Philosophy of Computer Games 2014 CFP: Freedom in Play

8th International Conference on the Philosophy of Computer Games
Freedom in Play

Istanbul, 13-15 November 2014

2014.gamephilosophy.org

—————————————————————————————-

Abstracts deadline: 15 August 2014

—————————————————————————————-

We hereby invite scholars in any field of studies who take a professional interest in the philosophy of computer games to submit papers to the 8th International Conference on the Philosophy of Computer Games, to be held in Istanbul 13-15 November 2014.

The concept of freedom is central in the shaping of game experiences and game cultures. It is a lens through which we can critically evaluate the philosophical, cultural and political relevance of computer games, as an art form and as a way of life. This year we especially invite papers that address the following areas of philosophical investigation:

1. The nature of freedom in games. Which philosophical concepts can help us clarify ontological and metaphysical dimensions of freedom in games and gaming?
2. The experience of freedom in games. How do we describe and evaluate specific experiences of freedom in play? Are certain types of freedoms in games artistically or ethically more desirable than others? In what way may such evaluations collide when people play together, especially in an on-line context?
3. Games and existential concepts of freedom. In what ways are games capable of expressing truths about the human condition? Is there a way in which they are inherently more or less capable of expressing ethical and normative truths than cinema, photography or art? How do we account for the semantic underpinnings of how games can create this sort of knowledge?
4. Political and ethical freedom. In what way can game mechanics or the social roles of gaming provide normative reasons for decision-making with regard to political freedom, gender issues, etc? Do computer games have a particular potential for being either politically conservative, progressive or subversive?

Accepted papers will have a clear focus on philosophy and philosophical issues in relation to computer games. They will refer to specific examples from computer games rather than merely invoke them in general terms.

In addition to papers that are directed at the main theme we invite a smaller number of papers in an “open” category. We are especially interested in papers that aim to continue discussions from earlier conferences in this series.

The abstracts should have a maximum 1000 words including bibliography. Please note if you intend your paper to fit in the “open” category.  The deadline for submissions is Midnight GMT, 15 August, 2014. Please submit your abstract through review.gamephilosophy.org.  All submitted abstracts will be subject to double blind peer review. Notification of accepted submissions will be sent out by 15 September 2014. A full paper draft must then be submitted by 6th November 2014 and will be made available on the conference website.

We also invite proposals for panels/workshops on October 12th. Please contact the programme committee chair if you are interested in organising one.

*

Tonguc Ibrahim Sezen, Istanbul Bilgi University (organising committee chair)
Rune Klevjer, University of Bergen (programme committee chair)

Game Studies: a polyphonic discipline?

Critical Evaluation of Game Studies: Bart Simon
Critical Evaluation of Game Studies: Bart Simon

The Critical Evaluation of Game Studies seminar closed today, leaving a full house of tired but intellectually stimulated games scholars to debate and reflect on the outcomes and overall synthesis of the varied papers and discussions. One of the threads of the discussion concerned the identity and character of Game Studies (or “game studies”, or: games research? Or: ludology, even?) In his keynote, Espen Aarseth talked about Game Studies as a field, and argued (with explicit comment against my earlier published views) that a “discipline” is something that he particularly does not want to see Game Studies developing into.

This particular, anti-disciplinary view can in a way be grounded on the existing polyphony in this field: there has not emerged any single, unified school of thought that would encompass everything that is going around games and play in academia. On the other hand, one could also – again following Espen – argue that a discipline that produces its own undergraduates as well as postgraduates would need a more solid methodological basis, and also more established work market to guarantee the employment of such “native graduates”. (Sebastian Deterding had an interesting analysis and proposal in his paper, suggesting that since there are not much guarantees of employment, or not so many well-established publication venues in the “core” areas of Game Studies, people are escaping back to more established academic fields, such as HCI or Communication Studies, which have already opened up for games related research, and provide more institutional work opportunities – and that Game Studies should merge with Design Research so that it would have better opportunities for survival.) Or, one could follow Bart Simon who in his speech talked about the “unseriousness” inherent in games and play as an object of study, and go against the instrumentalization and reification of disciplinary knowledge by principle.

While I see the point of all these, well-grounded arguments, I just want to emphasize again that Game Studies needs both dimensions and movements: both the elements that pull people towards each other and focus at organizing the knowledge production and educational activities in Game Studies into some, hopefully rather unified wholes, as well as more interdisciplinary elements that fertilize and stimulate the growth of new approaches and innovations – both within Game Studies, as well as in other fields of learning. While there is enough anarchist in most game scholars today to make us stand up and go against any attempt at governance or “central control” in this daring, iconoclastic intellectual project that has been set into motion, it is also important, I think, to carry enough responsibility to aim at positive conditions for such project, and sometimes this will also require setting up “disciplinary versions” of the fast-moving research field, so that it can engage with various academic institutions and neighbouring disciplines at even terms. While such “freeze frame” simplifications of the field probably always do some violence to the plurality, coverage and dynamism of Game Studies, they are probably necessary illusions that we also need. Textbooks, lectures and articles are all good places to construct such, identity creating moments of Game Studies, as well as for deconstructing and questioning them. After the seminar, I think that the deconstructionist momentum is currently stronger than the constructivist one, but it just may be my impression.

In any case, I came out of the seminar invigorated and energized, believing even more that before to the need and enormous potential Game Studies has to offer, not only to academia, but also to the surrounding society. If we do not try to fit together and negotiate the multiple aspects that complicate the superficial, commonplace perceptions of what games are, or what game playing means, who is going to do that? Also, I do not think that the other academic disciplines that I know about are that much more unified, or less polyphonic than Game Studies is, actually. As years and decades go past, academics tend to question the truths of their fields from multiple angles, and come up with dozens of different, mutually competing and incompatible theories and approaches into their fields of inquiry. And that is a very good thing. Long live Game Studies, one and many!

ToDiGRA: Nordic DiGRA Special Issue

After some technical delays, the special ToDiGRA journal issue based on the Nordic DiGRA 2012 conference best papers is now online. You can find the table of contents below, and the direct link to journal is: http://todigra.org/index.php/todigra/issue/view/2

Transactions of Digital Games Research Association, Vol 1, No 2 (2014)

Special Issue, Selected articles from Nordic DIGRA 2012

Guest editors: Raine Koskimaa, Frans Mäyrä and Jaakko Suominen.

Table of Contents

Special issue, Nordic DIGRA 2012

Introduction: Exploring Nordic Game Research HTML PDF
Raine Koskimaa, Frans Mäyrä, Jaakko Suominen
Digital Materialities and Family Practices: The Gendered, Practical, Aesthetical and Technological Domestication of Play HTML PDF
Jessica Enevold
Player Types: A Meta-synthesis HTML PDF
Juho Hamari, Janne Tuunanen
Player-reported Impediments to Game-based Learning HTML PDF
J. Tuomas Harviainen, Timo Lainema, Eeli Saarinen
A Practical Guide to Using Digital Games as an Experiment Stimulus HTML PDF
Simon Järvelä, Inger Ekman, J. Matias Kivikangas, Niklas Ravaja
Should I stay or should I go? A Study of Pickup Groups in Left 4 Dead 2 HTML PDF
Jonas Linderoth, Staffan Björk, Camilla Olsson
In Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play HTML PDF
Jaakko Stenros

CFP: From “Traditional” Games to Digital Games

*Version française à la suite de l’appel en anglais*

 

 Call for papers

International Conference

From « Traditional » Games to Digital Games

26, 27 & 28 November 2014

IUT Nancy Charlemagne, 2 TER BD Charlemagne, 54000 Nancy, France

University of Lorraine, CREM (Centre for Research on mediation)

Since the early 2000’s, the importance of studying digital games has increased to take a significant place in the academic literature dedicated to entertaining phenomena, to such a point that many articles offering to make an inventory of current “game studies” primarily focus on work related to games on this media (Rueff, 2008, Zabban, 2012). In fact, if current digital games are the topic of many conferences, books and magazines, discussions on non-digital games seem less present, even though they constantly develop. Yet, for more than a century, researchers from multiple disciplines have occasionally contributed to the understanding of these more “classical” games. In the field of Mathematics and Economy, for instance, this work brought forth the famous game theory (von Neumann & Morgenstern, 1944, Nash, 1951). Mention can also be made of anthropological and sociological discussions led by Johan Huizinga and Roger Caillois, which are still references. Similarly, since the 80’s, role playing games (Caira, 2007, Bowman, 2010), wargames (von Hilgers, 2008 Sabin, 2012) and board games (Schädler, 2007, Hinebaugh, 2009) gave rise to frequent publications.

In this context, we cannot ignore the fact that work aimed at conceiving and studying digital games is also regularly referred to as reflections on (non-digital) “traditional” games, whether to build their theoretical framework (Frasca, 2001; Salen&Zimmerman, 2004), or to conduct comparative and contrastive studies (Trémel, 2001). According to us, this kind of mutual lighting encourages researchers to examine the peculiarities and complementarities of the two areas, as well as the theoretical interest of connecting or of confronting them. Therefore, in order to analyse the relations established between “traditional” games and digital games, this call is divided into five themes that give a broad overview of the different kinds of possible links. All types of research, fundamental or applied, as well as disciplinary approaches are welcome. They can be part of one of the five themes listed below (non-exclusive).

1. Adapting games: complementarities and structural or thematic differences

Since the first computers were introduced, traditional games have consistently been adapted (scrabble, chess, card games, pinball machines, etc.), it is not uncommon today to see reverse adaptation (Angry Birds, Doom, World of Warcraft, etc.). In a way or another, these adaptations bring forth the issue of processes shaping the rules, but also the issue of fictional universes in order to take into account the specificities of the support. We will consider in particular:

  • similarities or dissimilarities of entertaining mechanisms of interactions through an adaptation,
  • shaping of temporal aspects of the game (time, time management, representation of time , etc.)
  • management of spatial aspects (space representation, playground)
  • different types of universes games make reference to, as well as the singularity of their formatting depending on the support,
  • narrative mechanisms implemented
  • changes to accompanying sounds or music in the games

2. Paratexts and paraliterature in games

In the digital game, just like in the traditional game, the paratext occupies a central place in the (aesthetic, cognitive) apprehension of the object. The notion of paratext should be understood in the broad sense, covering for example, arcade cabinets, box illustrations for video games, but also manuals and rule books, publications (amateur or professional), or even novels derived from entertaining universes. What is the result of connecting video games’ paratext to more traditional games? We shall therefore particularly focus on the following:

  • games as a literary subcategory (rule book of a game, novels from a game, strategic analysis book of a game and its gameplay, etc. . )
  • analysis of specialized press (magazines and newspapers targeting a certain category of games)
  • objects with a speech on the game (game boxes, rules and game support, goodies, websites, forums, etc. )
  • promotional communication of games
  • etc.

3. Values ​​and rhetoric of games

From traditional to digital games (or vice versa), what are the continuities and changes made ​​in terms of rhetoric and values? If the notion of procedural rhetoric is common in the analysis of the transmission of a speech about the world through the video game, is it transposable as such for non-digital games? These questions encourage exploring the similarities and differences of digital and traditional games on:

  • analysis of the speech developed by game
  • rhetoric of pictures embedded in games
  • evolution of values ​​proposed by games over time
  • study of worldviews conveyed by games
  • analysis of the existing relationships between sports and e- sports,
  • etc.

4. Design logic, play logic, public

It relates to the organization of the game development and its public (those ones that are mentioned, or imagined, during the design phase, those who practice, etc). What are the features and the similarities between the design and the acceptance of traditional games and digital games? What are the radical changes in the process of designing a digital game vs another kind of game? Is their public apprehended the same way? Are these two broad categories of games received in an equivalent manner? How do their specific editorial and commercial constraints structure their content? Proposals on these topics will explore the connections and the differences that define traditional games as well as digital games regarding:

  • the design process
  • reception and appropriation approaches
  • game categories and sociocultural categories of players
  • editorial and commercial constraints
  • etc.

5. Application and game diversions

With respect to traditional as well as in digital games, entertaining events have always been implemented in multiple sectors. But is the feature creep of a digital game more efficient than the misappropriation of a traditional game? In the context of a serious application, when should a traditional game be implemented in digital format or vice versa? In either case of adaptation, what are the benefits or the drawbacks to consider? Proposals on this theme should aim at determining contributions, failures, successes in the transition from traditional games to digital games, when we use it for another function than leisure. We can focus on:

  • support to acquisition of knowledge and strategic decision making
  • creation and innovation
  • support to mediation and remediation
  • support to communication and promotion
  • education and training
  • etc.

Keynote speaker: Espen AARSETH, Principal Researcher, Center for Computer Games Research (IT University, Copenhagen).

We are happy to announce Espen Aarseth as keynote speaker during the conference. Espen Aarseth is an international reference in the field of game studies. He is co-founder and chief editor of the GameStudies.org journal; the first international journal devoted entirely to digital games. He is also author of Cybertext: Perspectives on ergodic literature (Johns Hopkins UP, 1997), he was a pioneer in analysis of digital literature and the comparative approach between video games and other forms of expression.

Selection Process

The conference will be held on Nancy on 26, 27 & 28 November 2014, in Nancy.

Proposals are expected by 15 April 2014. They must be sent in the form of an abstract of 5000-6000 typefaces (without spaces, excluding bibliography), specifying the conceptual framework, methodology and the field of study. Each proposal shall also indicate the last name, the first name, the status and the institution the author is affiliated to.

Proposals should be sent to:

Stephane.goria@univ-lorraine.fr and sebastien.genvo@gmail.com

Proposals will be anonymously assessed by the scientific committee (notification of acceptance June 2014).

The selected authors will have the possibility to submit their full-text that will be “double blind” assessed for publication. A publication as a special issue of Kinephanos.ca, online journal, will follow after the conference for the proposals in english. For the proposals in French, a publication as a special issue of Sciencesdujeu.org, online journal, will follow after the conference.

Conference languages ​​are French and English.

Bibliograhy

Bowman, Sarah Lynne (2010), The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity, McFarland & Company, London, 208 p.
Caïra, Olivier (2007), Jeux de rôle : Les forges de la fiction, CNRS Editions, Paris, 312 p.
Frasca, Gonzalo (2001), Videogames of the oppressed : videogames as a mean for critical thinking and debate, Master Thesis, Georgia Institute of technology.
Hinebaugh, Jeffrey (2009) A board game education, Rowman & Littlefield Publishing group, Lanham, 223 p.
Morgenstern, Oskar & Von Neumann, John (1944) Theory of Games and Economic Behavior, Princeton University Press, 1944, Princeton, 641 p.
Nash, John (1951) « Non-cooperative games », Annals of Mathematics, vol. 54, p. 286–295.
Rueff, Julien (2008), « Où en sont les « game studies » ? », Réseaux 5/2008 (n° 151), p. 139-166.
Sabin, Philip (2012) Simulating war: studying conflict through simulation games, Continuum International Publishing Group, London, 363 p.
Salen, Katie & Zimmerman, Eric (2003), Rules of Play: Game Design Fundamentals, MIT Press, Cambridge, 688 p.
Schädler Ulrich (2007), Jeux de l’humanité : 5000 ans d’histoire culturelle des jeux de société, Slatkine, Genève, 222 p.
Trémel, Laurent (2001), Jeux de rôles, jeux vidéo, multimédia, les faiseurs de mondes, Paris, Presses universitaires de France.
Von Hilgers, Philipp (2008), War games: a history of war on paper, MIT Press, Cambridge, 220 p.
Zabban, Vinciane (2012), « Retour sur les game studies. Comprendre et dépasser les approches formelles et culturelles du jeu vidéo », Réseaux 3/2012 (n° 173-174), p. 137-176.

Organizing Committee 

David BUCHHEIT (Université de Lorraine, CREM laboratory),
Delphine BUZY (Université de Lorraine, CREM laboratory),
Victor CAYRES (Federal University of Bahia),
Laurent DI FILIPPO (Université de Lorraine, CREM laboratory),
Sébastien GENVO (Université de Lorraine, CREM laboratory),
Stéphane GORIA (Université de Lorraine, CREM laboratory),
Catherine KELLNER (Université de Lorraine, CREM laboratory),
Josette LINDER (Université de Lorraine, CREM laboratory),
Alain MULLER (Université de Lorraine, CREM laboratory),
Emmanuelle SIMON (Université de Lorraine, CREM laboratory),
Pauline THÉVENOT (Université de Lorraine, CREM laboratory),
Vincent THOMAS (Université de Lorraine, LORIA laboratory).

Scientific committee

Espen AARSETH, Principal researcher, IT University of Copenhagen, Denmark,
Lynn ALVES, Professor, State university of Bahia, Brasil,
Alexis BLANCHET, Professor, University of Paris III, France,
Vincent BERRY, Professor, University of Paris XIII, France,
Gilles BROUGERE, Professor, University of Paris XIII, France,
Sébastien GENVO, Professor, Université de Lorraine, France,
Bertrand GERVAIS, Professor, Université du Québec à Montréal, Canada,
Stéphane GORIA, Professor, Université de Lorraine, France,
Catherine KELLNER, Professor, Université de Lorraine, France,
Pascaline LORENTZ, postdoctoral fellow, Masaryk University, Czech Republic,
Frans MÄYRA, Professor, University of Tampere, Finland,
Luís Carlos PETRY, Professor, Pontifical Catholic University of São Paulo, Brasil.

Extension: DiGRA 2014 CFP

(Please spread) In an attempt to accommodate requests by DiGRA members, we are extending the Call for Participation. We will be accepting papers, abstracts, panels, and additional submissions, see below, until February 24th.

DiGRA 2014 is being hosted by the University of Utah’s EAE program and will be held in the Wasatch Mountains at Snowbird Ski & Summer Resort from August 3rd-6th. The location is scenic, secluded, economical, and within easy access of Salt Lake City’s International Airport. We believe it offers a unique setting in which to explore games, and the blanks in games research.

To such end the theme of DiGRA 2014 is a phrasal template: <Verb that ends in ‘ing’> the <noun> of Game <plural noun>

For DiGRA’s 2014 Conference we playfully emphasize work that explores non-traditional questions, peers between the cracks of areas that are starting to become well-worn, and revisits old themes from new perspectives. In other words, what has been overlooked or otherwise not given the care and respect it deserves? A Mad Lib is a word game in which one player asks another for nouns, verbs, and other parts of speech with little or no context. They then proceed to fill in the blanks of a phrasal template to often humorous and sometimes profound results. As game scholars we have worked hard to figure out what were the most important blanks. However, at this, the seventh DiGRA conference, we invite you to point out the blanks that have yet to be filled. Your answers to our Mad Lib theme could highlight the profound, sublime, or humorous. We encourage you to trying working the theme into the title of your work.

Conference Website:  http://digra2014.eae.utah.edu/

TRACKS
———-

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

•    Game design: design techniques, practices, methods, post mortems, etc.
•    Game criticism and analysis: close readings, ontologies and frameworks, historical studies, philosophical explorations, and other humanities-informed approaches
•    Play studies: studies of play, observations and interviews of players, and research based on other methods from the social sciences
•    Game technology and production: case studies of experimental game technologies, evaluations of existing systems, and studies of game production processes
•    Applications and uses of games: inquires in serious, documentary games, games for health, gamification, games education, teaching and learning.

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

For more information, visit the conference website: http://digra2014.eae.utah.edu/

Formats
———–

Submit a paper or an abstract?

DiGRA 2014 supports two different categories for submitting research; full papers (no more than 16 pages) and abstracts (up to 1000 words including references). The structure reflects the cross-disciplinary nature and different conference traditions of the conference attendants. A full paper submission is recommended for completed research work, in particular empirical or technical work. The abstract format is suitable for discussion topics and ideas. Both papers and abstracts are subject to a double-blind review process, and get equal time for presentation and discussion during the conference.

Accepted full-length submissions will be uploaded into the DiGRA digital library after the conference. Both papers and abstracts will be available from the conference web site, and authors of abstracts may submit a full-length text. Do however note that abstracts, and full-length texts written post conference will not be uploaded to the DiGRA digital library. Finally, both selected articles and full-length texts may be invited for re-publication in the DiGRA journal ToDiGRA.

SUBMISSION DEADLINES
———————————

Submissions site: https://www.easychair.org/conferences/?conf=digra2014

Full papers:
•    No more than 16 pages
•    Will be published on the conference website
•    Will be published in the DiGRA digital library
•    Submission template: here
•    Submission deadline: February 24, 2014
•    Notifications of decisions: March 21, 2014
•    Rebuttal deadline: April 1, 2014
•    Notifications of final decisions: April 15, 2014
•    Revised submission deadline: May 15, 2014 (camera ready)

Abstracts:
•    No more than 1000 words, including references
•    Will be published on the conference website
•    Will not be published in the DiGRA digital library
•    Submission deadline: February 24, 2014
•    Notifications of decision: March 21, 2014
•    Full text submission deadline: May 15, 2014

Panels:
•    Proposal: no more than 1000 words, including references
•    Will not be published in the DiGRA digital library
•    Submission deadline: January 31, 2014
•    Notifications of decision: March 21, 2014
•    Full text submission deadline: May 15, 2014

Workshops:
•    Proposal: no more than 1000 words, including references
•    Indicate full or half day (Workshops will take place August 3, 2014)
•    Contact details of organizing committee
•    Will not be published in the DiGRA digital library
•    Submission deadline: February 24, 2014
•    Notifications of decision: March 21, 2014
•    Full text submission deadline: May 15, 2014

Conference event submissions, filling in the blanks of DiGRA 2014:

DiGRA 2014 understands that no call can accommodate all types of research. We believe that there is excellent research and scholarship happening in the spaces between the formats we traditionally offer. We are happy to consider submissions not listed above, for example tutorials, performances, or an experimental session. Many participants in the past have asked, “why don’t they do a blank” at DiGRA. This is an invitation to fill in the blank.

A conference event proposal can be at most 1000 words long and should provide justification for the event, describe the required time and resources, and provide names and backgrounds of the organisers.

•    Submission deadline: February 24, 2014
•    Notifications of decision: March 1, 2014

Submissions to conference events
For conference events that issue their own calls, deadlines should conform to this schedule.
•    Events Submission deadline: April 15, 2014
•    Events Notification date: May 15, 2014

Program Chairs
———————
•    Staffan Björk, University of Gothenburg, Sweden (staffan.bjork@gu.se)
•    Annika Waern, University of Uppsala, Sweden (annika.waern@im.uu.se)

Conference Chairs
————————-
•    Roger Altizer, University of Utah, USA (roger.altizer@utah.edu)
•    Jose Zagal, University of Utah, USA (jose.zagal@utah.edu)

Program Committee
—————————-
TBA

Venue
——–
Snowbird, Utah – http://www.snowbirdmeetings.com/

CFP: Nordic Digra 2014

lankoski's avatarPetri Lankoski

Games are becoming more and more pervasive in our everyday life. Gamification and game-based learning are research topics that are blooming. Games are also used in electioneering.

We invite submission for full papers and for workshops. Topics of interest include, but are not limited to:

– gamification
– games in society
– games and learning
– games as propaganda
– persuasive games
– games in teaching
– critical stances to gamification and game-based learning

IMPORTANT DATES
– Full paper submission and workshop proposals March 30, 2014
– Notification of acceptance: April 25, 2014
– Camera ready May 18, 2014
– Conference: May 29-30, 2014

SUBMISSIONS

Papers submitted are subject to peer review.

Long papers should be 8 to 12 pages in Digra format (http://todigra.org/public/journals/1/DiGRAJournalPublicationFormat.dotx) . For detailed information see Submission page. Selected papers will be published in conference site as well as at Digital Library of Digital Game…

View original post 42 more words

Tietojenkäsittelyn päivät 2014

[Please spread the CFP – I will be a keynote here]:

Call for papers: Yhdistetyt tietojenkäsittelyn päivät, 3.-4.6.2014, Lappeenranta

Päivien järjestelytoimikunta kutsuu aihepiirin tutkijoita ja jatko-opiskelijoita pitämään esityksiä tutkimuksestaan. Väitöskirjatyötä ja tutkimusprojekteja tiivistävät artikkelit ovat tervetulleita. Esityksiin liittyvät artikkelit julkaistaan erillisessä painetussa julkaisussa ja ne vertaisarvioidaan.

Tänä vuonna esityksiä ja artikkeleita haetaan seuraavilla kategorioilla:

Pidempi tutkimusartikkeli (max 8 sivua, LP). Esimerkiksi ryhmän tai tutkijan tutkimustuloksia tiivistävä artikkeli tai päivien teemaan (pelit ja pelillistäminen) liittyvä artikkeli. Hyväksytyistä artikkeleistä pidetään esitys (20 min) päivien aikana. Keskipitkä tutkimusartikkeli (max 4 sivua, SP). Esimerkiksi ryhmän tai tutkijan alustavia tutkimustuloksia esittävä artikkeli tai päivien teemaan liittyvä artikkeli, ts. work-in-progress artikkeli. Hyväksytyistä artikkeleista pidetään esitys (10 min) päivien aikana. Lyhyt poster/demo artikkeli (2 sivua), joka tiivistää projektin/tutkimustuloksen keskeiset asiat. Poster esitykset pidetään erillisessä sessiossa jälkimmäisenä päivänä.

Tämän vuoden teemana on pelit ja pelillistäminen.

Artikkelit jätetään EasyChair -konferenssijärjestelmään alla olevan aikataulun mukaisesti. Kunkin artikkelin kohdalla pyydämme tarkentamaan aihepiiriä lähinnä olevan seuran. Artikkelien tulee olla julkaisemattomia. Valinnan tekee tieteellinen arviointitoimikunta ennakkoon lähetettyjen artikkelien perusteella. Tieteelliseen arviointikuntaan kuuluvat seurojen hallitusten jäsenet ja paikallisen järjestelytoimikunnan tohtorit.

Kirjoitusohjeet

Artikkelien tulee olla suomen- tai englanninkielisiä. Artikkelin ja siihen liittyvän esityksen pitää olla siinä määrin yleistajuisia, että tietojenkäsittelytieteiden eri alojen edustajat voivat seurata niitä. Suosittelemme, että artikkeli laaditaan valmista ACM SIGGRAPH mallipohjaa käyttäen, paperin koko A4.

Päivien sivusto: http://www2.it.lut.fi/ytp2014/

EasyChair-linkki: aukeaa Helmikuussa

Aikataulu

28.3. Artikkeli jätetty arviointia varten.
21.4. Hyväksymiskirjeet valituille
2.5. Lopullinen korjattu artikkeli

Poster-ohjeet

Päivien aikana pidetään posterisessio. Posterin koko rajoitetaan A0.
Järjestelytoimikunnan puheenjohtaja, Kari Heikkinen {@lut.fi}

———–

English Summary

This year we are soliciting unpublished articles pertaining to the themes of the societies. The articles can present original new research results as well as summarize PhD work and research projects. Research summary articles should present the recent advances in their context, and also consider future directions of the topic. All articles will be peer-reviewed and the accepted articles and posters will be published in the conference proceedings with an ISSN number.

Articles can be either longer research articles (maximum of 8 pages) that present and summarize research results, short research articles (maximum of 4 pages) that present the work-in-progress or posters (2 pages) that summarize the key points of the research. Longer and shorter articles will be presented during the conference, and posters (size A0) will be presented in the poster session. We recommend using ACM SIGGRAPH A4-template format for submission. Each year the event has a theme; this year the theme is games and gamification.
Articles are submitted with the Easychair system. The deadlines are the following:

28.3. Submission deadline to EasyChair
21.4. Notifications of review results
2.5. Final camera ready article

Website: http://www2.it.lut.fi/ytp2014/
EasyChair-link: opens at February

On the behalf of the organizing committee,
Chair: Kari Heikkinen {@lut.fi}

DiGRA 2013 Proceedings

The proceedings of last year’s “world DiGRA” conference are now online. There are e.g. some work I have collaborated and contributed to:

Mäyrä et al., Disciplinary Identity of Game
Scholars: An Outline:

http://www.digra.org/digital-library/publications/disciplinary-identity-of-game-scholars-an-outline/

Schott et al., DeFragging Regulation: From putative effects
to ‘researched’ accounts of player experience:

http://www.digra.org/digital-library/publications/defragging-regulation-from-putative-effects-to-researched-accounts-of-player-experience/

Game Research Panel

There will be the panel discussion on the relation between research and game development in the Games Now series next Monday in the Aalto university. Speakers will be Aki Järvinen, Markus Montola and myself, so Tampere Game Research Lab is strongly present in the discussions. More:

http://mediafactory.aalto.fi/games-now/role-of-research-panel/

CFP: Fafnir – Nordic Journal for Science Fiction and Fantasy Research

Please circulate this CFP (I am at the journal advisory board representing game studies related themes):

CALL FOR PAPERS 2/2014

Fafnir – Nordic Journal for Science Fiction and Fantasy Research invites authors to submit papers for the upcoming edition 2/2014.

Fafnir – Nordic Journal for Science Fiction and Fantasy Research is a new, peer-reviewed academic journal which is published in electronic format four times a year. The purpose of Fafnir is to join up the Nordic field of science fiction and fantasy research and to provide a forum for discussion on current issues on the field. Fafnir is published by FINFAR Society (Suomen science fiction- ja fantasiatutkimuksen seura ry).

Now Fafnir invites authors to submit papers for its next edition, 2/2014. Fafnir publishes various texts ranging from peer-reviewed research articles to short overviews and book reviews in the field of science fiction and fantasy research.

The submissions must be original work, and written in English (or in Finnish or in Scandinavian languages). Manuscripts of research articles should be between 20,000 and 40,000 characters in length. The journal uses the most recent edition of the MLA Style Manual. The manuscripts of research articles will be peer-reviewed. Please note that as Fafnir is designed to be of interest to readers with varying backgrounds, essays and other texts should be as accessibly written as possible.

The deadline for submissions is 28 February 2014.

In addition to research articles, Fafnir constantly welcomes text proposals such as essays, interviews, overviews and book reviews on any subject suited to the paper.

Please send your electronic submission (saved as RTF-file) to all three editors at the following addresses: jyrki.korpua@oulu.fi, hanna.roine@uta.fi and paivi.vaatanen@helsinki.fi. For further information, please contact the editors.

This edition is scheduled for June 2014. The deadlines for the submissions for the next two editions are scheduled at 31 May (3/2014) and 31 August (4/2014).

Best regards,

Jyrki Korpua, Hanna-Riikka Roine and Päivi Väätänen
Editors, Fafnir – Nordic Journal for Science Fiction and Fantasy Research