Showing posts with label digital interfaces. Show all posts
Showing posts with label digital interfaces. Show all posts

Wednesday, 31 October 2012

CFP: 5th Global Conference: Videogame Culture and the Future of Interactive Entertainment

Sunday 14th July–Tuesday 16th July 2013

Mansfield College, Oxford

Call for Presentations:

This inter- and multi-disciplinary conference aims to examine, explore and critically engage with the issues and implications created by the mass use of computers and videogames for human entertainment and focus on the impact of innovative videogame titles and interfaces for human communication and ludic culture. In particular the conference will encourage equally theoretical and practical debates which surround the cultural contexts within which videogames flourish.

Presentations, papers, performances, workshops and reports are invited on any of the following themes:

1. Videogames and Gaming

Theories and Concepts of Gaming. Identifying Key Features and Issues.

Videogames as Text. Videogames as Interactive Image. Multidisciplinary Approaches to Videogame Analysis. Film, Literary, Art Studies and Cultural Studies Approaches to the Analysis of Videogames.

2. Videogame Cultures

Emerging Practices in Online and Offline Gaming. Games as Cultural Artifacts.

Pervasive Gaming, Convergence and the Integration of Videogames. Videogames as Art, Fan Cultures.

3. Games and Society

Ethical Issues in Videogames, Videogame Controversy – Rating, Violence, Sex, Morality and their relation to Maturity. Videogames and Politics. Propaganda Games. Censorship.

4. Immersion and Embodiment

New Forms of Interaction, Immersion and Collaboration in Videogames. Sound, Music, Touch, and Game Space. Evolution of Gaming. The Role of Innovative Interfaces.

5. Games with Meaning?

The Relationship between Game and Gamer. Social Impact Simulations. Educational Use of Videogames. Serious Games. News and Documentary Videogames.

6. Reception, Temporality and Videogames

Player Generations. Old Originals vs. Retro games. Indie Games and Low-Tech Aesthetics. Innovations in Independent Game Movements.

7. Works in Progress

Games in Development. Approaches to Game Design. Discussion Workshops on Games under Production. Best Practice and Know-How Exchange.

A presentation with a quick demo of the game and workshop proposals are strongly encouraged. We might offer 2 hour slot for 1-3 intensive workshops on design methodologies and media comparative sessions. Delegates presenting in the frame of workshops are eligible for publishing in special track of Videogames 5 ebook on methodologies.

The Steering Group particularly welcomes the submission of pre-formed panel proposals. Papers will also be considered on any related theme.

What to Send:

300 word abstracts should be submitted by Friday 8th February 2013. If an abstract is accepted for the conference, a full draft paper should be submitted by Friday 10th May 2013. Abstracts should be submitted simultaneously to both Organising Chairs; abstracts may be in Word, WordPerfect, or RTF formats with the following information and in this order:

a) author(s), b) affiliation, c) email address, d) title of abstract, e) body of abstract, f) up to 10 keywords

E-mails should be entitled: VG5 Abstract Submission.

Please use plain text (Times Roman 12) and abstain from using footnotes and any special formatting, characters or emphasis (such as bold, italics or underline). We acknowledge receipt and answer to all paper proposals submitted. If you do not receive a reply from us in a week you should assume we did not receive your proposal; it might be lost in cyberspace! We suggest, then, to look for an alternative electronic route or resend.

Joint Organising Chairs:

Daniel Riha 

Rob Fisher 

The conference is part of the ‘Critical Issues’ series of research projects run by Inter-Disciplinary.Net. It aims to bring together people from different areas and interests to share ideas and explore various discussions which are innovative and challenging. All papers accepted for and presented at the conference are eligible for publication in an ISBN eBook. Selected papers may be invited to go forward for development into 20-25 page chapters for publication in a themed dialogic ISBN hard copy volume.

For further details of the conference, please click here

Please note: Inter-Disciplinary.Net is a not-for-profit network and we are not in a position to be able to assist with conference travel or subsistence.

Wednesday, 3 October 2012

CFP: 1st Global Conference: Virtualosity: Gaming, Interfaces and Digital Arts

Monday 4th February – Wednesday 6th February 2013

Sydney, Australia

Call for Presentations:

Games and digital and virtual interactions proliferate throughout everyday life, from individual game players, to online communities; from the people that make and market games to their influence in and on popular media; leisure activities and to educational, professional and political activities. The impact of such a ubiquitous platform of individual and communal interaction has not just ethical dimensions but also in the ways we view ourselves, our society the future and the very notions of identity and being. In this light gaming and the designing and creating of interactive virtual environments offer us the chance to change both the world that we enter into but also the real world that we bring such technologies into. The resultant blurring of boundaries, if indeed this is the case, has dramatic consequences for ethical and political stances, not least for personal and communal responsibility, as well as gender construction and ‘real’ and ‘performed’ sexualities and hybridities. Also importantly within this framework are notions of inclusion and exclusion, not just within the particular environments and communities created but through access to the technologies themselves, be they geographical or financial, political or individual difference (i.e. non-normative bodies).

This project approaches videogames and interactive virtual spaces from a multi-, inter- and cross-disciplinary perspective that seeks to blend theoretical discussions with concerns of the industry in order to benefit both groups. We therefore welcome papers that explore how games work in society, how they are made, how they are analysed and discussed and current industrial trends. More importantly, because these concepts are often discussed separately, this is an opportunity to examine interrelationships and improve understanding of games across the board. It is of great importance for the industry to contribute to the development of games education just as it is important for the growing education sector to be more informed about production and industry practices.

Presentations, papers, performances, workshops and artworks are called for, but not limited to, the following themes:

Games and Worlds:

-Analysis and criticism of videogames as texts, games and cultural objects. Videogame and Virtual worlds theory, analysis, criticism

-Art, fiction, story, literature writing, transmedia

-Music audio and performance (voice, physical mo-cap etc)

-Their place with other platforms such as film, literature, graphic novels and other forms of gaming (i.e. Hasbro etc)

Contexts:

-Historical approaches and previous envisionings and practices.

-New Interfaces, cultural and individual strategies and mappings.

-Recording, archiving and gaming memory.

-Virtual versus real interactions, online and offline gaming.

-Virtual worlds in actual spaces, role playing, digital arts, interactive graphic novels and narratives.

-Pervasiveness and convergence.

-Gamings use and influence in other platforms and media.

-New interactions, immersions and collaborations and integrations with sound, music, textures and spaces.

-Games Marketing and Gamers as a market

Production:

-Exploration of new opportunities such as education, science, health and engineering.

-Videogames beyond the entertainment market such as commercial practicalities and academic concerns.

-Actual experiences from practitioners, artists, professionals, developers and educators.

-Works in progress, post-mortems

-Linkage diaries: academia, industry and independent projects, models, experiments etc.

-Approaches, methods and practices

-Technology, programming, design, innovations

-Performance notes (as above, music, voice, physical etc)

Creativity and Interactions:

-Fan cultures, communities and social networking.

-The impact of the above on other platforms such as film, graphic novels and science fiction. Interactive storytelling, emergent narratives, transmedia storytelling.

-The relationship between the game, producer, the game and the gamer.

-How can great game designs become great games that players can buy?

-The use of virtual worlds worlds and games in education, online learning, research networking and global and local learning.

-The uniqueness of particular geographical locations i.e. what specific opportunities exist in Australia and where does it stand in the global context?

Corporealities and Ethics:

-Bodily integrity, hybridity and cyborgism.

-Avatars, modifications and mutations; the impact on life, death, and social existence

-Gender and virtuality: new gender, new feminisms, new masculinities

-Human, animal, machine; Boundaries, frontiers and taboos in games and virtual worlds.

-Ethics in virtual world; and games; Rating, violence, sex, morality and game rape.

-Gaming ethics and their relation to maturity.

-Politics, propaganda, activism and censorship.

-In world surveillance and privacy, cybercrime and ethical hacking.

What to Send:

300 word abstracts or presentation proposals should be submitted simultaneously to both Organising Chairs by Friday 26th October 2012; abstracts may be in Word, WordPerfect, or RTF formats with the following information and in this order:

a) author(s), b) affiliation, c) email address, d) title of abstract, e) body of abstract.

E-mails should be entitled: DI1 Abstract Submission.

Please use plain text (Times Roman 12) and abstain from using footnotes and any special formatting, characters or emphasis (such as bold, italics or underline). We acknowledge receipt and answer to all paper proposals submitted. If you do not receive a reply from us in a week you should assume we did not receive your proposal; it might be lost in cyberspace! We suggest, then, to look for an alternative electronic route or resend.

Organising Chairs

Adam Ruch 

Rob Fisher 

The conference is part of the Ethos programme of research projects. It aims to bring together people from different areas and interests to share ideas and explore various discussions which are innovative and exciting.

For further details of the conference, please click here.

Please note: Inter-Disciplinary.Net is a not-for-profit network and we are not in a position to be able to assist with conference travel or subsistence.

Monday, 2 July 2012

CFP: 1st Global Conference: Digital Interfaces: Creative Industries and Arts

Monday 4th February – Wednesday 6th February 2013
Sydney, Australia

Call for Presentations:

This project approaches videogames from a multi-, inter- and cross-disciplinary perspective that seeks to blend theoretical discussions with concerns of the industry in order to benefit both groups. We therefore welcome papers that explore how games work in society, how they are made, how they are analysed and discussed and current industrial trends. More importantly, because these concepts are often discussed separately, this is an opportunity to examine interrelationships and improve understanding of games across the board. It is of great importance for the industry to contribute to the development of games education just as it is important for the growing education sector to be more informed about production and industry practices.

Presentations, papers, performances and artworks are called for, but not limited to, the following themes:

The Games Themselves

Game studies of the games themselves, this track invites analysis and criticism of videogames as texts, games and cultural objects. Current analyses that reflect the progress made in modern game studies over the past few years could focus on, but not be limited to, the following topics:

Videogame theory, analysis, criticism
Art, fiction, story, literature writing etc.
Music audio and performance (voice, physical mo-cap etc.)

Videogames in the World

This track invites discussion of the videogames in a cultural context.

How are videogames integrated in the world? How are videogames represented in wider society?

Where are they discussed?
By whom and in what terms?
What is their relationship to other media?
Games in society, game culture
Videogames media & journalism, rhetoric and politics of/around games
Player relationships and communities
"Serious" games, instructive, educational and training games

Production of Games

There are growing opportunities for game production non-entertainment fields, such as education, science, health and engineering.

This track seeks to expand the discussion of Videogames beyond the entertainment market and promote closer alignment between commercial practicalities and academic concerns.

We invite practitioners, artists, professionals, developers and educators to share their experiences.
Works in progress, post-mortems
Linkage diaries: academia, industry and independent projects, models, experiments etc.
Approaches, methods and practices
Technology, programming, design, innovations
Performance notes (as above, music, voice, physical etc.)

The Creative Industry

The videogames industry is a creative industry, full of unique opportunities and constraints. This track invites discussions of game development in the real world, and especially in Australia.

How can great game designs become great games that players can buy?
What opportunities exist in Australia that could be capitalised on?
Where are there obstacles that could be avoided?
What is the global context in which the Australian game industry finds itself?

Business models, practice and progress

Games Marketing and Gamers as a market
Intellectual Property
Showcase and/or Workshops
We welcome: Games for exhibition
Workshops in design, analysis and production

What to Send:

300 word abstracts or presentation proposals should be submitted simultaneously to both Organising Chairs by Friday 14th September 2012; abstracts may be in Word, WordPerfect, or RTF formats with the following information and in this order:

a) author(s), b) affiliation, c) email address, d) title of abstract, e) body of abstract.

E-mails should be entitled: DI1 Abstract Submission.

Please use plain text (Times Roman 12) and abstain from using footnotes and any special formatting, characters or emphasis (such as bold, italics or underline). We acknowledge receipt and answer to all paper proposals submitted. If you do not receive a reply from us in a week you should assume we did not receive your proposal; it might be lost in cyberspace! We suggest, then, to look for an alternative electronic route or resend.

Organising Chairs:

Adam Ruch

Rob Fisher

The conference is part of the Ethos programme of research projects. It aims to bring together people from different areas and interests to share ideas and explore various discussions which are innovative and exciting.

For further details of the project, please click here.

For further details of the conference, please click here.

Please note: Inter-Disciplinary.Net is a not-for-profit network and we are not in a position to be able to assist with conference travel or subsistence.