Oct 192020
 

Gostava de ter acesso a este livro: “Meeples Together How and Why Cooperative Games Work” de Christopher Allen and Shannon Appelcline

+infos(oficial): LINK

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Aug 192020
 

“Games and Culture: A Journal of Interactive Media is an international journal that publishes innovative theoretical and empirical research about games and culture within interactive media. The journal serves as a premiere outlet for ground-breaking work in the field of game studies.

Games and Culture’s scope includes the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies. Other arenas include the following:

Issues of gaming culture related to race, class, gender, and sexuality
Issues of game development
Textual and cultural analysis of games as artifacts
Issues of political economy and public policy in both US and international arenas
Of primary importance will be bridging the gap between games studies scholarship in the United States and in Europe.

One of the primary goals of the journal is to foster dialogue among the academic, design, development, and research communities that will influence both game design and research about games within various public contexts. A second goal is to examine how gaming and interactive media are being used outside of entertainment, including in education, for the purposes of training, for military simulation, and for political action.

Games and Culture: A Journal of Interactive Media invites academics, designers and developers, and researchers interested in the growing field of game studies to submit articles, reviews, or special issues proposals to the editor. Games and Culture is an interdisciplinary publication, and therefore it welcomes submissions by those working in fields such as Communication, Anthropology, Computer Science, English, Sociology, Media Studies, Cinema/Television Studies, Education, Art History, and Visual Arts.

All submissions are peer reviewed by two or more members of the distinguished, multi-disciplinary editorial board. Games and Culture aims to have all papers go through their initial review within three months of receipt. Manuscripts should be submitted electronically in Word or Word Perfect format and conform to the Publication Manual of the American Psychological Association (Fifth Edition) and should not exceed 8,000 words in length. Papers that do not conform to these guidelines will be returned to the author(s).”

https://journals.sagepub.com/description/gac

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Aug 192020
 

European Journal of Information Systems
https://www.scopus.com/sourceid/15074

Journal of Information Technology
https://www.scopus.com/sourceid/12815

Computers & Education
https://www.sciencedirect.com/journal/computers-and-education

Review of Research in Education
https://www.scopus.com/sourceid/16514

Studies in Higher Education
https://www.scopus.com/sourceid/20853
https://www.tandfonline.com/toc/cshe20/current

procurar outros locais no scopus:
https://blog.scopus.com/posts/titles-indexed-in-scopus-check-before-you-publish
https://www.scopus.com/sources.uri

 

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Aug 102020
 

É sempre bom quando encontramos malta que seguimos a escrever sobre o tema de videojogos. Desta vez numa revista de acesso aberto e que todos podem ler 🙂
Vol. 5 No. 1 (2020): Videogames and Culture: Design, Art and Education, do qual destaco:
‘Videogametism’: Consolidating the recognition of video games as an art form” por Marco Fraga da Silva
The relation between gamers audiences and gaming industry workforce” por Ivan Barroso

+infos(oficial): LINK

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Aug 102020
 

Meaningful Play 2021 Conference Overview
Whether designed to entertain or to achieve more “serious” purposes, games, virtual reality, augmented reality, and mixed reality have the potential to impact players’ beliefs, knowledge, attitudes, emotions, cognitive abilities, physical and mental health, and behavior.

Meaningful Play 2021 is a conference about theory, research, and game design innovations, principles and practices. Meaningful Play brings scholars and industry professionals together to understand and improve upon games to entertain, inform, educate, and persuade in meaningful ways.

The conference will include thought-provoking keynotes from leaders in academia and industry, peer-reviewed paper presentations, panel sessions (including academic and industry discussions), innovative workshops, roundtable discussions, and exhibitions of games and prototypes.

Conference Audience and Themes
The conference is primarily for:
industry and academic game researchers
industry and academic game designers and developers
game educators
students
government and NGOs interested in games

The three primary themes of the conference are:
exploring meaningful applications of games
issues in designing meaningful play
learning, education & games
The first theme includes an examination of games (of all types) from primarily an academic research perspective.

The second theme focuses on much more practical knowledge from the front-line of actual design, development, and use of games, virtual reality, augmented reality, and mixed reality experiences for meaningful purposes.

The third theme is focuses the use of games for learning and education, as well as the teaching of game making and game studies within academia.

+infos(oficial): https://meaningfulplay.msu.edu/index.php

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Aug 102020
 

Describing Nature Through Visual Data, Connecting Art, Culture, Science, and Technology por Jing Zhou

gostava de ter acesso a este livro..

“This chapter presents the motivation, background, and implementation of “Living Mandala: The Cosmic of Being 1,” an interactive graphics installation that combines real-time data, multi-cultural mandalas, scientific imagery, and cosmological symbols. Built with an open source programming language and environment, this living contemporary symbol is an exploration into uncharted territories of the human soul sculpted by our present time. Its interactive revolving graphical system visualizes our perceptions of life (microcosm) and the universe (macrocosm); our connections to ancient mythology, cosmology, and cultural heritage; and the relationships among humankind, science, technology, and nature in a globalized society. Merging rich historical, cultural, scientific imagery and symbols with real-time data and relaxing sound, this living organism alters every moment responding to the movement, color, light, sound, and temperature of its surroundings.”

+infos(oficial): LINK

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Aug 102020
 

The WorldCist’21 – 9th World Conference on Information Systems and Technologies, to be held in Terceira Island, Azores, Portugal, 30-31 March to 1-2 April 2021, is a global forum for researchers and practitioners to present and discuss the most recent innovations, trends, results, experiences and concerns in the several perspectives of Information Systems and Technologies.
We are pleased to invite you to submit your papers to WorldCist’21. All submissions will be reviewed on the basis of relevance, originality, importance and clarity.

Themes
Submitted papers should be related with one or more of the main themes proposed for the Conference:
A) Information and Knowledge Management (IKM);
B) Organizational Models and Information Systems (OMIS);
C) Software and Systems Modeling (SSM);
D) Software Systems, Architectures, Applications and Tools (SSAAT);
E) Multimedia Systems and Applications (MSA);
F) Computer Networks, Mobility and Pervasive Systems (CNMPS);
G) Intelligent and Decision Support Systems (IDSS);
H) Big Data Analytics and Applications (BDAA);
I) Human-Computer Interaction (HCI);
J) Ethics, Computers and Security (ECS)
K) Health Informatics (HIS);
L) Information Technologies in Education (ITE);
M) Technologies for Biomedical Applications (TBA)
N) Information Technologies in Radiocommunications (ITR);

+infos(oficial): http://www.worldcist.org/index.php

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Jul 312020
 

“New ACM Journal to Cover Games and Gaming
Forthcoming in 2020, the ACM Games Review: Research and Practice will be a research and practice journal that publishes and publicizes major scientifically rigorous and practically useful research related to games. The journal covers the following topics in relation to games: games computing; games AI and analytics; graphics and visual art; audio, design and UX; interactive narrative; production and business; user research and HCI; education; society; audience and communities; immersive experiences; applied gaming; and alt.play. The new journal will be led by Sebastian Deterding of University of York, UK, together with a board of leading international academic and practice researchers.

The goal of the journal is to focus on scientifically rigorous major contributions in the field of games. The journal encourages a combination of original research papers, practitioner reports, critical reviews, special issues, tutorials, and more. All contributions will be reviewed carefully and will be transparently grounded in evidence and argument, valid and reliable against the standards of the particular methods employed, and novel against the body of knowledge it builds on.”

+infos(oficial): LINK

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Jul 192020
 

“Cuadernos del Centro de Estudios en Diseño y Comunicación”

+infos(oficial): LINK

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Jul 192020
 

Arts & Design Track
Submission deadline is July 31st, 2020 for papers and August 15th, 2020 for design cases.
The Arts & Design track focuses on receiving research papers related to the design, production, expression, and enjoyment of digital games in the form of papers, posters, and design cases.

Computing Track
Submission deadline is July 31st, 2020.
We invite contributions on all aspects of Computing for Games and Digital Entertainment. Contributions can be submited in the format of papers and posters.

Culture Track
Submission deadline is July 31 st, 2020.
The Culture track addresses digital games on their most varied platforms. We also strongly encourage the submission of research that focuses on “analog” games – card games, board games, table RPGs, escape rooms, and live-action – as well as those which we identify as “mixed” (alternative, augmented, locative games, etc.).

Education Track
Submission deadline is July 31st, 2020.
You are invited to submit works for the SBGames 2020 Education track on the following topics: Literacy and literacy with games; Learning based on digital games; Evaluation of educational games; e-Sports and education; Games and distance education (or eLearning); Games and learning; Games and evaluation; Games in education; Gamification in education; Pedagogical principles of digital games; Design and development of digital games for education; Serious games.

Health Track
Submission deadline is July 31st, 2020.
The Health track is plural and consecrated for exchanges about game research and development, aiming to bring together researchers, developers, and those interested in the interface between games and health concerning its various dimensions, such as physiological, psychological, social, philosophical, collective, and ethical. Both digital and analog games are considered within the scope of this track.

Industry Track
Submission deadline is August 14th, 2020.
The Industry track configures an environment responsible for the connection between academia and industry, developing interfaces and discussions on the production and distribution of digital games. The track brings together researchers, developers, entrepreneurs, teachers, and students in a vast space of collaboration and exchange of ideas.

Games and Diversity
Submission deadline is July 31st, 2020.
The Diversity in Games activity is geared towards academic and industry discussions about the relationships between games (digital and analog), the people who play them (their senses and meanings), and the collectives that develop them. The activity emphasizes the population diversity and communities, different markers (gender, race, sexuality, class, disability, geography, etc.), and contexts of vulnerability and exclusion within the games.

GranDGamesBR
Submission deadline is July 31 st, 2020.
Forum on Grand Research Challenges in Games and Entertainment Computing in Brazil.
The establishment of a common view on the theoretical and practical challenges in the field of Games and Entertainment Computing is currently required as a strategy for driving efforts regarding the existing problems faced by the Brazilian researchers and practitioners. With the aim of identifying research opportunities for the next ten years in the field of Games and Entertainment Computing in Brazil, SBGAMES 2020 presents a forum for discussions towards the Grand Research Challenges in Games and Entertainment Computing in Brazil – GranDGamesBR – organized by Prof. Rodrigo Santos (UNIRIO) and Prof. Marcelo da Silva Hounsell (UDESC).

CTDGames
Submission deadline is July 31 st, 2020.
The CTDGames (Concurso de Teses e Dissertações do SBGames) provides an opportunity for researchers who have completed master’s or doctoral degree related to games and digital entertainment. The goals of CTDGames 2020 are to disseminate and award the best MSc dissertations and DSc thesis concluded from January to December 2019 related to games and digital entertainment.

G2 Workshop
Submission deadline is July 31 st, 2020.
The G2 Workshop activity targets students who are taking the undergraduate course in any area (Bachelor, Degree or Technological), and who have developed works related to digital games. The goal is to promote contact between students and renowned experts in the field.

Tutorials
Submission deadline will be available soon.
The purpose of the tutorials is to expand the knowledge in the fields related to Games. Tutorials sessions bring talks from specialists, opening new research topics to the community.

Arts Exhibition
Submission deadline is August 23rd, 2020.
The Arts Exhibition activity opens space for artists to expose their works in several categories, such as Concept Art, In Game Screenshot, BoardGame Art, and Artistic Experimentations and Fan Arts in Games.

+infos(oficial): https://www.sbgames.org/sbgames2020/

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