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
https://www.youtube.com/watch?v=bDQn9ry22n0

Understanding note-taking – Zettelkasten
https://www.youtube.com/watch?v=-r6fnC5lVfE

e com ajuda de software:
Obsidian for Beginners: Start HERE — How to Use the Obsidian App for Notes (1/6)
https://www.youtube.com/watch?v=QgbLb6QCK88

Obsidian for Beginners: 6 Keys to Markdown (2/6) — How to Use the Obsidian App for Notes
https://www.youtube.com/watch?v=bBk2kg8Gm_U

Obsidian for Beginners: 8 Key Settings (3/6) — How to Use the Obsidian App for Notes
https://www.youtube.com/watch?v=_2z-7D4bQEA

Obsidian for Beginners: Custom Themes (4/6) — How to Use the Obsidian App for Notes
https://www.youtube.com/watch?v=Ca5ebhAYMm8

Obsidian for Beginners: 8 Important Hotkeys (5/6) — How to Use the Obsidian App for Notes
https://www.youtube.com/watch?v=cDcoBMVJsvk

Obsidian for Beginners: Just Start. Now. (6/6) — How to Use the Obsidian App for Notes
https://www.youtube.com/watch?v=bt7JPYKTrSU

Obsidian Publish (0.9.2) — The World is Your Oyster
https://www.youtube.com/watch?v=1pf6aj3Uwuk

e ainda sobre tirar notas:
Linking Your Thinking
https://www.youtube.com/channel/UC85D7ERwhke7wVqskV_DZUA/videos

How to turn your notes into published articles and books using the Obsidian app with Eleanor Konik
https://www.youtube.com/watch?v=nO5N_x2so0g

Feb 132022
 

Gostava de ter acesso a este artigo:
“Do Real-Time Strategy Video Gamers Have Better Attentional Control?”
Objective
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.

Background
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.

Method
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.

Results
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.

Conclusion
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