Dec 282022
 

Gostava de ler este artigo “Video Game Play Any Association With Preteens’ Cognitive Ability Test Performance?” de May Jadallah, C. Shawn Green, e Jie Zhang

“This exploratory study examined the video gaming experience of 160 urban public-school preteen-age students as well as the association between video game play and students’ performance on a standardized cognitive ability test (CogAT), which includes verbal, quantitative, and nonverbal/spatial batteries. Overall, neither duration of play nor video game genres played had significant correlations with the CogAT measures. Similarly, when using an “extreme-groups” approach to examine relations with playing a subset of games previously linked with certain enhancements in cognitive skill (i.e., action video games), no significant effects were observed. These results are thus inconsistent with theories that predict diminished cognitive performance in children who play a great deal of video games, but they are also inconsistent with previous work suggesting possible enhancements in those who play certain types of games. The potential contribution of this null finding and an alternative explanation are discussed..”

+infos(oficial): LINK

Dec 282022
 

O “Guerrilla Game Festival!” trata-se de um evento em Espanha que serve para ligar as Escolas com a Industria e sem esquecer dos indies. Tem conferências, tem workshops e zona de demonstrações.

É um evento para estar atento.. e poder visualizar alguns dos eventos no canal do youtube.

+infos(oficial): https://guerrillagamefestival.es/

+infos(oficial youtube): LINK

Nov 282022
 

Acta Ludologica (ISSN 2585-8599, e-ISSN 2585-9218) is a double-blind peer-reviewed scientific journal published twice a year in both online and print versions. It focuses on the comprehensive 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.

Journal issues include scientific reflections on digital and non-digital games, and related media and digital competencies, their creation, design, development, research, history, sociology, psychology, marketing, and the future associated with phenomena of the digital-gaming sector. The journal has no thematically oriented issues, so this CFP is general for manuscripts of any topics related to games and digital games.

Acta Ludologica’s sections: game studies, interview, reviews, add-ons

More information about the individual journal sections, instructions for authors, as well as templates are available in the journal’s Guidelines. Submitted manuscripts should strictly follow the outlined format as well as the journal’s Citation Rules.

Submissions are accepted only in English, with no publication fees, article-processing charges (APCs), or article submission charges.

Contact and manuscript submissions: actaludologica@fmk.sk

Journal’s web and open access archive: www.actaludologica.com

Acta Ludologica is indexed in ERIH Plus, ICI Journals Master List, Ulrich’s Periodical Directory, CEEOL, and CEJSH. In addition, the journal is under the indexing process for the Emerging Sources Citation Index (ESCI) – Web of Science Core Collection, Scopus, Cabell’s Directories, and EBSCO.

The submissions deadline is December 31, 2022.

Game Studies: theoretical articles in the extent of 21,600-54,000 characters (12-30 author pages); research results and their practical implementation in the extent of 12,600-54,000 characters (7-30 author pages)
Interview: interviews with people, whose contribution is important to the development of game studies and the digital game sector (scholars and scientists of games studies and related fields, game developers, professionals of the gaming sector, game events organizers, etc.), to the extent of 5,400-18,000 characters (3-10 author pages);
Reviews: reviews of monographs and textbooks from the fields of digital games and game studies, which are not older than one year, in the extent of 5,400-9,000 characters (3-5 author pages); reviews of digital games based on specific context of theoretical or research framework, in the extent of 5,400-9,000 characters (3-5 author pages);
Add-ons: short-ranged scientific, philosophical and artistic reflections on phenomena of the comprehensive game world in the extent of 3,600 characters (1-2 author pages)”

+infos(oficial): https://actaludologica.com/

Sep 242022
 

Gostava de ler este artigo “Introduction on THINKING: Bioengineering of Science and Art” de Nima Rezaei e Amene Saghazadeh

“THINKING: Bioengineering of Science and Art is inclusive of the philosophy of thinking by using different knowledge works. This chapter is, therefore, no longer an attempt to introduce the book. Rather, we notice thoughts of different contexts and many relations among them, giving rise to various sets of integrations. One important result of this introduction is that integrated thinking represents the highest level of development, and scientific thinking may be only one of many integrant elements and a range of integrative relations—the point to which we devote our attention in THINKING: Bioengineering of Science and Art.”

+infos(oficial): LINK

Sep 242022
 

Um Journal que publica online as contribuições de vários âmbitos!

“IxD&A aims to offer an interdisciplinary arena where everybody can present top level researches and discuss ideas on the future of technology mediated experiences in the field of communication, learning, working, entertainment, healthcare, etc…) a future that can be made possible by a joint effort in research and education.
IxD&A, indeed, offers the ideal forum for meeting among frontier research, education, cutting edge technology development and application.
Indeed, there will be no future if research and education will not be able to meet the world of production, or, in other words if we will not be able to transfer the ‘lab’ into real life.”
“IxD&A is an open access journal that implements the Gold Open Access (OA) road to its contents (full, short, position papers, interviews and reviews) with no charge to the authors.”

+infos(oficial): LINK

Sep 172022
 

Gostava de ter acesso a “Teaching the Middle Ages through Modern Games Using, Modding and Creating Games for Education and Impact” editado por Robert Houghton

Da apresentação do livro faz parte: “Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress.

The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool.

This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.”

+infos(oficial): LINK

Aug 272022
 

“ArtsIT takes place from November 21st to 22nd, as a hybrid event at the University of Algarve, Faro, Algarve, Portugal, and in Cyberspace. In this edition the CIAC – Centro de Investigação em Artes e Comunicação, will host the event. The CIAC is a research unit assessed by the Foundation for Science and Technology. It was created in 2008 as a result of the merger of two non-funded research centres: the Centre for Research in Communication Sciences and the Arts (University of Algarve) and the Centre for Research in Theatre and Cinema (Escola Superior de Teatro e Cinema do IPL). Currently, it brings together researchers from the University of Algarve (host institution), the School of Theatre and Cinema (Lisbon Polytechnic), the Instituto Superior da Maia, the Polytechnic Institute of Santarém, the Higher Institute of Advanced Technologies and the Open University. The Arts and Communication Research Centre currently has three active hubs: one at the Lisbon Theatre and Film School (IPL), another at the Polytechnic Institute of Santarém, dedicated to digital literacy and social inclusion and, finally, a third hub at the Open University, associated with the PhD in Media-Digital Art. This R&D Unit has been conducting innovative research in the field of artistic (visual arts, cinema, theatre) and cultural studies, communication and, more recently, literary studies (digital archives, digital critical editions), associating the production of dissemination platforms with the study of ways of communicating scientific knowledge in the designated areas. Therefore, it has maintained an interdisciplinary character since it first opened. Its objectives are to develop applied research and research networks in the arts (in the broadest sense of the word) and communication, and to implement artistic creation laboratories in the areas of theatre, cinema and other arts, namely in the Mediterranean region. Since its foundation, it has promoted and actively collaborated in several partnerships in the artistic and cultural activities of the Algarve, where it is based, through specific collaboration agreements with Municipal Councils, Cultural Associations and with the Algarve Regional Directorate for Culture. It is currently an important stakeholder in the region. The research produced at the CIAC is often disseminated by the surrounding community through the multiple extension activities promoted, as well as discussed in international networks.

The ArtsIT conference is considered a perfect partner to CIAC, as outlined above, as it offers a bringing together an even wider array of cross-/inter-/trans-disciplinary researchers, practitioners, artists, and academia to present and discuss the symbiosis between art (in its widest definition) and information technology applied in a variety of distinct fields. Since 2009 ArtsIT has become acknowledged as a leading scientific forum for the dissemination of cutting-edge research results in the intersection between art, science, culture, performing arts, media, and technology. The role of artistic practice using digital media is also to serve as a tool for analysis and critical reflection on how technologies influence our lives, culture, and society. ArtsIT is therefore not only a place to discuss technological progress but also a place to reflect on the impact of art and technology on sustainability, responsibility, and human dignity. Besides the main track, the event also focuses on the advances seen in two areas that have significantly contributed to the field in the last years, namely, virtualization and artificial intelligence with special sessions (see call for special sessions below).

Topics include the following but are open for additional:
Virtual Museums and Curatorial Practices;
Interactive Art & Interactive Installations;
Augmented Reality & Virtual Reality;
Virtual Worlds;
Metaverse, Avatars, and Presence;
Games & Interactivity;
Gamification;
Exhibition;
Design;
Augmented Performing Arts;
Digital Distribution of Performing Arts;
Audio Art & Sound Design; New Media;
Technologies Information;
Visualization; Generative Design;
Artificial Intelligence & Big Data;
Digital Cultural Heritage;
Digital Artworks Addressing the Sustainable Development Goals or other such contemporary topics;
Theoretical Research in the Fields of Media Technology; Studies that Explore the Role of Media Art in Society;
and more 

+infos(oficial): LINK