Apr 212023

“CEEGS (Central and Eastern European Game Studies conference) is a gathering of game scholars organised annually by DiGRA Central and Eastern Europe, but its thematic scope is not limited to regional topics, and it welcomes participants from anywhere in the world. The 2023 conference will be hosted by Macromedia University in Leipzig, Germany.


Games as culture and forms of artistic expression
How games shape human discourse about society and contribute to new forms of game design and development; how they negotiate certain topics such as gender diversity, ecology, AI, human and nonhuman, politics, human philosophy.

Player experience
Game analytics and player behaviour, preferences, and the multifaceted effects of games and play.

World building and design
Cultural and ecological constructions and representations of gameworlds and the ways in which these worlds reflect and shape our understanding of reality; how gameworlds negotiate empirical reality, what elements (aesthetic, artistic traditions, etc.) they borrow, and how they re-arrange them in a coherent gameworld.

Character art and design
Artistic history and cultural expression in character design, diversity, stereotypes and breaking with them; representation of gender, monstrosity, etc., and the impact of these representations on players and society.

Narrative design
Recurring plot structures, master narratives; how ancient, literary, and transmedia plot structures influence the design of games, and how they shape our understanding of storytelling and ways of communication in the digital age.

Rules, mechanics, dynamics,
…and their relation.

Systems and ideological or utopian structures
Mechanics as metaphors; games as miniature-labs for systemic confrontations, learning from systems and cultural ramifications; if games can be seen as miniature laboratories that teach systematic thinking, which new ludic developments will influence our established systems? Which new systems will emerge and how may game design help?

Game production
Investigating the production processes involved in the creation of games, with a focus on the ethical, ecological, social, and political implications of these processes.

Gaming communities
Intercultural aspects, confrontations, groupings and forum discussions about games and culture and their interaction with game designers.

Playful communities and gamification practices
The homo ludens as a new labourer and the use of game design elements in non-gaming contexts.

AI and future technologies
How AI may inform and help game design; how AI may help in the creation of systems and meaning production; questions of authorship, etc.; the potential of virtual and augmented reality for game design and player experience.

Game accessibility and inclusivity
Examining how game design can be made more accessible to players with disabilities, and how games can promote diversity and inclusivity.

Aesthetics and design of experimental and independent games
Avant-garde experimentation in games and their theoretical input for game studies; serious games, health games, etc.; examining the impact of these games on players and society.

Game design research process
Game preproduction and research, and their influence on game design and AAA productions.”

+infos: 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/

Jun 282022

Gostava de ter acesso a este livro “Fifty Key Video Games” editado por Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault

Do conteúdo consta: “This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day.
This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies.
With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.”

da lista de jogos consta:
1. Adventure (1979),
2. Angry Birds (2009),
3. Animal Crossing (2001),
4. Assassin’s Creed Origins (2017),
5. Bejeweled (2001),
6. BRAID (2008),
7. Call of Duty: Modern Warfare 2 (2009),
8. Dance Dance Revolution (1998),
9. Diablo (1996),
10. Donkey Kong (1981),
11. DOOM (1993),
12. Dragon’s Lair (1983),
13. The Elder Scrolls II: Daggerfall (1996),
14. Elite (1984),
15. EVE Online (2003),
16. FarmVille (2009),
17. FIFA 14 (2013),
18. Final Fantasy VII (1997),
19. Fortnite Battle Royale (2017),
20. Grand Theft Auto III (2001),
21. Guitar Hero (2005),
22. Half-Life (1998),
23. Journey (2012),
24. King’s Quest (1984),
25. The Legend of Zelda (1986),
26. Minecraft (2009),
27. Mortal Kombat (1992),
28. Need for Speed III: Hot Pursuit (1998),
29. No Man’s Sky (2016),
30. The Oregon Trail (1971),
31. Pac-Man (1980),
32. Pokémon Go (2016),
33. PONG (1972),
34. Portal (2007),
35. Resident Evil (1996),
36. Riven (1997),
37. Sid Meier’s Civilization (1991),
38. SimCity (1989),
39. The Sims 4 (2014),
40. Space Invaders (1978),
41. StarCraft (1998),
42. Super Mario 64 (1996),
43. Super Mario Bros. (1985),
44. Tetris (1984),
45. This War of Mine (2014),
46. Ultima IV: The Quest of the Avatar (1985),
47. Wii Sports (2006),
48. Wing Commander III: Heart of the Tiger (1994),
49. World of Warcraft (2004),
50. Zork (1980)

+infos(oficial): LINK

May 012022

How to take notes for research: the slip-box method

Understanding note-taking – Zettelkasten

e com ajuda de software:
Obsidian for Beginners: Start HERE — How to Use the Obsidian App for Notes (1/6)

Obsidian for Beginners: 6 Keys to Markdown (2/6) — How to Use the Obsidian App for Notes

Obsidian for Beginners: 8 Key Settings (3/6) — How to Use the Obsidian App for Notes

Obsidian for Beginners: Custom Themes (4/6) — How to Use the Obsidian App for Notes

Obsidian for Beginners: 8 Important Hotkeys (5/6) — How to Use the Obsidian App for Notes

Obsidian for Beginners: Just Start. Now. (6/6) — How to Use the Obsidian App for Notes

Obsidian Publish (0.9.2) — The World is Your Oyster

e ainda sobre tirar notas:
Linking Your Thinking

How to turn your notes into published articles and books using the Obsidian app with Eleanor Konik

Feb 132022

Gostava de ter acesso a este artigo:
“Do Real-Time Strategy Video Gamers Have Better Attentional Control?”
Do real-time strategy (RTS) video gamers have better attentional control? To examine this issue, we tested experienced versus inexperienced RTS video gamers on multi-object tracking tasks (MOT) and dual-MOT tasks with visual or auditory secondary tasks (dMOT). We employed a street-crossing task with a visual working memory task as a secondary task in a virtual reality (VR) environment to examine any generalized attentional advantage.

Similar to action video games, RTS video games require players to switch attention between multiple visual objects and views. However, whether the attentional control advantage is limited by sensory modalities or generalizes to real-life tasks remains unclear.

In study 1, 25 RTS video game players (SVGP) and 25 non-video game players (NVGP) completed the MOT task and two dMOT tasks. In study 2, a different sample with 25 SVGP and 25 NVGP completed a simulated street-crossing task with the visual dual task in a VR environment.

After controlling the effects of the speed-accuracy trade-off, SVGP showed better performance than NVGP in the MOT task and the visual dMOT task, but SVGP did not perform better in either the auditory dMOT task or the street-crossing task.

RTS video gamers had better attentional control in visual computer tasks, but not in the auditory tasks and the VR tasks. Attentional control benefits associated with RTS video game experience may be limited by sensory modalities, and may not translate to performance benefits in real-life tasks.

+infos(oficial): LINK

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