Inspired by the rich history of Malta which spans over 7 millennia, the theme for FDG 2020 is “Games and their Heritage”. While this theme seems especially suited for academics interested in archeology and games, its topics are not limited to social sciences. For game criticism, the theme is appropriate for a reflection on ethics in video games—as well as ethics in game academia, which is becoming ever-more relevant. Games for a purpose around cultural heritage, history education etc. can be highlighted. The theme can challenge current practices in game technology and AI, focusing on ensuring replicability and the creation of persistent repositories, corpora or shared wiki-spaces. For game design and player experience, the theme motivates comparisons of past and current games in the same genre, or remakes of the same game. More broadly, “games and their heritage” is a relevant theme to incentivize surveys and meta-reviews of past work.
FDG invites authors to submit papers up to 10 pages long, excluding references, reporting new research. Papers need to be anonymized and submitted in the ACM SIGCONF version of the ACM Master Template to a paper track. Accepted papers will be included in the proceedings under their track. When submitting, authors are requested to select one of the following tracks that fits most closely with their submission.
GAME ARTIFICIAL INTELLIGENCE
This track focuses on the many applications of computational and artificial intelligence to the playing, design, development, improvement, and testing of video games. Topics include general game-playing AI, procedural and player-driven content generation, mixed-initiative authoring tools, computational narrative, believable agents, and AI assisted game design.
GAME DESIGN AND DEVELOPMENT
This track focuses on research that furthers the practice of game design and development. Submissions that examine, validate, invalidate, or create game making practices, patterns, mechanics, dynamics or aesthetics are encouraged to submit. Such work includes innovative and alternative methods of design, practical examinations of implementation protocol, socio-cultural critique of game-making culture, and empirical analysis of game-making processes and more. The focus of this track is scholarly examination of game design and development, as produced through case studies, A/B testing, review of literature, comparative analysis or other such appropriate efforts.
GAME CRITICISM AND ANALYSIS
This track calls for papers that approach the criticism and analysis of games from humanities-informed perspectives. Submissions are encouraged from scholars engaging in narrative, visual and software studies approaches to games and games criticism using methodologies such as archival research, hermeneutics, and oral history. This track will also consider critical theoretical and/or historical analysis of games, and game genres from perspectives such as (but not limited to) postcolonial theory, feminism, historicism, subaltern studies, queer theory, the environmental humanities, and psychoanalysis.
COMPUTER-HUMAN INTERACTION AND PLAYER EXPERIENCE
This track focuses on the exploration of different ways for designing and implementing interaction between the player and the game, as well as on understanding the experiences derived from those interactions. This track will consider qualitative and quantitative experimental studies. Topics include, but not limited to, persuasive games, augmented reality, virtual reality, novel controllers, user research, and player psychology.
GAME ANALYTICS AND VISUALIZATION
This track is suitable for all papers pertaining to aspects of game data science, analytics and game data visualization. This includes work based on player behavioral data analysis, including player modeling, churn analysis, and creating or understanding players’ profiles as well as aspects of business intelligence, such as performance evaluation or workflow optimization. Papers submitted to this track should present contributions that advance the current state-of-the-art, taking into account the knowledge bases in academia and industry, of players, play behaviors, processes or performance. We encourage submissions that span methodological approaches including quantitative, qualitative and mixed-methods, as well as novel contributions to methodological approaches. Examples of topics include visualization of game data, analysis of behavioral (or other) game data, advances in methodological approaches to analyze and visualize game data, as well as applying or expanding statistical methods, machine learning, including deep learning, and AI, as well as visualization algorithms used to collect or analyze game data.
This track is suitable for papers on game engines, frameworks, computer graphics techniques, rendering, animation, networking, novel interaction techniques (such as virtual reality, augmented reality, and alternate controller schemes) and other technical areas. Papers submitted to this track should advance our technical knowledge in creating games. Papers on analytics, visualization and artificial intelligence should be submitted to the more specific track and not this one.
GAMES BEYOND ENTERTAINMENT
This track calls for papers showing results on the use of games, gaming, and game design for primary goals that are not entertainment. Topics include serious or transformational games, games with a purpose, advergames and exergames, gamification and gameful design, game-based learning and curricula, informal learning in games, and educational and other ‘serious’ uses of entertainment games and gaming practices. Authors are encouraged to highlight the importance of the target problem that the game is addressing, and how their design or research findings makes a contribution to the current state of research on games for a purpose.
This track is concerned with the teaching of games, game development and design, and game-related concepts at all levels of education and training. Topics include design and development of curricula, instructional methods, teaching tools and techniques, assessment methods, learning/instructional activities, collegiate game programs, e-sports and educational program management. (Note: for research in gamified and game-based learning, please submit to Games beyond Entertainment track, unless it is work on game-based/gamified learning of game concepts).
“Digital Literacy and Computational Thinking Education enhanced through digital games has gathered substantial academic interest in recent years. Digital Literacy does not only involve functional and operational skills, and the ability to use digital media, but encompasses skills such as critical and analytical thinking for understanding, decoding, and analysing embedded ideas, values, and messages, and further considering the social and cultural context these media are situated in.
Similarly, Computational Thinking involves higher order cognitive skills such as planning, systematic thinking, algorithmic building and problem solving, with interdisciplinary implications particularly for navigating the digital world and recognising emerging phenomena such as the construction of algorithmic identities, filter bubbles, misinformation and disinformation, and bias.
The goal of this workshop is to advance knowledge, improve theoretical understanding and disseminate practices for the teaching and learning of Digital Literacy and Computational Thinking through digital games, by bringing together researchers, game designers and developers, and educators, and foster discussion about the current state of the field.
We invite contributions from within and across any discipline committed to advancing knowledge on the foundations of games: computer science and engineering, humanities and social sciences, arts and design, mathematics and natural sciences.
Papers may cover a variety of topics relevant to digital games enhanced computational thinking and digital literacy education, including but not limited to:
Digital literacy and game based learning
Computational thinking and digital games
Digital Games Literacy
Digital games and scientific thinking
Game design for digital literacy, computational thinking, and scientific thinking
Game development for digital literacy, computational thinking, and scientific thinking
Case studies of implementation of game based learning for digital literacy and/or
Computational thinking in formal education settings
Games for digital literacy and/or computational thinking in formal and non-formal learning settings
Hybrid and non-digital games for digital literacy and/or computational thinking
Digital games as cultural media
Teaching and learning about Artificial Intelligence and/or Machine Learning through digital games – AI literacy
Theoretical implications of digital literacy and/or computational thinking through game based learning
AI in games for computational thinking
Learner and educator modeling and profiling
Generative systems for enhancing computational thinking
Computational Thinking Education by developing digital games”
Gostava de ter acesso/access to your article:
S. Wu, “The Development and Challenges of Computational Thinking Board Games,” 2018 1st International Cognitive Cities Conference (IC3), Okinawa, 2018, pp. 129-131.
Savvani S., Liapis A. (2019) A Participatory Approach to Redesigning Games for Educational Purposes. In: Liapis A., Yannakakis G., Gentile M., Ninaus M. (eds) Games and Learning Alliance. GALA 2019. Lecture Notes in Computer Science, vol 11899. Springer, Cham
Use of a board game format to promote interprofessional learning. Heather Schmucka, Mary KayArvinb
Peter Drake and Kelvin Sung. 2011. Teaching introductory programming with popular board games. In Proceedings of the 42nd ACM technical symposium on Computer science education (SIGCSE ’11). Association for Computing Machinery, New York, NY, USA, 619–624. DOI:https://doi.org/10.1145/1953163.1953338
Wang, H., Chen, W., & Sun, C. (2020). Play Teaches Learning?: A Pilot Study on How Gaming Experience Influences New Game Learning. In P. Isaias, & K. Blashki (Eds.), Interactivity and the Future of the Human-Computer Interface (pp. 147-168). Hershey, PA: IGI Global. doi:10.4018/978-1-7998-2637-8.ch008
Gostava de ter acesso/access to your article,
Kosa M., Spronck P. (2019) Towards a Tabletop Gaming Motivations Inventory (TGMI). In: Zagalo N., Veloso A., Costa L., Mealha Ó. (eds) Videogame Sciences and Arts. VJ 2019. Communications in Computer and Information Science, vol 1164. Springer, Cham
Sousa M., Bernardo E. (2019) Back in the Game. In: Zagalo N., Veloso A., Costa L., Mealha Ó. (eds) Videogame Sciences and Arts. VJ 2019. Communications in Computer and Information Science, vol 1164. Springer, Cham
Simons, A., Wohlgenannt, I., Weinmann, M. et al. Good gamers, good managers? A proof-of-concept study with Sid Meier’s Civilization. Rev Manag Sci (2020). https://doi.org/10.1007/s11846-020-00378-0
Call for Papers IJFMA Vol 5 No 1 (2020), Videogames and culture: Design, Performance, Art and Education
The next chapter of IJFMA is dedicated for the contemporary culture of videogames, encouraging authors to present original studies oriented to this immersive media that have a huge impact in modern life.
IJFMA welcomes papers addressing one or more of the following themes:
Videogames as an art form;
Visual culture and games;
Videogames and animation for media literacy
Ubiquitous games research;
Games and learning;
Pedagogies of play;
Education and games;
Non-traditional gaming approaches;
“The annual Conference of International Council of Educational Media (ICEM) is a meeting place for researchers and practitioners in the field of educational media and technology enhanced learning. ICEM is one of the oldest associations in the field, being established by European ministries of education and UNESCO in 1950. The ICEM 2020 Conference will take place at Polytechnic Institute of Santarém, Portugal on 14 – 16 October. Come and join us in the celebration of ICEM’s 70th birthday! It will be an exquisite event.
With ICEM Conference there is the opportunity for presenting and discussing new educational tools and environments, experiences and best practices and case studies on innovative technology-based learning strategies, and institutional policies on educational media and computer supported education. It will provide an overview of current technologies as well as upcoming trends, and promote discussion about the pedagogical potential of educational environments and technologies in the academic field. The Conference programme will include presentations of research results and best practice, hands-on workshops, poster session, roundtable sessions, demos and showcases.
Conference Topics (but not limited to)
Educational Media and Media and Information Literacy
Innovative and Inclusive Educational Approaches and Environments
Learning Ecosystems and Learning Design
Online and Mobile Learning and Ubiquitous Technologies for Learning
Learning and Skills for the Digital Era
Open Science and Open Educational Resources
3D Fabrication for Learning
Augmented Reality, Virtual Reality and Artificial Intelligence in Education and Training
Virtual Worlds, Gamification and Serious Games in the Classroom
Learning and Collaborative Technologies
Smart Education and Smart Cities
Technology Enhanced Learning”
• Submission deadline for proposals through EasyChair: May 31, 2020
• Notification of acceptance: June 29, 2020
• Submission deadline for final versions of proposals: September 20, 2020
This is just to remind you that the forthcoming Irish Conference on Game-Based Learning (iGBL2020), will be hosted in Cork on 25th and 26th June 2020.
The abstract submission deadline is the 22nd of February.
This conference provides a forum for all stakeholders interested in exchanging ideas, projects, and best practices on the use of games and game-based approaches to support motivation, learning, and change.
Researchers will be able to present and share their latest findings.
Students will have an opportunity to present their research or showcase their games, and meet specialists in this field to obtain constructive feedback.
Instructors will have the opportunity to share how they have used games in their classroom, discover new game-based teaching approaches and share new game-based skills that they can integrate into their teaching.
Companies will be able to showcase their products and explain how these can be used in the context of learning and motivation.
Prospective presenters can submit their abstracts through the online submission system.
We welcome abstracts from a wide range of stakeholders, including researchers, teachers, or students, who will have the opportunity to conduct workshops, present research results, or provide insights on how they managed to design or use games for educational or motivational purposes.
22nd of February: Final Abstract submission deadline.
25th of March: Notification of abstract acceptance.
25th of March: Successful abstracts are invited to submit an extended version to be published in the conference proceedings.
12th of April: Registration deadline for presenting authors.
12th of April: Submission of extended abstracts.
22nd of April: Notification of acceptance of extended papers.
G|A|M|E: The Italian Journal of Game Studies
Special Issue: “The Taboos of Game Studies”
Editors: Kristine Jørgensen (University of Bergen) and Riccardo Fassone (University of Torino)
The next issue of the Italian journal of game studies G|A|M|E (http://gamejournal.it/) welcomes contributions that address the taboos of game studies.
Taboos can be understood as social prohibitions based in religion or custom rather than in legislation or common sense, and are as such bearing moral weight (International Encyclopedia of the Social & Behavioral Sciences 2001). Taboos can be found in all parts of society and guide our practices.
With its maturation, the field of game studies has been through several large debates, spanning the disputes about effects and learning, the so-called narratology versus ludology debate, and in the later years the impact of the #gamergate controversy on research and game culture. As game studies is a multidisciplinary field, such dissensions have been approached from a number of perspectives, as researchers bring their disciplinary paradigms and methodologies into game studies. In this multidisciplinary context, it becomes necessary to critically ask whether we are in a situation where nothing is taboo and everything is permitted, or whether the risk of public or disciplinary controversy makes certain topics or approaches untouchable.
At the same time, video games have historically been the center for a number of moral controversies over excessive violent content and other norm-breaking issues. While criticism and condemnation are not uncommon responses to such game content, in some cases an apologetic rhetoric is applied to the controversial content found in games, which claims that “these are only games.” However, while play research has demonstrated that the playful frame indeed may change the meaning of game content, it can also be argued that it is precisely this frame that makes games so good at treating taboo topics.
Focusing on the taboos of game studies, this issue asks ask whether there are topics that the field does not address, or whether there are perspectives or methods that are being avoided, either due to pressure from the research community itself, or from the society. How do game scholars guard their boundaries, and who is defined as insiders and outsiders? To what degree is game studies currently able to address the problematic aspects of game culture and playful practices? And concerning game content, is there such a thing as an ultimate taboo for game content? Do games have different taboos than other media, and what happens when taboo topics are addressed in a game context?
Topics may include:
The taboos of game studies
Game research into taboo areas
Research on games that deal with taboos
The breaking of in-game taboos
Game taboos in relation to other cultural forms (literature, cinema, art, design)
Scholars are invited to submit an extended abstract (between 500-1,000 words excluding references) or full papers for this special issue on the topics of the taboos of game studies to email@example.com.
February 24, 2020: Extended abstract submission deadline (full papers are also accepted)
April 2, 2020: Notification of acceptance/rejection sent to authors
July 2, 2020: Full paper submission deadline
Sept 1, 2020: Review deadline
Oct 19, 2020: Deadline for edited papers