Jun 102020
 

“This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves.

This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games.

Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.”

Esta seria uma enciclopédia que não me importava nada de ler.

+infos(oficial): LINK

+infos(preview): LINK

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Jun 102020
 

“12th International Conference on Videogame Sciences and Arts

26-28 November 2020

Videojogos 2020 will be the 12th International Conference on Videogame Sciences and Arts.

It is a joint organization between the School of Public Management, Communication and Tourism – Polytechnic Institute of Bragança (EsACT – IPB) and the Portuguese Society of Videogames Sciences (SPCV).

As in previous editions, this conference will gather researchers, professionals in the extended area of videogames, teachers and students in a forum to discuss videogame related topics and their impact on various aspects such as society, health, heritage, economy or education. The goal is to promote the exchange of ideas, share experiences and results in the areas of interest, through presentations, workshops, interactive demos and panels.

Covid-19 statement: While our intent is to run a live social event, with the safety of attendees, speakers, volunteers and staff in mind, Videojogos 2020’s Organizing Committee is closely monitoring official guidance from public health officials and will update any information needed regarding participation in the conference.

We welcome long and short papers, posters, interactive demos and workshops. All presenting new scientific results, innovative technologies, best practices, or improvements to existing techniques and approaches in the multidisciplinary research field of Games Research.

Suggested topics for contributions. Other topics may be included:

  • Accessibility
  • Aesthetics
  • Audio
  • Art Games
  • Critical Games
  • Criticism
  • Design
  • Development
  • Games and Creativity
  • Gaming Culture
  • Gamification
  • Gaming and Performance
  • Game Studies
  • Hybrid Games
  • Game-based Learning
  • Methodology
  • Narrative
  • Non-Digital Games
  • Pervasive Games
  • Serious Games
  • Speculative Games
  • Transmedia
  • Technology
  • VR / MR / AR

Submissions

  • Papers

All Papers (short or full) selected for international publication should be submitted in English. We will select the 40% best research papers, peer-reviewed and ranked on the basis of originality, relevance of the results and presentation quality, to be published with our annual Springer proceedings volume. A second batch of papers, to be selected based on originality and promising value of the work being developed, will be selected for a works-in-progress volume to be published by SPCV. Accepted papers will require that at least one representative registers in the conference to present the work.

Submissions of Full and Short Papers should follow the Springer Communications in Computer and Information Science (CCIS) format (see “Information for Authors of Springer Computer Science Proceedings”). Use the Microsoft Word template for Mac or for PC. Add to your final submission the Consent to Publish.

[Full papers: 12 – 15 pp. | Short papers: 6 – 8+ pp.]

  • Posters

Posters offer the opportunity for presenters to share their work through a quick introduction to the conference audience, followed by one-on-one discussions next to the poster. Each submission should be 1-2 pages A0 in length, in portrait orientation (vertical). Accepted posters will require that at least one representative registers in the conference to present the poster in a designated area.

Posters text should be in English. The poster design and elements (figures and text) should be readable from a distance of 2 meters. Posters will be displayed throughout the conference duration in large windows, for which they should be printed previous to the conference. The submission should be done in PDF format, based on the template provided (poster template). Add to your final submission the Consent to Publish.

[Posters: 1 – 2 pp. A0 (vertical)]

  • Interactive Demos

We welcome the submission of innovative Interactive Demos within the areas of interest covered by the conference. Interactive proposals should be in English. Proposals should provide a clear description of the work (1000–1200 words) and a URL (e.g. WeTransfer, Google Drive, etc…) for access to relevant media assets. Interactive demos will be displayed throughout the conference duration, for which they should be accompanied by technical requirements information. Accepted interactive demos will require that at least one representative registers in the conference to present the work. The submission should be done in PDF format, based on the template provided (interactive template). Add to your final submission the Consent to Publish.

[Interactive: 1000 – 1200 words description]

  • Workshop

Authors may also propose Workshops within the areas of interest covered by the conference. Proposals should be in English and provide a clear description of the work to be conducted (1000-1200 words), technical requirements information and, whenever needed, a URL (e.g. WeTransfer, Google Drive, etc…) for access to relevant media assets. Accepted workshops will require that at least one representative registers in the conference to conduct the activities. The submission should be done in PDF format, based on the template provided (workshop template). Add to your final submission the Consent to Publish.

[Workshop: 1000 – 1200 words description]

Authors and their affiliation, or associate institutions, must be omitted for all categories in initial submissions. Revisions will be double-blind.

Proceedings will be published by Springer in their Communications in Computer and Information Science series as a Post-conference volume.

The Communications in Computer and Information Science is a book proceedings series by Springer and Indexed by SCOPUS, SCImago, and ISI Proceedings.

The remaining selected papers, selected posters, interactive demos and workshops will be published in a Proceedings Book (with ISBN) edited by SPCV.

Important dates:

  • Full and short papers
    • Paper Submission: 31 July
    • Author notification of the review: 30 September 
    • Print-ready version: 9 October
  • Posters
    • Poster Submission: 14 September
    • Poster Communication of Acceptance: 16 October
  • Interactive
    • Interactive Submission: 14 September 
    • Interactive Communication of Acceptance: 16 October
  • Workshops
    • Workshop Submission: 14 September 
    • Workshop Communication of Acceptance: 16 October 
  • VJ2020
    • Conference: 27 to 28 November”

+infos(oficial): http://videojogos2020.ipb.pt/

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May 262020
 

“Serão bem vindos contributos para a qualidade do Ensino de Ciências Matemáticas, Ciências da Natureza, Ciências Biológicas, Ciências ambientais, Ciências Físicas e Químicas, Engenharia, Informática e Tecnologia – Do Pré-Escolar ao Superior.”

+infos(oficial): https://vpct.utad.pt/

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May 262020
 

Learning Java with Games de Xu, Chong-wei, 2018

“This innovative approach to teaching Java language and programming uses game design development as the method to applying concepts.

Instead of teaching game design using Java, projects are designed to teach Java in a problem-solving approach that is both a fun and effective. Learning Java with Games introduces the concepts of Java and coding; then uses a project to emphasize those ideas. It does not treat the object-oriented and procedure and loop parts of Java as two separate entities to be covered separately, but interweaves the two concepts so the students get a better picture of what Java is.

After studying a rich set of projects, the book turns to build up a “Three-layer Structure for Games” as an architecture template and a guiding line for designing and developing video games. The proposed three-layer architecture not only merges essential Java object-oriented features but also addresses loosely coupled software architecture. ”

+infos(oficial): https://www.springer.com/gp/book/9783319728858

Java in Two Semesters Featuring JavaFX de Quentin CharatanAaron Kans, 2018

“This easy-to-follow textbook teaches Java programming from first principles, as well as covering design and testing methodologies. The text is divided into two parts. Each part supports a one-semester module, the first part addressing fundamental programming concepts, and the second part building on this foundation, teaching the skills required to develop more advanced applications.

This fully updated and greatly enhanced fourth edition covers the key developments introduced in Java 8, including material on JavaFX, lambda expressions and the Stream API.”

+infos(oficial): https://link.springer.com/book/10.1007%2F978-3-319-99420-8

 

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May 182020
 

Estes dois locais, são indicados como boas referências para quem queira publicar artigos relacionados com Games for Health! fica aqui o registo da sua existência.

JMIR Serious Games
A multidisciplinary journal on gaming and gamification including simulation and immersive virtual reality for health education/promotion, teaching, and social change
+infos(oficial): LINK

Games for Health Journal
Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare.
Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care.
+infos(oficial): LINK

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May 182020
 

“Acta Ludologica is a double-blind peer-reviewed scientific journal published twice a year (both online and print), indexed in the ICI Journals Master List. It focuses on the discourse of games and digital games, including theoretical and empirical studies, research results, and their implementation into practice, as well as professional publication reviews and scientific reviews of digital games. Submissions are accepted only in English, no fees for publishing.
Journal issues contain scientific reflections on media and digital competencies, creation, design, marketing, research, development, psychology, sociology, history, and the future associated with games and digital games.”

+infos(oficial): www.actaludologica.com

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May 182020
 

IJSG – International Journal of Serious Games
“The IJSG publishes original, peer-reviewed, scientific articles addressing theoretical, experimental and operational aspects in the areas related to design, development, engineering, deployment and assessment of digital Serious Games (SGs). IJSG aims at being a high-level reference point for a growing academic and industrial community, providing innovative research ideas and application results, reporting on pressing challenges and leading-edge research.

The journal encourages submission of manuscripts that enhance foundations of game-based learning and SG design, present innovative technological solutions aimed to improve teaching and learning, and/or provide user studies about deployment of SGs in educational or corporate training settings. All papers should advance the state of the art in the relevant area. Empirical studies are strongly encouraged. Papers may be one of several types: research paper; tutorial/survey; research note/short paper; software/algorithms; addendum/corrections; datasets.”

+infos(oficial): LINK

Ludic Language Pedagogy
“LLP is a non-profit project to bring together people and conversations around how best to integrate games and play into language teaching and learning. The mission of Ludic Language Pedagogy is to promote open, scholarly and practical conversations around purposeful and progressive uses of games and play in language teaching and learning. We are committed to:
Promoting ideas, experiences and research that investigate the mindful intersection of games and language teaching and learning,
Curating materials (submitted in conjunction with manuscripts) that other teachers and researchers can use in their contexts,
Communicating with the community, not only through this journal but via SNS and regular public connections (podcast, webinars, Slack channels, etc.).”

+infos(oficial): https://www.llpjournal.org/

ArsGames
“ArsGames es una entidad internacional sin ánimo de lucro que promueve y gestiona proyectos de carácter cultural relacionados con los videojuegos y las nuevas tecnologías a partir de áreas de acción transversales: arte, pedagogía y formación, investigación científica, inclusión digital y participación ciudadana. Los objetivos de la la entidad son:
Impulsar la transformación social a través de proyectos pedagógicos fundamentados en la cultura del videojuego.
Promover investigación transacadémica en las disciplinas de los Game Studies como puente entre la sociedad y la academia
Generar innovación tecnosocial por medio de la exploración de nuevos modelos de creación, producción, distribución de videojuegos y los productos editoriales dentro del marco de creación del software y de la cultura libre.
Promover y garantizar el acceso de mujeres y personas con identidades no heteronormativas al ámbito STEAM (Ciencia, Tecnología, Ingeniería, Arte y Matemática), del que tradicionalmente se han visto marginadas.”

+infos(oficial): https://arsgames.net/

Lista de referências:
https://www.rkowert.com/resources/games-research-journals

outros:
American Journal of Play
Analog Game Studies
Board Game Studies
GamEnvironments
Game and Puzzle Design
International Journal of Computer Games Technology
International Journal of Play
International Journal of Play Therapy
Journal of Play in Adulthood
Journal of the Philosophy of Games
Kinephanos
Play and Culture Studies
Sports, Ethics, and Philosophy
VGA Reader
Games & Culture, Game Studies, Simulation & Gaming
The Games and Culture

 

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May 182020
 

Um livro grátis que debate o tema de: aprender com os jogos 🙂 que foi feito no âmbito do Erasmus+ LEVEL e GameON, e que envolveu várias Escolas portuguesas do secundário 🙂

+infos(oficial): http://eduproject.eu/game-based-learning/

 

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May 182020
 

“Press Start is a peer reviewed game studies journal that is run by graduate students and exclusively publishes student work” que fixe 🙂

+infos(oficial): https://press-start.gla.ac.uk/

 

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May 182020
 

Gostava de ter acesso/access to your article:


Lankoski, P. & Björk, S. (eds.) (2015). Game Research Methods: An Overview. ETC Press.
+infos(editora): LINK


Lankoski, P. & Holopainen, J. (eds.) (2017). Game Design Research: An introduction to theory & practice. ETC Press.
+infos(editora): LINK


Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond, editado por Karen Schrier
+infos(editora): LINK

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