[casual_games] Reminder: Proposals Due for Ethics and Games Volume 2
Karen S
karen19 at gmail.com
Mon Nov 30 14:59:00 EST 2009
Sorry for any cross-postings!
Thank you to everyone who sent in a proposal for Ethics and Game
Design: Volume Two.
The proposals were originally due today. Since many of you are still
recuperating from flight delays, the swine flu, and holiday shopping,
I decided to postpone the deadline one week to Monday, December 7th,
2009.
Thanks!
Karen
___
I am excited to announce that "Ethics and Game Design: Teaching Values
through Play” will be coming out in February 2010.
The book features the following authors:
Henry Jenkins
Chris Swain
Miguel Sicart
Brenda Brathwaite
John Sharp
Colleen Macklin
Erin Hoffman
John Nordlinger
& many more!
Wish you could have contributed? You still can, because Volume 2 is
coming out in early 2011. I invite you all to contribute to the book,
which will provide a diverse and comprehensive compendium of case
studies, theoretical frameworks, and empirical research in the
emerging field of ethics development through games and play. Your
proposal would be due on or before December 7, 2009 (a brief two to
three-page synopsis will suffice), with accepted proposals notified by
December 23, 2009. The full chapter is due by February 15, 2010.
For more detail on what we’re looking for, you can see the full call
below or check out the call for Volume One here:
http://www.columbia.edu/~kls2108/callforchapters.htm
And, please join the Ethics and Game Design Facebook Group at:
http://www.facebook.com/group.php?gid=39391086363&ref=ts
Thanks!
Karen Schrier
____________
CALL FOR CHAPTER PROPOSALS
Proposal Submission Deadline: December 7, 2009
Full Chapter Submission Deadline: February 15, 2010
Designing Games for Ethics: Models, Techniques and Frameworks
A book edited by
Karen Schrier, Columbia University, USA, and Dr. David Gibson,
University of Vermont, USA
To be published by IGI Global:
http://www.igi-global.com/requests/details.asp?ID=735
Introduction
Ethics is the practice of enacting moral judgment to achieve a better
life—the process of making choices according to one's own conception
of how to be a good person. Games and simulations can be rich
playgrounds for the practice of these ethical choices, as they offer
the ability to iterate and reflect on multiple possibilities and
consequences. As such, educators and researchers are beginning to
consider the use of games in supporting ethical reasoning and
character development. Moreover, games have been and continue to be
the subject of conversations, controversies, and deliberations about
ethics. Game developers, publishers, and the public often differ in
opinion about the choices made in the creation, distribution, and
promotion of a game, bringing up larger questions about the role of
entertainment, art, and business in our society. The potential for
games to foster ethical thinking and discourse—and not whether games
are inherently good or bad—will be the thrust of this timely book.
Objective of the Book
Designing Games for Ethics will provide a diverse and comprehensive
compendium of case studies, theoretical frameworks, and empirical
research in the emerging field of ethics, values, games, and play.
This book will take a cross-disciplinary approach, inviting research,
critiques, and perspectives from computer science, education,
philosophy, law, media studies, management, cognitive science,
psychology, and art history. It investigates the following questions:
How do we better design and use games to foster ethical thinking and
discourse? What are the theories and methodologies that will help us
understand, model, and assess ethical thinking in and around games?
How do we use games in classrooms and informal educational settings to
support moral development? A major goal of this collection is to bring
together the diverse and growing community of voices and begin to
define the field, identify its primary challenges and questions, and
establish the current state of the discipline. Such a rigorous
foundation for the study of ethics will help to appropriately inform
future games, policies, standards, curricula, products, and the like.
Target Audience
The target audience is very diverse, ranging from practitioners of
game development to journalists, to philosophers and educators.
Researchers and students studying game design, media and games will
find this an essential text for understanding how to better design,
teach, and study the current generation of learners. Educators will
use this to further their understanding of the potentials and limits
of games, and how to creatively incorporate emerging technology into
their curricula, standards, and policies. Game developers and
publishers can use this text to further their designs, to help refine
their choices and practices, and to better think through the
implications of their decisions. Journalists, cultural critics, and
reviewers can use this publication to consider alternate ways to view
games and the nature of their controversies. Finally, this text will
attract members of diverse academic, development, and consumer
communities to interact, share and discuss findings, frameworks and
theories.
Recommended topics include, but are not limited to, the following:
• Definition of the field of ethics and games
• Evaluation and formulation of relevant theoretical frameworks
• Methods for assessing ethics in games
• Criteria for studying ethics and games
• Historical and contemporary context of ethics and games
• Case studies (from researchers, educators and practitioners)
• Ethics and literacy
• Ethics and ethics games in the classroom
• Educational opportunities and limits for teaching values through play
• Ethics and standards in game development
• Ethics and the promotion of games
• Communities of play and ethics
• Issues of race, sex, violence and gender in games
• Ethics and transmedia storytelling
• Future implications and the ethical citizen
Submission Procedure
Researchers and practitioners are invited to submit on or before
December7, 2009, a 2-3 page chapter proposal clearly explaining the
mission and concerns of his or her proposed chapter. Authors of
accepted proposals will be notified by December 23, 2009 about the
status of their proposals and sent chapter guidelines. Full chapters
are expected to be submitted by February 15, 2010. All submitted
chapters will be reviewed on a double-blind review basis. Further
information on this publication can be found at:
http://www.columbia.edu/~kls2108/callforchapters.htm.
Publisher
This book is scheduled to be published by IGI Global (formerly Idea
Group Inc.), publisher of the “Information Science Reference”
(formerly Idea Group Reference), “Medical Information Science
Reference,” “Business Science Reference,” and “Engineering Science
Reference” imprints. For additional information regarding the
publisher, please visit www.igi-global.com. This publication is
anticipated to be released in late 2010.
Important Dates
December 7, 2009: Proposal Submission Deadline
December 23, 2009: Notification of Acceptance
February 15, 2010: Full Chapter Submission
March 22, 2010: Review Results Returned
April 15, 2010: Revised Chapter Submission
May 15, 2010: Final Chapter Submission
Inquiries and submissions can be forwarded electronically (Word document) to:
Karen Schrier
Columbia University, USA
E-mail: kschrier at alum.mit.edu
http://www.columbia.edu/~kls2108/callforchapters.htm
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