foursquare 131
René Glas

7. Playing with bits and bytes: The savage mind in the digital age 149
Valerie Frissen

Part II Media
Introduction to Part II 167
Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul & Joost Raessens

8. Location-based mobile games: Interfaces to urban spaces 169
Adriana de Souza e Silva & Jordan Frith

9. The playful use of mobile phones and its link to social cohesion 181
Rich Ling

10. Digital cartographies as playful practices 199
Sybille Lammes

11. Ludic identities and the magic circle 211
Gordon Calleja

12. Play (for) time 225
Patrick Crogan

13. Playful identity politics: How refugee games affect the player’s identity 245
Joost Raessens

Part III Identity
Introduction to Part III 263
Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul & Joost Raessens

14. Playing out identities and emotions 267
Jeroen Jansz

15. Playing with others: The identity paradoxes of the web as social network 281
Jeroen Timmermans

16. New media, play, and social identities 293
Leopoldina Fortunati

17. Playing life in the metropolis: Mobile media and identity in Jakarta 307
Michiel de Lange

18. The conflicts within the casual: The culture and identity of casual online play 321
Frans Mäyrä

19. Afterplay 337
Jos de Mul

About the authors 347
Index of Names 353
Index of Subjects 359

Games and Culture: new papers

Interesting new research has been published in Games and Culture journal, OnlineFirst:

Articles

Is it in the Game? Reconsidering Play Spaces, Game Definitions, Theming, and Sports Videogames

by Garry Crawford

Stand by Your Man

by Rabindra A. Ratan, Nicholas Taylor, Jameson Hogan, Tracy Kennedy, and Dmitri Williams

Predicting Video Game Behavior: An Investigation of the Relationship Between Personality and Mobile Game Play

by Soonhwa Seok and Boaventura DaCosta

Pelialan opinnäytekilpailu 2015 / Game Studies Thesis Competition 2015

[Spread the word: Finnish Game Studies Thesis competition, English text below]

Pelialan opinnäytekilpailu 2015
Kolmatta kertaa järjestettävä pelialan opinnäytekilpailu tekee näkyväksi pelien parissa tehtävää korkeatasoista suomalaista koulutus- ja tutkimustyötä. Kilpailun järjestävät yhteistyössä pelitutkimuksen verkosto DiGRA Finland ja Suomen pelialan keskus Neogames. Opinnäytekilpailuun voi osallistua työllä, joka on hyväksytty kalenterivuoden 2014 aikana (1.1.-31.12.2014).

Tunnustukseen sisältyy 800 euron rahapalkinto, joka voidaan jakaa yhden tai useamman palkitun kesken. Palkitun opinnäytteen tekijälle on varattu mahdollisuus esitellä työtään keväällä 2015 järjestettävässä Pelitutkimuksen päivässä.

Kilpailuun hyväksytään niin suomalaisten yliopistojen kuin ammattikorkeakoulujen peliaiheiset opinnäytetyöt. Opinnäytteellä tarkoitetaan tässä yhteydessä perustutkinnon valmistumiseen liittyvää lopputyötä. Kilpailuun ei siten voi osallistua opintoihin muuten liittyvällä projektityöllä tai muulla vastaavalla suorituksella. Samaten väitöskirjat on rajattu kilpailun ulkopuolelle.

Opinnäytteen tulee tavalla tai toisella liittyä peleihin. Tutkimuskohteeksi voivat asettua pelit itsessään, niiden pelaaminen, niiden tekeminen tai jokin muu peleihin elimellisesti liittyvä ilmiö. Työ voi olla otteeltaan esimerkiksi teoreettinen, soveltava tai kokeellinen.

Opinnäytteen voi ilmoittaa ehdokkaaksi 13.2.2015 mennessä. Työn voi asettaa ehdolle joko työn tekijä itse tai vaihtoehtoisesti oppiaine/koulutusohjelma tekijän suostumuksella. Kilpailutyöt lähetetään pdf-muodossa osoitteeseen: digra.finland [at] gmail.com.

Jos lopputyön tarkastajien lausunnot on saatavissa, nämä tulee toimittaa kilpailutyön yhteydessä. Mukaan tulee lisäksi liittää työn tekijän ajantasaiset yhteystiedot. Raadilla on oikeus hylätä myöhässä tai puutteellisina toimitetut ehdotukset.

Lisätietoja kilpailusta antaa kilpailuraadin sihteeri, dosentti Olli Sotamaa (olli.sotamaa [at ] uta.fi).

Game Studies Thesis Competition 2015

In order to parade the excellence of Finnish games research and education DiGRA Finland and Neogames Finland Ry have joined forces to award the best Finnish games related bachelor or master thesis through an annual competition.

Prizes: The best thesis will be awarded a monetary prize (this years’ prize sum is 800 euros that will be split between the winners). In addition, the author of the best thesis will have an opportunity to present her or his work in the Finnish Game Research day organised in the spring 2015.

Requirements: We are looking for an ambitious games-related thesis accepted between 1.1.2014 and 31.12.2014 in a Finnish higher education institution (this includes both universities and the universities of applied sciences). The focus can be e.g. on games themselves, in playing them, or in developing them.

Selection process: The decision is made by a peer review panel of experts co-ordinated by Neogames and DiGRA Finland. Based on the reviews, finalists will be short-listed and awarded by the panel.

Documents for submission: 1) the thesis as a single pdf file, 2) the evaluation statements of the thesis (if available) and 3) up-to-date contact details of the author.

Submission details: Send your submission to digra.finland [at] gmail.com.

Submission deadline: 13.2.2015.

Contact: For further information contact Olli Sotamaa (olli.sotamaa [at] uta.fi).

Crossposted from: https://digrafinland.wordpress.com/

New research, Games and Culture

Interesting new research papers coming out in Games and Culture, OnlineFirst: