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

Aug 272022
 

“The theme of the special issue is the Futures of Games and Game Studies.

During its around 20 years of existence, game studies has put computer games on the academic map. The field has provided a response to effect studies by demonstrating that games are social arenas of intrinsic value to the individuals that use them, and that they are cultural products able to comment on society in new ways. From a more practical perspective, technical oriented game studies has driven developments in artificial intelligence and virtual reality.

But where will game studies go in the future? What are the challenges that game studies will face as computer games mature and become a medium not only for entertainment but also for politics and activism? What will happen to games as technological developments take new and unforeseen directions? How can we as a scholarly community be able not only to respond to these rapid developments but also be able to define what games should be in the future? This special issue will be an attempt to illuminate potential avenues for the future of game studies.

This special issue call is based on the Futures of Games and Game Studies symposium and doctoral consortium organized at the IT University of Copenhagen in April 2022. Participants who attended the event are encouraged to submit, but with this call we also invite submissions from the larger academic community. ”

+infos(oficial): LINK

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

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

Feb 202020
 

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 editors@gamejournal.it.

Timeline:
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

Dec 072019
 

Game-based learning is the scientific area that focuses on the development of games that are designed over specific learning objectives. From thoroughly crafted educational games to the use of gamification, the new era of the school will be digital. However, we should not forget tangential learning with the use of entertainment games.

Mobile games are also leveraging a large community of gamers that relies on the specifics of mobile technology, such as ubiquity and pervasiveness. The solutions can leverage informal learning, literacy, science communication, and citizenship, among a vast area of applications.

The aim of this Special Issue is to disclose the new advances in game-based learning and mobile games that can enhance the effectiveness and outreach of learning objects.

Topics of interest include but are not limited to the following:
Game-based learning;
Serious games;
Mobile games;
Pervasive games;
Learning models and practices with the use of games;
New technologies for game-based learning:
_Virtual and augmented reality;
_New interaction devices, toys, and playthings;
_Simulations;
_3D rendering technologies;
_Game engines and development tools;
_Location-based games;
_Artificial intelligence;
_Educational games analytics;
Assessment and evaluation of educational games;
User experience design;
The psychology of educational games;
Gender and age issues;
Social and collaborative games;
Security and confidentiality in educational games;
Case studies in educational games;
Game development for mobile devices.

+infos(oficial): https://www.mdpi.com/journal/information/special_issues/MobileGaming_Gamesbased_Learning

Feb 172016
 

International Journal of Human-Computer Interaction

Aims and Scope. The International Journal of Human-Computer Interaction addresses the cognitive, creative, social, health, and ergonomic aspects of interactive computing. It emphasizes the human element in relation to the systems and contexts in which humans perform, operate, network, and communicate, including mobile apps, social media, online communities, and digital accessibility. The journal publishes original articles including reviews and reappraisals of the literature, empirical studies, and quantitative and qualitative contributions to the theories and applications of HCI.

+infos(journal): http://www.tandfonline.com/action/authorSubmission?journalCode=hihc20&page=instructions

Jul 102015
 

=============================================
** Call for Papers **

Latin-American Journal of Computing (LAJC)
http://lajc.epn.edu.ec
=============================================

Latin American Journal of Computing (LAJC) is an open access peer-reviewed
journal, sponsored by the Faculty of Systems Engineering of the National
Polytechnic School of Ecuador. The goal of this journal is to bring
together researchers and practitioners from academia and industry to focus
on Computer Science advancements.

Topics of interest include, but are not limited to:

? Information security
Communication and telecommunication systems, Cryptography, Distributed
computing, Distributed systems and databases, Forensic computing,
Information security in networks and Internet, Security auditing, Security
in financial transactions and electronic commerce and Security policies in
organizations.

? Information systems
Analysis of business requirements, Business strategy and intelligence,
Databases, E-business, Educational information systems (E-learning),
Enterprise systems, Free software, Geographical information systems,
Human-computer interaction, Information management, IT governance,
Management of information systems and Web accessibility.

? Intelligent systems
Artificial intelligence, Computational models, Computer assisted language
learning systems, Data mining, Distributed control systems, Human x machine
dialogue, Image processing, Machine learning, Machine translation, Musical
computing, Natural language processing, Pattern recognition,
Question-answering systems, Semantic web and Speech processing.

? Software engineering
Cloud computing, Design and development of software, Evolution and
maintenance of software, Formal methodologies and emerging paradigms of
software engineering, Human-computer interfaces, Mobile applications,
Software modelling and analysis, Software design, Software evolution,
Software process, Software quality, Software verification and validation
and Web engineering.

Prospective authors are invited to submit original research papers and
state-of-the-art reviews for publication in the Latin-American Journal of
Computing LAJC. Papers are reviewed on the basis that they do not contain
plagiarized material and have not been submitted to any other journal at
the same time. All submitted research papers will be carefully evaluated
based on their originality, relevance, and technical soundness. They will
be reviewed on a double-blind basis, which means that the author(s) must
remove:

a. Explicit indications of the authors names and institutions.
b. Acknowledgments and biography.
c. The paper should be written in such a way that it does not surely reveal
an author?s identity.

Author names, institutions, acknowledgments and biography will be returned
to the printed manuscript upon acceptance for publication.

All final submissions should be written in English or Spanish with a
minimun paper length of six (6) pages and a maximum paper length of fifteen
(15) pages. Submissions should be formatted according to the guidelines of
IEEE and submitted as pdf files. Please find the template for submission
at:
http://lajc.epn.edu.ec/call-for-papers

===================
Important Dates:
===================

Submission Deadline: July 31st, 2015
Notification Due: October 16th, 2015
Final Version Due: November 6th, 2015
Publication: November, 18th, 2015

Apr 082015
 

Call for Research Articles

GARJETI will cover all areas of the subject. The journal welcomes the submission of manuscripts that meet the general criteria of significance and scientific excellence, and will publish:

• Original articles in basic and applied research
• Case studies
• Critical reviews, surveys, opinions, commentaries and essays

We invite you to submit your manuscript(s) to: garjeti@garj.org  garjournals@garjeti.org,  and submit.garjeti@garj.org for publication. Our objective is to inform authors of the decision on their manuscript(s) within four weeks of submission. Following acceptance, a paper will normally be published in the next issue. Guide to authors and other details are available on our website;  http://garj.org/garjeti/guide.htm

+infos: http://garj.org/garjeti/index.htm

Jul 252013
 

updated:

“we accept paper submission in any time , but if
you have a good quality research paper, we always in the IJTD, give it
priority in reviewing process and work hard to get it published in due
time. Looking forward to hear from you as soon as possible.”

IJTD

The International Journal of Technology Diffusion (IJTD) is an international journal publishing original scientific and quality research articles on management information systems, technology diffusion, and business systems application aspects of e-commerce, e-government, and mobile applications. As a forum of multi-disciplinary and interdisciplinary dialogue, it addresses research on all aspects of innovation diffusion in the field of business computing technologies and their past, present, and future use.

Topics Covered
Adoption of IS
Business data communications
Diffusion of innovation models
Distributed databases and networks
DSS/EIS/ES in international settings
E-commerce
E-government
E-services
Electronic commerce
Electronic data interchange
ERP
Evaluation of MIS
Frameworks and models for international management innovation systems (IMIS) system development
Graphics and Web design
Information resources management
Information security
Internet related issues
IS applications and case studies
Issues in accounting information systems
IT and economic development
IT and human resource issues
IT diffusion in developing countries (eg Middle East, Southeast Asia, and Africa)
IT in developing countries
Management information systems
Network security
Networking
Organizational and management system structures
Performance analysis
System analysis
Technology acceptance
Telecommunications
Web technology

 

+infos: http://www.igi-global.com/journal/international-journal-technology-diffusion-ijtd/1135

+infos: http://www.igi-global.com/journals/guidelines-for-submission.aspx