From williamyoung at goldenknightproductions.com Tue Dec 2 14:35:34 2008 From: williamyoung at goldenknightproductions.com (William Young) Date: Tue, 2 Dec 2008 11:35:34 -0800 (PST) Subject: [game_edu] Linked In Group --Video Game Research Message-ID: <106187.71494.qm@web607.biz.mail.mud.yahoo.com> New linked in group for research into the game industry. This group will look at how research, both market and academic, play a role in the development and eventual success or failure of a game. Ideally suited to Video Game professional, academics and educators, and marketing and research professionals. The goal is to determine where there are gaps in current understanding of what games are, what they have to offer, and how they can be a success. It will focus on creating better research practices to optimize the success of any game launch, how games can be used for education and as a forum to discuss any recently release research related to the gaming sphere. From adrijackmarie at gmail.com Tue Dec 2 16:13:13 2008 From: adrijackmarie at gmail.com (Adrien MARIE) Date: Tue, 2 Dec 2008 22:13:13 +0100 Subject: [game_edu] Linked In Group --Video Game Research In-Reply-To: <106187.71494.qm@web607.biz.mail.mud.yahoo.com> References: <106187.71494.qm@web607.biz.mail.mud.yahoo.com> Message-ID: <856D4829-8839-4DEA-8ECD-46EAC9C2975B@gmail.com> what the name is ? On 2 Dec 2008, at 8:35, William Young wrote: > New linked in group for research into the game industry. > > This group will look at how research, both market and academic, play > a role in the development and eventual success or failure of a game. > Ideally suited to Video Game professional, academics and educators, > and marketing and research professionals. The goal is to determine > where there are gaps in current understanding of what games are, > what they have to offer, and how they can be a success. It will > focus on creating better research practices to optimize the success > of any game launch, how games can be used for education and as a > forum to discuss any recently release research related to the gaming > sphere. > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu From khakionion at gmail.com Tue Dec 2 16:59:53 2008 From: khakionion at gmail.com (Michael Herring) Date: Tue, 2 Dec 2008 15:59:53 -0600 Subject: [game_edu] Linked In Group --Video Game Research In-Reply-To: <856D4829-8839-4DEA-8ECD-46EAC9C2975B@gmail.com> References: <106187.71494.qm@web607.biz.mail.mud.yahoo.com> <856D4829-8839-4DEA-8ECD-46EAC9C2975B@gmail.com> Message-ID: "Video Game Research." http://www.linkedin.com/groups?gid=1355057 ./Michael On Tue, Dec 2, 2008 at 3:13 PM, Adrien MARIE wrote: > what the name is ? > On 2 Dec 2008, at 8:35, William Young wrote: > >> New linked in group for research into the game industry. >> >> This group will look at how research, both market and academic, play a >> role in the development and eventual success or failure of a game. Ideally >> suited to Video Game professional, academics and educators, and marketing >> and research professionals. The goal is to determine where there are gaps in >> current understanding of what games are, what they have to offer, and how >> they can be a success. It will focus on creating better research practices >> to optimize the success of any game launch, how games can be used for >> education and as a forum to discuss any recently release research related to >> the gaming sphere. >> _______________________________________________ >> game_edu mailing list >> game_edu at igda.org >> http://seven.pairlist.net/mailman/listinfo/game_edu > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > From goldfile at gmail.com Thu Dec 4 22:15:28 2008 From: goldfile at gmail.com (S.Gold) Date: Thu, 4 Dec 2008 19:15:28 -0800 Subject: [game_edu] GDC Student Scholarship Message-ID: The IGDA has just launched the Student Scholarship Program for GDC09. Twenty-five university students will be awarded complimentary "Main Conference" passes to the 2009 Game Developers Conference. The deadline to enter is Thursday, January 15th, 2009. Recipients will be announced mid February. Applicants are required to be full-time university students (or equivalent) and IGDA student members for consideration. Scholarship applications will be judged by a panel of professional game developers. In addition to the pass, each student will be paired with a mentor during GDC, and go on a "site visit" to a local game development studio. For complete details and for students to apply, jump online: http://www.igda.org/scholarships/ Regards, -- In a completely sane world, madness is the only freedom! - J. G. Ballard -------------- next part -------------- An HTML attachment was scrubbed... URL: From ai864 at yahoo.com Fri Dec 5 11:39:34 2008 From: ai864 at yahoo.com (Ian Schreiber) Date: Fri, 5 Dec 2008 08:39:34 -0800 (PST) Subject: [game_edu] GDC Student Scholarship In-Reply-To: Message-ID: <740902.98107.qm@web39704.mail.mud.yahoo.com> For students who are seriously interested in game development as a career, I can't recommend the student scholarships enough. Free pass to GDC with an industry-experienced mentor as a tour guide is about the best possible scenario you can be in. ? Since the scholarship program is highly competitive, if you mention it to your students it's also worth mentioning the Conference Associate program: free pass, bright neon t-shirt?and networking opportunities galore in exchange for 20 hours of volunteer work to keep the conference running smoothly. Info and application are here: http://www.gdconf.com/volunteers/index.html ? Students should keep in mind that in both cases they still need to pay for travel and lodging on their own, though. Nothing's completely free :) ? - Ian --- On Thu, 12/4/08, S.Gold wrote: From: S.Gold Subject: [game_edu] GDC Student Scholarship To: "list" Date: Thursday, December 4, 2008, 10:15 PM The IGDA has just launched the Student Scholarship Program for GDC09. Twenty-five university students will be awarded complimentary "Main Conference" passes to the 2009 Game Developers Conference. The deadline to enter is Thursday, January 15th, 2009. Recipients will be announced mid February. Applicants are required to be full-time university students (or equivalent) and IGDA student members for consideration. Scholarship applications will be judged by a panel of professional game developers. In addition to the pass, each student will be paired with a mentor during GDC, and go on a "site visit" to a local game development studio. For complete details and for students to apply, jump online: http://www.igda.org/scholarships/ Regards, -- In a completely sane world, madness is the only freedom! - J. G. Ballard _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu -------------- next part -------------- An HTML attachment was scrubbed... URL: From justine at sfu.ca Mon Dec 8 14:22:43 2008 From: justine at sfu.ca (Justine Bizzocchi) Date: Mon, 08 Dec 2008 11:22:43 -0800 Subject: [game_edu] where to post *CS* game academic job In-Reply-To: Message-ID: I suggest that the SIGGRAPH interest group of ACM is an excellent place to look. This group has a specific list for jobs in the games industry, as well as academia (siggraph_careers at siggraph.org). You would probably reach folks who may have both industry and academic experience, as well as more traditional academics with the skills you want who are interested in the field. Cheers, Justine ----------------------------- Justine Bizzocchi Technology Manager University/Industry Liaison Office Simon Fraser University T: 778-782-7508 (Surrey) T: 778-782-8592 (Burnaby) C: 604-218-0328 F: 778-782-7485 E: justine at sfu.ca "game_edu-request at igda.org" wrote: > Subject: [game_edu] Where to post *CS* (technical) game design > academic job positions? > To: game_edu at igda.org > Message-ID: <492C1CB6.8020909 at cs.gmu.edu> > Content-Type: text/plain; charset=ISO-8859-1; format=flowed > > In March I asked where to advertise for assistant professor positions > for artists in game design. This got a number of helpful responses > (thanks!) but spawned a monster thread (see http://tinyurl.com/5h7g5h ). > So... risking another monster thread, I'm back with the following: > > GMU will soon be advertising for a position in the *Computer Science* > department doing computer game design and development. This is a > tenure-track PhD *CS* position rather than an artist-oriented position > (of course, we're very interested in those who do both!). > > Ordinarily in CS we'd post to CACM, IEEE Spectrum, cra.org, etc., the > usual haunts of those looking for CS academic jobs. But I've observed > that it can be challenging to find PhDs in CS fields related to computer > game design/development who also know enough about the tools and mores > of the industry to be really good at teaching the topic. > > So: where else should we post? Where does that rare PhD who Knows the > Game Industry lurk? > > - Gamasutra/Game Developer Magazine? Or is that really too dominated by > people looking for industrial jobs? > > - This honorable list? > > - Some secret location in the GDC? > > - etc. > > Sean From DPreston at collinscollege.edu Mon Dec 8 15:42:32 2008 From: DPreston at collinscollege.edu (DeAnne Preston) Date: Mon, 8 Dec 2008 13:42:32 -0700 Subject: [game_edu] *CS* game academic jobs & an industry job In-Reply-To: References: Message-ID: <25493AC23EEC974CBCFF389D8924B87904907D45@002emx001.cec.root.careered.com> Also, if you know someone who is interested to get back into the industry, there's a great position for a Game Programmer at Rock Star Games' San Diego location that may include three months of training in Oxford, England. They would definitely be interested in someone with academic experience. The position isn't widely advertised, so if you know someone who may be interested, have them contact Adam Glogower at Rock Star Games. Adam.Glogower at rockstargames.com DeAnne Preston Career Services Advisor Game Design Direct 480-377-9513 Fax 480-446-1177 dpreston at collinscollege.edu Collins College 1140 South Priest Drive Tempe, AZ 85281 Please visit our Career Service Site! Job Seekers: http://my.collinscollege.edu Employers: http://employer.collinscollege.edu The definition of LUCK: You are prepared when the opportunity comes along.. -----Original Message----- From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf Of Justine Bizzocchi Sent: Monday, December 08, 2008 12:23 PM To: IDGA Education Subject: Re: [game_edu] where to post *CS* game academic job I suggest that the SIGGRAPH interest group of ACM is an excellent place to look. This group has a specific list for jobs in the games industry, as well as academia (siggraph_careers at siggraph.org). You would probably reach folks who may have both industry and academic experience, as well as more traditional academics with the skills you want who are interested in the field. Cheers, Justine ----------------------------- Justine Bizzocchi Technology Manager University/Industry Liaison Office Simon Fraser University T: 778-782-7508 (Surrey) T: 778-782-8592 (Burnaby) C: 604-218-0328 F: 778-782-7485 E: justine at sfu.ca "game_edu-request at igda.org" wrote: > Subject: [game_edu] Where to post *CS* (technical) game design > academic job positions? > To: game_edu at igda.org > Message-ID: <492C1CB6.8020909 at cs.gmu.edu> > Content-Type: text/plain; charset=ISO-8859-1; format=flowed > > In March I asked where to advertise for assistant professor positions > for artists in game design. This got a number of helpful responses > (thanks!) but spawned a monster thread (see http://tinyurl.com/5h7g5h ). > So... risking another monster thread, I'm back with the following: > > GMU will soon be advertising for a position in the *Computer Science* > department doing computer game design and development. This is a > tenure-track PhD *CS* position rather than an artist-oriented position > (of course, we're very interested in those who do both!). > > Ordinarily in CS we'd post to CACM, IEEE Spectrum, cra.org, etc., the > usual haunts of those looking for CS academic jobs. But I've observed > that it can be challenging to find PhDs in CS fields related to computer > game design/development who also know enough about the tools and mores > of the industry to be really good at teaching the topic. > > So: where else should we post? Where does that rare PhD who Knows the > Game Industry lurk? > > - Gamasutra/Game Developer Magazine? Or is that really too dominated by > people looking for industrial jobs? > > - This honorable list? > > - Some secret location in the GDC? > > - etc. > > Sean _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu From goldfile at gmail.com Mon Dec 8 17:11:42 2008 From: goldfile at gmail.com (S.Gold) Date: Mon, 8 Dec 2008 14:11:42 -0800 Subject: [game_edu] Tenure-Track or Academic Staff position in Multimedia/Communication. Message-ID: Position in Multimedia/Communication The Department of Communication at the University of Wisconsin-Whitewater is seeking applicants for the following position beginning Fall, 2009. Tenure-Track or Academic Staff position in Multimedia/Communication. The successful candidate must have academic preparation and demonstrable experience to teach undergraduate multimedia and communication courses. Ability to teach in two or more of the following areas is required (Introduction to Multimedia, Multimedia Production for Web, Multimedia Production II with Flash, Writing for Multimedia, Interactive Communication and Advanced Multimedia Production, other Multimedia specialty area). The successful candidate should be open to working individually with students on independent studies or senior Multimedia Projects. Willingness to teach courses in the Electronic Media or Journalism emphases will be considered an asset. Candidates should be familiar with a variety of digital video, audio and related multimedia technology and software for Windows and Macintosh operating systems. Expertise in XHTML, CSS and Actionscript is required. Candidates should also be able to contribute leadership skills toward the enhancement of the College and Department?s multimedia and communication programs. The University of Wisconsin-Whitewater is in the process of launching a Games and Interactive Media Program. Any expertise in Game theory, analysis and production is a plus. Requirements for positions: Ph.D. in Communication or closely related field is required for a tenure-track appointment. ABDs and individuals with master?s degrees will be considered for a non-tenure track appointment. Faculty may also teach and direct theses and projects in a growing graduate program. Our department expects research/creative activity to complement its primary teaching mission, and evidence of refereed creative media production and/or quantitative or qualitative scholarly activity is required for tenure. Service to the department, university and community as well as participation in related academic and professional organizations is expected. Faculty at UW-W teach a 4-4 load; academic staff teach a 5-4 load. The department has a three course prep limit. How to apply: Submit a completed application packet (hard copy; on-line not accepted) containing: a letter of application, curriculum vitae, names and contact information of three references, graduate and undergraduate transcripts and evidence of teaching effectiveness to Dr. Jeff Herriott, Chair, Multimedia Search and Screen Committee, Department of Communication, UW-Whitewater, 800 West Main Street, Whitewater, WI 53190. Review of applicants begins January 5, 2009 and will continue until filled. Only completed application packets will be reviewed. For complete description and updated information see http://www.uww.edu/cac/about/employment.html The Communication Department at the University of Wisconsin-Whitewater has approximately 600 majors, 200 minors, and a growing graduate program with a planned Multimedia emphasis to be developed in the near future. The University of Wisconsin-Whitewater is a comprehensive university in the well-respected University of Wisconsin system. Established in 1868, the University has approximately 11,000 students enrolled in 45 undergraduate and 14 graduate degree programs. Located in a community of 12, 600 near the scenic Kettle Moraine State Forest, Whitewater is within convenient driving distance of the metropolitan areas of Madison, Milwaukee, and Chicago. See http://www.uww.edu for more information. -- In a completely sane world, madness is the only freedom! - J. G. Ballard -------------- next part -------------- An HTML attachment was scrubbed... URL: From macian1 at yahoo.com Mon Dec 8 19:36:34 2008 From: macian1 at yahoo.com (macian1 at yahoo.com) Date: Tue, 9 Dec 2008 00:36:34 +0000 Subject: [game_edu] *CS* game academic jobs & an industry job In-Reply-To: <25493AC23EEC974CBCFF389D8924B87904907D45@002emx001.cec.root.careered.com> References: <25493AC23EEC974CBCFF389D8924B87904907D45@002emx001.cec.root.careered.com> Message-ID: <1611900432-1228782997-cardhu_decombobulator_blackberry.rim.net-264057070-@bxe022.bisx.prod.on.blackberry> What would it take for someone like me in the military working on my ba in game design to get some experience somewhere? Garrett Johnson macian at me.com Sent via BlackBerry from T-Mobile -----Original Message----- From: "DeAnne Preston" Date: Mon, 8 Dec 2008 13:42:32 To: IGDA Game Education Listserv Subject: Re: [game_edu] *CS* game academic jobs & an industry job Also, if you know someone who is interested to get back into the industry, there's a great position for a Game Programmer at Rock Star Games' San Diego location that may include three months of training in Oxford, England. They would definitely be interested in someone with academic experience. The position isn't widely advertised, so if you know someone who may be interested, have them contact Adam Glogower at Rock Star Games. Adam.Glogower at rockstargames.com DeAnne Preston Career Services Advisor Game Design Direct 480-377-9513 Fax 480-446-1177 dpreston at collinscollege.edu Collins College 1140 South Priest Drive Tempe, AZ 85281 Please visit our Career Service Site! Job Seekers: http://my.collinscollege.edu Employers: http://employer.collinscollege.edu The definition of LUCK: You are prepared when the opportunity comes along.. -----Original Message----- From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf Of Justine Bizzocchi Sent: Monday, December 08, 2008 12:23 PM To: IDGA Education Subject: Re: [game_edu] where to post *CS* game academic job I suggest that the SIGGRAPH interest group of ACM is an excellent place to look. This group has a specific list for jobs in the games industry, as well as academia (siggraph_careers at siggraph.org). You would probably reach folks who may have both industry and academic experience, as well as more traditional academics with the skills you want who are interested in the field. Cheers, Justine ----------------------------- Justine Bizzocchi Technology Manager University/Industry Liaison Office Simon Fraser University T: 778-782-7508 (Surrey) T: 778-782-8592 (Burnaby) C: 604-218-0328 F: 778-782-7485 E: justine at sfu.ca "game_edu-request at igda.org" wrote: > Subject: [game_edu] Where to post *CS* (technical) game design > academic job positions? > To: game_edu at igda.org > Message-ID: <492C1CB6.8020909 at cs.gmu.edu> > Content-Type: text/plain; charset=ISO-8859-1; format=flowed > > In March I asked where to advertise for assistant professor positions > for artists in game design. This got a number of helpful responses > (thanks!) but spawned a monster thread (see http://tinyurl.com/5h7g5h ). > So... risking another monster thread, I'm back with the following: > > GMU will soon be advertising for a position in the *Computer Science* > department doing computer game design and development. This is a > tenure-track PhD *CS* position rather than an artist-oriented position > (of course, we're very interested in those who do both!). > > Ordinarily in CS we'd post to CACM, IEEE Spectrum, cra.org, etc., the > usual haunts of those looking for CS academic jobs. But I've observed > that it can be challenging to find PhDs in CS fields related to computer > game design/development who also know enough about the tools and mores > of the industry to be really good at teaching the topic. > > So: where else should we post? Where does that rare PhD who Knows the > Game Industry lurk? > > - Gamasutra/Game Developer Magazine? Or is that really too dominated by > people looking for industrial jobs? > > - This honorable list? > > - Some secret location in the GDC? > > - etc. > > Sean _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu From goldfile at gmail.com Thu Dec 11 16:08:19 2008 From: goldfile at gmail.com (S. Gold) Date: Thu, 11 Dec 2008 13:08:19 -0800 Subject: [game_edu] FW: [cg-educators] Job Posting In-Reply-To: <49412D3B0200009000001478@email1.citytech.cuny.edu> Message-ID: -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde ------ Forwarded Message From: Jenna Spevack Date: Thu, 11 Dec 2008 15:09:47 -0500 To: Subject: [cg-educators] (no subject) The New York City College of Technology, Department of Entertainment Technology, invites applications for a tenure-track, full time position in Interactive Entertainment at the rank of assistant professor, beginning in September 2009. For more information: http://portal.cuny.edu/cms/id/cuny/documents/jobposting/027788.htm#P-11_0 Best regards, Jenna Professor Jenna Spevack Department of Entertainment Technology New York City College of Technology, CUNY 186 Jay Street, V411 Brooklyn, NY 11201 jspevack at citytech.cuny.edu _______________________________________________ cg-educators mailing list cg-educators at siggraph.org http://lists.siggraph.org/mailman/listinfo/cg-educators ------ End of Forwarded Message From goldfile at gmail.com Thu Dec 11 16:52:40 2008 From: goldfile at gmail.com (S. Gold) Date: Thu, 11 Dec 2008 13:52:40 -0800 Subject: [game_edu] FW: [IFIP-EC-NEWS] CFP Agents for Games and Simulations (AGS@AAMAS09) In-Reply-To: <3666.131.211.113.3.1229032173.squirrel@mail.cs.uu.nl> Message-ID: ------ Forwarded Message From: Frank Dignum Date: Thu, 11 Dec 2008 22:49:33 +0100 (CET) To: Subject: [IFIP-EC-NEWS] CFP Agents for Games and Simulations (AGS at AAMAS09) ** IFIP ENTERTAINMENT COMPUTING NEWS SERVICE ** http://listserver.tue.nl/mailman/listinfo/icec ** Send all news to: icec at listserver.tue.nl **************************************************** ** NOTE: Please reply to article's originator, ** not this IFIP EC News Service **************************************************** Sorry if you receive multiple copies of this CFP. ***************************************************************************C ALL FOR PAPERS Agents for Games and Simulations Workshop at AAMAS 2009 URL: http://people.cs.uu.nl/dignum/AGS/ *************************************************************************** ------------------- Important dates: ------------------- Deadline for submissions: 30 January 2009 Notification of acceptance: 2 March 2009 Camera-ready copy of papers: 15 March 2009 Workshop: 11 or 12 May 2009 ------------------- Multi Agent System research offers a promising technology to implement cognitive intelligent Non Playing Characters. However the technologies used in game engines and multi agent platforms are not readily compatible due to some inherent differences of concerns. Where game engines focus on real-time aspects and thus propagate efficiency and central control, multi agent platforms assume autonomy of the agents. Increased autonomy and intelligence may offer benefits for a more compelling gameplay and may even be necessary for serious games. However, it raises problems when current game design techniques are used to incorporate state of the art Multi Agent System technology. A very similar argument can be given for agent based (social) simulations. In this workshop we want to bring people together that address the particular challenges of using agent technology for games and simulations. Submissions are invited for the following three main themes: 1.Technical a. Connecting agent platforms to games and simulation engines; who is in control? b. Are actions synchronous or asynchronous? c. How to monitor results of actions? d. Can agents communicate through the agent platform? e. How efficient should the agents be? 2. Conceptual a. What information is available for the agents from the game or simulation engine? b. How to balance reaction to events of the game or simulation with goal directed behavior c. Ontological differences between agents and game/simulation information. 3. Design a. How to design games/simulations containing intelligent agents b. How to design agents that are embedded in other systems Papers will undergo the normal review process and are selected on the basis of quality. However, when choices have to be made we will try to spread the accepted papers over the main themes of the workshop. Interesting ideas are more important in this respect than detailed results on fringe topics. We aim to publish a special issue of JAAMAS from a selection of the papers in the workshop. Depending on the number of submissions and the quality we can change this to an LNCS volume. ------------------- Formatting guidelines: ------------------- We encourage participants to submit a paper (15 pages max), describing their work on one or more of the topics mentioned above. All non-presenting participants will need to submit a one-page position statement which presents their view on agents for games and simulations relative to (one of) the workshop topics. All submissions must include the author's name(s), affiliation, complete mailing address, phone number, fax number and email address. Please use the LNCS format for formatting your paper. All accepted submissions and position statements will be published in the workshop proceedings. ------------------- Submission procedure: ------------------- Submissions should be submitted through the EasyChair system at http://www.easychair.org/conferences/?conf=ags09 either in PostScript format or in PDF format. The deadline for receipt of submissions is January, 30, 2009. Papers received after this date will not be reviewed. ------------------- Organizing Committee ------------------- 1 Frank Dignum, Utrecht University e-mail: Dignum at cs.uu.nl 2 Jeff Bradshaw Florida Institute for Human & Machine Cognition e-mail: jbradshaw at ihmc.us 3 Barry Silverman University of Pennsylvania/Systems Engineering Dept. e-mail: BaSil at seas.upenn.edu 4 Willem van Doesburg TNO Defence, Security and Safety e-mail: Willem.vanDoesburg at TNO.nl ------------------- Program Committee: ------------------- 1. Elisabeth Andre (DFKI, Germany) 2. Ruth Aylett (Heriot-Watt University, UK) 3. Michael Buro (U of Alberta, Canada) 4. Andre Campos (UFRN, Brazil) 5. Bill Clancey (NASA, USA) 6. Rosaria Conte (ISTC-CNR, Italy) 7. Vincent Corruble (LIP6, France) 8. Virginia Dignum (Utrecht University, The Netherlands) 9. Alexis Drogoul (LIP6, France) 10. Bruce Edmonds (MMU, UK) 11. Corinna Elsenbroich (University of Surrey, UK) 12. Klaus Fischer (DFKI, Germany) 13. Hiromitsu Hattori (Kyoto University, Japan) 14. Koen Hindriks (Delft University, The Netherlands) 15. Wander Jager (Groningen University, The Netherlands) 16. Stefan Kopp (University of Bielefeld, Germany) 16. 17. Stacy Marsella (USC, USA) 18. Scott Moss (MMU, UK) 19. Emma Norling (MMU UK) 20. Anton Nijholt (UT, The Netherlands) 21. Ana Paiva (IST, Portugal) 22. Michal Pechoucek (CTU, Czechia) 23. Geber Ramalho (Brazil) 24. Gopal Ramchurn (University of Southampton, UK) 25. Avi Rosenfeld (JCT, Israel) 26. David Sarne (Bar Ilan University, Israel) 27. Pjotr van Schothorst (VSTEP, The Netherlands) 28. Maarten Sierhuis (NASA, USA) 29. Pieter Spronck (Tilburg University, The Netherlands) 30. Katia Sycara (CMU, USA) 31. Duane Szafron (U of Alberta, Canada) 32. Max Tsvetovat (George Mason University, USA) ********************************************************************** Frank Dignum * Utrecht University * Knowledge is only one point, The Netherlands * the ignorant have multiplied it e-mail: dignum at cs.uu.nl * URL: www.cs.uu.nl/people/dignum/ * (Baha'u'llah) telephone: +31-30-2539109 * ********************************************************************** ********************************************************************** Frank Dignum * Utrecht University * Knowledge is only one point, The Netherlands * the ignorant have multiplied it e-mail: dignum at cs.uu.nl * URL: www.cs.uu.nl/people/dignum/ * (Baha'u'llah) telephone: +31-30-2539109 * ********************************************************************** **************************************************** ** To send and receive IFIP-EC-NEWS, go to ** http://listserver.tue.nl/mailman/listinfo/icec ** and subscribe directly **************************************************** ** News archives: ** http://listserver.tue.nl/mailman/private/icec/ **************************************************** ** To join the IFIP ENTERTAINMENT COMPUTING Group ** contact: g.w.m.rauterberg at tue.nl **************************************************** ------ End of Forwarded Message From A.Nijholt at ewi.utwente.nl Fri Dec 12 08:07:06 2008 From: A.Nijholt at ewi.utwente.nl (A.Nijholt at ewi.utwente.nl) Date: Fri, 12 Dec 2008 14:07:06 +0100 Subject: [game_edu] Call for Papers INTETAIN 2009: Playful Interaction Message-ID: ********************************************************************** Intetain 2009, Amsterdam, 22-24th June 2009 Third International Conference on Intelligent Technologies for Interactive Entertainment http://intetain.org/ ********************************************************************** Call for Papers ================== ==== OVERVIEW ==== ================== The Human Media Interaction (HMI) department of the University of Twente in the Netherlands and the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering (ICST) are pleased to announce the Third International Conference on Intelligent Technologies for Interactive Entertainment to be held on June 22-24, 2009 in Amsterdam, the Netherlands. INTETAIN 09 intends to stimulate interaction among academic researchers and commercial developers of interactive entertainment systems. We are seeking long (full) and short (poster) papers as well as proposals for interactive demos. In addition, the conference organisation aims at an interactive hands-on session along the lines of the Design Garage that was held at INTETAIN 2005. Individuals who want to organise special sessions during INTETAIN 09 may contact the General Chair, Anton Nijholt (anijholt at cs.utwente.nl). The global theme of this third edition of the international conference is "Playful interaction, with others and with the environment". Contributions may, for example, contribute to this theme by focusing on the Supporting Device Technologies underlying interactive systems (mobile devices, home entertainment centers, haptic devices, wall screen displays, information kiosks, holographic displays, fog screens, distributed smart sensors, immersive screens and wearable devices), on the Intelligent Computational Technologies used to build the interactive systems, or by discussing the Interactive Applications for Entertainment themselves. We seek novel, revolutionary, and exciting work in areas including but not limited to: == Supporting Technology == * New hardware technology for interaction and entertainment * Novel sensors and displays * Haptic devices * Wearable devices == Intelligent Computational Technologies == * Animation and Virtual Characters * Holographic Interfaces * Adaptive Multimodal Presentations * Creative language environments * Affective User Interfaces * Intelligent Speech Interfaces * Tele-presence in Entertainment * (Collaborative) User Models and Group Behavior * Collaborative and virtual Environments * Brain Computer Interaction * Cross Domain User Models * Augmented, Virtual and Mixed Reality * Computer Graphics & Multimedia * Pervasive Multimedia * Robots * Computational humor == Interactive Applications for Entertainment == * Intelligent Interactive Games * Emergent games * Human Music Interaction * Interactive Cinema * Edutainment * Urban Gaming * Interactive Art * Interactive Museum Guides * Evaluation * City and Tourism Explorers Assistants * Shopping Assistants * Interactive Real TV * Interactive Social Networks * Interactive Story Telling * Personal Diaries, Websites and Blogs * Comprehensive assisting environments for special populations (handicapped, children, elderly) * Exertion games =========================== ==== SUBMISSION FORMAT ==== =========================== INTETAIN 09 accepts long papers and short poster papers as well as demo proposals accompanied by a two page extended abstract. Accepted long and short papers will be published in the new Springer series LNICST: Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering. The organisation of INTETAIN 09 is currently working to secure a special edition of a journal, as happened previously for the 2005 edition of the Intetain conference. Submissions should adhere to the LNICST instructions for authors, available from the INTETAIN 09 web site. == Long papers == Submissions of a maximum of 12 pages that describe original research work not submitted or published elsewhere. Long papers will be orally presented at the conference. == Short papers == Submissions of a maximum of 6 pages that describe original research work not submitted or published elsewhere. Short papers will be presented with a poster during the demo and poster session at the conference. == Demos == Researchers are invited to submit proposals for demonstrations to be held during a special demo and poster session at the INTETAIN 09. For more information, see the Call for Demos below. Demo proposals may either be accompanied by a long or short paper submission, or by a two page extended abstract describing the demo. The extended abstracts will be published in a supplementary proceedings distributed during the conference. ========================= ==== IMPORTANT DATES ==== ========================= Submission deadline: Monday, Februari 16, 2009 Notification: Monday, March 16, 2009 Camera ready submission deadline: Monday, March 30, 2009 Late demo submission deadline (extended abstract only!): Monday, March 30, 2009 Conference: June 22-24, 2009, Amsterdam, the Netherlands =================== ==== COMMITTEE ==== =================== General Program Chair: Anton Nijholt, Human Media Interaction, University of Twente, the Netherlands Local Chair: Dennis Reidsma, Human Media Interaction, University of Twente, the Netherlands Web Master and Publication Chair: Hendri Hondorp, Human Media Interaction, University of Twente, the Netherlands Steering Committee Chair: Imrich Chlamtac, Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering ======================== ==== CALL FOR DEMOS ==== ======================== We actively seek proposals from both industry and academia for interactive demos to be held during a dedicated session at the conference. Demos may accompany a long or short paper. Also, demos may be submitted at a later deadline instead, with a short, two page extended abstract explaining the demo and showing why the demo would be a worthwhile contribution the INTETAIN 09's demo session. == Format == Demo submissions should be accompanied by the following additional information: * A short description of the setup and demo (2 alineas) * Requirements (hardware, power, network, space, sound conditions, etc, time needed for setup) * A sketch or photo of the setup Videos showing the demonstration setup in action are very welcome. == Review == Demo proposals will be reviewed by a review team that will take into account aspects such as novelty, relevance to the conference, coverage of topics and available resources. == Topics == * Topics for demo submissions include, but are not limited to: * New technology for interaction and entertainment * (serious) gaming * New entertainment applications * BCI * Human Music Interaction * Music technology * Edutainment * Exertion interfaces ============================ ==== PROGRAM COMMITTEE ==== ============================ Stefan Agamanolis Distance Lab, Forres, UK Elisabeth Andre Augsburg University, Germany Lora Aroyo Vrije Universiteit Amsterdam, the Netherlands Regina Bernhaupt University of Salzburg, Austria Kim Binsted University of Hawai, USA Andreas Butz University of Munich, Germany Yang Cai Visual Intelligence Studio, CYLAB, Carnegie Mellon, USA Antonio Camurri University of Genoa, Italy Marc Cavazza University of Teesside, UK Keith Cheverst University of Lancaster, UK Drew Davidson CMU, Pittsburgh, USA Barry Eggen University of Eindhoven, the Netherlands Arjan Egges University of Utrecht, the Netherlands Anton Eliens Vrije Universiteit Amsterdam, the Netherlands Steven Feiner Columbia University, New York Alois Ferscha University of Linz, Austria Matthew Flagg Georgia Tech, USA Jaap van den Herik University of Tilburg, the Netherlands Dirk Heylen University of Twente, the Netherlands Frank Kresin Waag Society, Amsterdam, the Netherlands Antonio Krueger University of Muenster, Germany Tsvi Kuflik University of Haifa, Israel Markus L?ckelt DFKI Saarbr?cken, Germany Henry Lowood University of Stanford, USA Mark Maybury MITRE, Boston, USA Oscar Mayora Create-Net Research Consortium, Italy John-Jules Meijer University of Utrecht, the Netherlands Louis-Philippe Morency Institute for Creative Technologies, USC, USA Florian 'Floyd' Mueller University of Melbourne, Australia Patrick Olivier University of Newcastle, UK Paolo Petta Medical University of Vienna, Austria Fabio Pianesi ITC-irst, Trento, Italy Helmut Prendinger National Institute of Informatics, Tokyo, Japan Matthias Rauterberg University of Eindhoven, the Netherlands Isaac Rudomin Monterrey Institute of Technology, Mexico Pieter Spronck University of Tilburg, the Netherlands Oliviero Stock ITC-irst, Trento, Italy Carlo Strapparava ITC-irst, Trento, Italy Mariet Theune University of Twente, the Netherlands Thanos Vasilikos University of Western Macedonia, Greece Sean White Columbia University, USA Woontack Woo Gwangju Institute of Science and Technology, Korea Wijnand IJsselstein University of Eindhoven, the Netherlands Massimo Zancanaro ITC-irst, Trento, Italy -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: CfPIntetain2009.pdf Type: application/octet-stream Size: 85368 bytes Desc: CfPIntetain2009.pdf Url : From jjamison at imagilearning.com Fri Dec 12 16:05:05 2008 From: jjamison at imagilearning.com (John Jamison) Date: Fri, 12 Dec 2008 15:05:05 -0600 Subject: [game_edu] SL, games & Edu Message-ID: <556f50a90812121305qdf5a23ahe6d05e10919bb880@mail.gmail.com> Hello everyone, After working in education for 30 years, and being a gamer for longer, I've been quite familiar with the reactions of traditional educators/administrators to "games". Shaking their heads at the hours "those kids" spent playing games, and making polite, yet derogatory comments about games and gamers has been par for the course. When I spent time directing a national academic program on game and simulation programming, my fellow academics thought I had completely lost my senses, along with my credibility. It has been fascinating to have spent the past four years working in the virtual environment of Second Life, watching many of those same people enter that environment and begin taking on those same behaviors they spent so much time criticizing. For a number of reasons, academics have begun adopting the virtual world environment, seeing it as a potential avenue for expanding their traditional activities...and in the process, many of them have begun experiencing some of the same non-traditional engagement and passion they did not understand from gamers. In my work with them during the past four years, many have stepped-up to admit they "just didn't understand", but now are beginning to sense some of what game is all about. The result of this learning on my part has led to completion of my PhD on the experience of traditional educators immersed into the virtual world, and the creation of a learning opportunity for traditional educators interested in gaining some of that understanding. As we wrap up the final weeks of the Fall 2008 SLemester, I wanted to pass along one last announcement for the Spring 2009 edition. This is not just a class, or a workshop, but a 4 month long learning community designed to have the participants work together in a structured orientation to the virtual world environment. The goal of the SLemester is not just learning about virtual worlds, or debating if they are "game" or not. The goal is to immerse traditional educators in a structured introduction to an environment that, for many, replicates that of the digital gamer. I am convinced there is no way to understand it other than by "being" in it. Full information follows. If you have questions, please don't hesitate to let me know. Thanks for your time, VB/John *Spend the SLemester (R) with imagiLEARNING!* imagiLEARNING, Inc. is happy to announce open registration for the Spring 2009 *SLemester *(R) immersive learning experience in Second Life. The *SLemester (R)* is a four month professional development experience that includes: - Participation in weekly discussion sessions, including some of the most creative and successful Second Life community members. - Access to tutorials, learning modules and resources about Second Life. - Interaction with the community of learners taking part in the *SLemester (R).* - A growing collection of resources in and out of Second Life, including the holodeck, artificial intelligence bots, media screens and more. - Personal consultation throughout the 4 months, with a 3 year citizen of Second Life with a PhD in orientation to virtual worlds. - A plot of land on the imagiLEARNING Island Chain for the duration of the *SLemester (R).* Learning the basic skills of Second Life is only one of the challenges facing individuals interested in exploring the use of virtual worlds for learning and business. If they hope to create the most meaningful environments and experiences, newcomers must also develop an understanding of the culture represented by the virtual world and its impact on business, learner and educator alike. The activities of the *SLemester (R)* are designed to do just that. Major topics explored during the 4 months include: - *The Foundations of the Digital Culture*: Exploration of the flattening globe, ubiquitous communication and access to information, brain research and neuroplasticity, games and game-based learning, business and instructional alignment, and other topics that define the experience of the digital culture. - *The Basics of Second Life*: Exploration of those things like movement, communication, inventory and the economy. - *The Tools of Second Life*: Exploration of building and scripting. - *The Resources of Second Life*: Looking at the use and creation of media, interactivity with the web and other sources. - *The Role of Second Life*: Serious consideration of how Second Life might fit into the learning experience; considering both the strengths and weaknesses of today's virtual worlds. - *The Experience of Second Life*: The personal side?a serious reflection on why we like it?why we don't?why it hooks the emotions?and how all of that can help us use it to create meaningful learning. - *The Selling of Second Life*: For those who want to move further, an intentional approach to introducing virtual worlds to traditional leaders and administrators to gain their support for using Second Life in the institution. *Just what is the SLemester?* Beginning in January and ending in April, *SLemester (R)* participants will have their own land space in Second Life on which they can create, learn and teach as they wish. They can have as much time to themselves as they want, or join with other participants to share ideas and learn from each other. They will have access to a collection of tools, tutorials, media streams and more. And each participant will have ongoing opportunity for individualized time and interaction with Virtual Bacon, 3+ year citizen of Second Life, 25 year veteran of faculty and business development, and who has a PhD in Education focusing on the experience of orienting newcomers to Second Life and the virtual worlds. In addition to Second Life, during the *SLemester (R)*, participants will receive and use a wide variety of tools such as blogs, holodecks, artificial intelligence bots, wiki's, RSS feeds, Podcasts and more. More importantly, rather than simply learning *about* things like digital media, participants will learn to create and stream their own podcasts and other digital resources into Second Life. The *SLemester (R)* is open to individuals with or without prior Second Life experience. To provide the highest level of support, leading to a high quality learning experience, registrations will be limited to 12 participants during each term. Registration will remain open until the session begins in January, or all places are filled. The imagiLEARNING *SLemester*, Spring 2009 $275 per participant Email: jjamison at imagilearning.com In SL contact: Virtual Bacon -- John Jamison, PhD. jjamison at imagilearning.com 217.416.4506 Skype: virtualbacon LinkedIn: http://www.linkedin.com/in/jjamison Second Life "Virtual Bacon" http://slurl.com/secondlife/imagiLEARNING/22/24/22 "Do not confine your children to your own learning. For they were born in another time." - Hebrew Proverb -------------- next part -------------- An HTML attachment was scrubbed... URL: From jzagal at cdm.depaul.edu Fri Dec 12 16:49:47 2008 From: jzagal at cdm.depaul.edu (Jose P. Zagal) Date: Fri, 12 Dec 2008 15:49:47 -0600 Subject: [game_edu] CFP: DiGRA 2009 (revised call) Message-ID: <4942DC7B.2050306@cdm.depaul.edu> DiGRA 2009 - Breaking New Ground: Innovation in Games, Play, Practice and Theory Brunel University, West London, United Kingdom, Tuesday 1st September -- Friday 4th September 2009 The South of Britain Consortium are pleased to announce the Call for Papers for the Digital Games Research Association 2009. DiGRA is an organisation that embraces all aspects of game studies, and the conference aims to provide a diverse platform for discussion, and a lively forum for debate. We therefore welcome papers from any discipline focused on any aspect of games, play, game culture and the games industry. The conference will be the fourth DiGRA conference, following Utrecht, Vancouver and Tokyo, and welcomes contributions from scholars working in any area of interest to the association. The official business of the Subject Association will also be conducted at the conference. PLEASE NOTE THE NEW DATES FOR SUBMISSION AND DEADLINE FOR REGISTRATION FOR GUARANTEED ON-CAMPUS ACCOMODATION The Conference invites the following proposals for consideration ---------------------------------------------------------------- Individual or Collaborative Papers Panels Workshops Posters Initial selection will be through the peer review of both full papers and abstracts of 500-700 words in all categories. Selection of presentations will be proportionate to the submissions received, and no distinction will be made between papers selected from abstract or full paper review. Panel and Workshop proposals should include abstracts for the contributions of all participants. Individual or collaborative papers ? addressing topics relevant to the wide remit of DiGRA (including therefore industry, education, political, social, theoretical concerns appropriate to the association). Presentations should be limited to 15-20 mins. Panel proposals ? 3 ? 4 papers which address a common theme, a common research method, a shared conceptual issue etc. Workshops ? proposals are invited for 2 ? 3 hour workshops that address a range of themes relevant to the aims of the association. Workshops that are particularly targeted at a wide audience are most welcome. Poster sessions ? presentations of work in progress in the format are most welcome and will be showcased throughout the event. The conference committee are also interested in including featured symposia/colloquia to address particular ?late-breaking? research projects or issue-based topics (an example might be a colloquia based around Wii research or a symposium based around Women in Games. Please contact a member of the conference organising committee with any expressions of interest. Graduate student participation In order to support graduate students and early career researchers the conference will focus on graduate student issues on its opening day, 1st September 2009. The conference organizers seek appropriate mentors to work with those addressing common themes/topics/issues in graduate roundtables. Strands Please also indicate your preference for consideration in one of the following broad strands: Games Culture Games and Commerce Games Aesthetics Games Education Games Design Games and Theory Key Dates --------- Deadline for all submissions for presentation at the conference (includes full papers, abstracts and workshop/panel/symposia proposals): Friday 6 March 5pm GMT Deadline for full papers for inclusion in digital proceedings: Friday 26 June 2009 5pm GMT Notification of acceptance: June 1 2009 Deadline for booking on-campus accommodation June 30 2009 Conference Dates: 1-4th September 2009 Abstracts should be of 500-700 words and include an indicative bibliography. Full paper submissions may be of up to 6,000 words, not including bibliography. Full details of the submissions procedure, including the method of electronic submission, will be published here and on other forums as soon as possible. All contributions must be original, unpublished work. The conference language is English, and papers, abstracts and other proposals should be written in English. Delegates are also advised that individuals will be limited20to one paper presentation and one other form of presentation to allow space and time for the largest number of participants. About the Conference Location Brunel University is located conveniently near Heathrow Airport and is on the London Tube system. A range of affordable accommodation is available on campus, including 1500 en suite rooms all on one campus, 400 standard bedrooms, 8 holiday flats (5-7 persons per flat), 51 specially adapted rooms for people with disabilities, plus hotel standard rooms in the Lancaster Suite. The Brunel Conference Centre boasts 22 theatres, 29 classrooms and 5 seminar rooms all presented to the highest standard. The following are also available: Free car parking (on application); Full office support for photocopying, faxing, internet and word processing (on application); Comprehensive range of audio visual and media services; Mini market; Pharmacy; Banking facilities; Reference library; Sports Facilities; Fitness Suite; Medical centre; 24 hour security; Self service cafeteria; Licensed bars and cafes. There are also a range of restaurants, cinemas and shopping in Uxbridge town. Local attractions Historic Windsor & Eton -Windsor Castle, Legoland and shopping are just 20 minutes drive away London - Central London and West End are easily accessed by bus or Underground. Historic Oxford is a 40 minute bus ride away. The Conference Organisers ------------------------- The conference is being hosted by a consortium consisting of Brunel University, University of the West of England, and the University of Wales, Newport. Tanya Krzywinska, Professor of Screen Media, Brunel University. Tanya.Krzywinska at brunel.ac.uk Helen Kennedy, Chair of the Play Research Group, University of the West of England. helen.kennedy at uwe.ac.uk Barry Atkins, University of Wales Reader in Computer Games Design, University of Wales, Newport. barry.atkins at newport.ac.uk -- Jos? P. Zagal Assistant Professor College of Computing and Digital Media DePaul University From goldfile at gmail.com Sun Dec 14 16:37:21 2008 From: goldfile at gmail.com (S. Gold) Date: Sun, 14 Dec 2008 13:37:21 -0800 Subject: [game_edu] FW: [IFIP-EC-NEWS] IEEE T-CIAIG CFP: Second Issue In-Reply-To: <04CE9FB4D446D04EAE2FD715EDD4541D04CA3077@sernt4.essex.ac.uk> Message-ID: -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde ------ Forwarded Message From: "Lucas, Simon M" Date: Fri, 12 Dec 2008 23:38:25 -0000 To: Subject: [IFIP-EC-NEWS] IEEE T-CIAIG CFP: Second Issue Call for Papers IEEE Transactions on Computational Intelligence and AI in Games http://ieee-cis.org/pubs/tciaig/ Papers are invited for consideration for the second issue due to be published in June 2009. This is an excellent opportunity to submit your work to a high-quality journal with a thorough yet rapid review process. Currently the average time between submission and first decision is under six weeks. Timeline for second issue: ? Submission: Jan 15 2009 ? Decision: Mar 15 2009 ? Final copy: April 15 2009 Scope The IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI in GAMES (TCIAIG), published four times a year, publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to video games, mathematical games, human-computer interactions in games, and games involving physical objects. Emphasis will also be placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It will also include using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI will be considered. Every effort is made to ensure minimum delay from submission to publication. Authors have a key role to play in minimising the delay between initial submission and publication, largely by ensuring that manuscripts are of high quality both in terms of content and presentation. Use of a proof-reading service is highly recommended for any authors who are not native English speakers. Publication Timeline When the final version of a manuscript is accepted, it is immediately published electronically on IEEE Xplore and given a Digital Object Identifier (DOI), at which time it enters the queue for publication in the paper version. In line with the IEEE's policy on scholarly publishing, authors are also free to archive the PDF of the published paper on their own web-site or institutional repository. For manuscripts that are accepted without revision it is entirely feasible that they could be published within twelve weeks of the initial submission. Simon M. Lucas Editor-in-Chief IEEE T-CIAIG email: sml at essex.ac.uk ------ End of Forwarded Message -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Sun Dec 14 16:50:02 2008 From: goldfile at gmail.com (S. Gold) Date: Sun, 14 Dec 2008 13:50:02 -0800 Subject: [game_edu] CFP for IGDA Education SIG Poster Presentations at GDC 2009 Message-ID: March 23 & 24, 2009 At the 2009 "Summit" game educators will discover experimental and inventive educational approaches that they can bring back to the classroom. This is a rare professional development opportunity for novice or experienced game educators alike. In this 2-day /2-track workshop we will be exploring areas of innovative design and programming. There will be game blasts, post-mortems, interactive hands-on workshop sessions, great keynote speakers, a poster session and a networking lunch with industry. Special invited keynotes will be given by Jane McGonigal and Jesse Schell. The overall goal is for participants of this workshop to be able to integrate knowledge gained into new classroom activities, resources, discussions and curricula. Call for Posters ---------------- Topics of interest include, but are not limited to: * Game program design and development o The design and execution of game design and development classes. o Teaching and curriculum development in game programs. o Game development concentrations and majors. o Laboratory and infrastructure requirements for game classes. o Games education assessment. o Learning theories and pedagogy (applied to games education). o Novel pedagogical approaches, tools, and methods for supporting games education. * Game design and development in traditional classes * Interdisciplinary collaboration in game programs (both for students and for faculty). o Game design and development as capstone projects. * Support for Games Education Programs o Case studies of industry relations and liaisons o Student organizations o Managing media and communications Additionally, we welcome posters detailing research results relevant to the themes of the summit as well as posters highlighting or showcasing student experiences in games education programs. Student experiences can be showcased in the context of their capstone or class projects. Guidelines Poster submissions must present original, unpublished research or experiences. Late-breaking advances and work-in-progress reports from ongoing research are also encouraged to be submitted. Posters under review elsewhere should not be submitted. To submit to the poster session, please write an abstract of the research or experiences that you wish to present during the poster session (800 words not including references) Abstracts must be submitted electronically to submit_EdSIGposter at igda.org. Important dates Submission deadline: January 15, 2009 (12:00 midnight, US Central time) Notification: February 9, 2009 Questions on poster sessions can be directed to the poster session chair Jos? Zagal at jzagal at cdm.depaul.edu If the poster is accepted you will be expected to comply with the following guidelines: 1. All posters will be presented on a tri-fold presentation board 36" by 48". 2. Provide 100 copies of the Abstract of the poster. o Include title, Author(s) o Single spaced o Limit to one page in length 3. Authors of accepted posters are required to be present at their posters for discussion at the specified time during the summit. 4. Authors are responsible for the transportation of their presentations. 5. Use large enough fonts for subtitles and text so that the poster can be read from approximately 2-3 feet away. Avoid the use of script fonts that are difficult to read. Further Information IGDA: http://www.igda.org/ Education Summit: http://gdconf.com/conference/edusig.htm Game Developer's Conference 2009: http://www.gdconf.com/ Thank You, Jos? P. Zagal Assistant Professor College of Computing and Digital Media DePaul University -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From young at csc.ncsu.edu Tue Dec 16 13:39:38 2008 From: young at csc.ncsu.edu (R. Michael Young) Date: Tue, 16 Dec 2008 13:39:38 -0500 Subject: [game_edu] Final CFP: Foundations of Digital Games 2009 In-Reply-To: References: Message-ID: <53E15BF4-9F59-445E-A23E-580DE9EF013F@csc.ncsu.edu> [Apologies for multiple posts.] *** SUBMISSION DEADLINE: December 19, 2009 *** *** FDG PROCEEDINGS TO APPEAR IN ACM DIGITAL LIBRARY *** *** FDG in cooperation with ACM SIGWEB, SIGART, and SIGCSE *** FINAL CALL FOR PAPERS THE FOURTH INTERNATIONAL CONFERENCE ON THE FOUNDATIONS OF DIGITAL GAMES (FDG 09) April 26th to 30th, 2009 On-board the Disney Wonder cruise ship, departing from Port Canaveral, FL, USA http://www.foundationsofdigitalgames.org Corporate Sponsors: Microsoft Research, Electronic Arts FDG ?09, the International Conference on the Foundations of Digital Games, is a focal point for academic efforts in all areas of research and education involving computer and console games, game technologies, game play and game design. Previously known as Academic Days on Game Development in Computer Science Education (GDCSE 08), this year's conference expands its scope to encompass all aspects of Computer Science focused game research, along with game-oriented education research, and game studies and game design research. The goal of the conference is the advancement of the science of digital games, including new game technologies, capabilities, designs, applications, educational uses, and modes of play. The conference will be held aboard the Disney Wonder cruise ship, departing from and returning to Port Canaveral, FL with port calls in the Bahamas and at Disney's private island, Castaway Cay. FDG 2009 will include presentation of peer-reviewed papers, invited talks by high-profile industry and academic leaders, hands-on tutorials and topical panels on a range of subjects related to games research and education. We invite researchers and educators to share insights and cutting-edge results relating to game technologies and their use. CONFIRMED KEYNOTE SPEAKERS INCLUDE: Chris Satchell, Chief Technology Officer, Interactive Entertainment Business, Microsoft Matthew MacLaurin, Microsoft Research CONFIRMED INVITED SPEAKERS INCLUDE: Damian Isla, Naimad Games Yasmin Kafai, University of Pennsylvania PANELS AT FDG 2009 WILL COVER THE FOLLOWING TOPICS: The Games Funding Landscape, including representatives from a number of private and governmental funding agencies leading the sponsorship of games research. Designing and Managing a Successful Games Education Program, including faculty from a range of colleges and universities that have built successful programs teaching the process of game creation Industry/Academic Collaboration, including faculty and industry leaders active in the process work working together on joint research projects Building the Games Research Community, including academic leaders working to create a scholarly community around the multi-disciplinary efforts in games research TUTORIALS AT FDG 2009 WILL COVER THE FOLLOWING TOPICS: Introduction to Torque 3D 2009, Parallel Programming on the GPU, UnrealScript Programming for Classwork and Research and XNA Game Studio Express. SUBMISSIONS FDG 2009 will accept both full paper and poster submissions (the details of each are described below). To encourage submissions across a range of topics, this year's program includes six distinct theme areas. Authors may choose to submit their papers to the general conference or to a specific theme area of particular relevance. The conference themes are a) artificial intelligence, b) computer science and games education, c) databases, d) game studies/game design, e) graphics and interfaces and f) networking and security. Papers that fall outside these topic areas are strongly encouraged and should be submitted to the general track. All submissions will be rigorously peer reviewed for their technical merit, significance, clarity and relevance to the advancement of the sciences of games. All full papers must describe a completed unit of work and show rigorous and compelling evaluation of the ideas they present. Poster submissions should describe novel work in progress that is not at the same level of research maturity as a full submission. PAPERS AND POSTERS All accepted paper and poster submissions will be published in the conference proceedings, which will be available on a USB drive. For a paper or poster to appear in the proceedings, at least one author must register for the conference by the deadline for camera-ready copy submission. One author of each accepted submission will be provided with a special registration package that allows them to register at the early registration rate. Papers, posters and doctoral consortium publications from this year's conference will be included in the ACM Digital Library. The conference is organized in cooperation with ACM SIGWEB, SIGART, and SIGCSE and expects approval of in-cooperation status with additional ACM SIGs soon. Electronic paper and poster submission is required. Authors should submit their papers at the conference submission site, http://www.easychair.org/conferences/?conf=icfdg2009 . Both paper and poster authors must submit their papers by 11PM Pacific time on December 19, 2008. Papers must not exceed eight pages and poster submissions must not exceed two pages. All submissions must comply with the official ACM proceedings format using one of the templates provided at http://www.acm.org/sigs/pubs/proceed/ template.html. FDG 2009 will not accept any paper that, at the time of submission, is under review for or has already been published or accepted for publication in a journal or another conference. This restriction does not apply to submissions for workshops and other venues with a limited audience. THEME AREA TOPICS Authors whose papers align with a particular theme area should choose to submit their paper under that theme. Theme areas for FDG 2009 are defined broadly and include Artificial Intelligence, Computer Science and Games Education, Databases, Game Studies | Game Design, Graphics and Interfaces and Networks and Security. For more details about the specific tracks, please see the conference website (http://www.foundationsofdigitalgames.org ). IMPORTANT DATES December 19, 2008 Full paper, poster and Doctoral Consortium submission deadline January 30, 2009 Paper, poster, and Doctoral Consortium notifications of acceptance/rejection February 20, 2009 Camera-ready copy due. Presenting author conference registration deadline April 26-30, 2009 2009 Int?l Conference on Foundations of Digital Games April 30, 2009 Doctoral Consortium FDG DOCTORAL CONSORTIUM The FDG Doctoral Consortium provides an opportunity for a limited group of Ph.D. students to discuss and explore their research interests and career objectives with a panel of established games researchers and industry professionals. The consortium has the following objectives: (1) to provide a setting for mutual feedback on participants' current research and guidance on future research directions; (2) develop a supportive community of scholars and a spirit of collaborative research; (3) support a new generation of researchers with information and advice on academic, research, industrial, and nontraditional career paths; and (4) contribute to the conference goals through interaction with other researchers and participation in conference events. The Doctoral Consortium will be held on April 30th, 2008, the last day of the FDG conference, and will be hosted at the Orlando offices of Electronic Arts? Tiburon Studios. Attendance will be limited to a) FDG Program and Organizing Committees (who will serve as reviewers and discussants for student presentations) and b) graduate students whose proposals are accepted for presentation. Students whose submissions to the Doctoral Consortium are accepted for presentation will receive complimentary conference registration and a fixed allowance for travel/ housing. The deadline for application to the Doctoral Consortium is December 19, 2009. For more details, see the Doctoral Consortium Call for Papers available on the FDG web site or contact Ian Horswill, Doctoral Consortium Chair, at ian at northwestern.edu. FDG 2009 ORGANIZING COMMITTEE Conference Chair Jim Whitehead, Univ. California, Santa Cruz Program Chair R. Michael Young, North Carolina State Univ. Finances Chair Magy Seif El-Nasr, Simon Fraser Univ. Local Arrangements Co-Chairs Kent Foster, Microsoft Corporation G. Michael Youngblood, Univ. North Carolina, Charlotte Doctoral Consortium Chair Ian Horswill, Northwestern Univ. Webmaster Bruce Gooch, Univ. of Victoria FDG 2009 PROGRAM COMMITTEE Program At-Large Members Ian Bogost, Georgia Institute of Technology Pat Langley, Arizona State Univ. Nick Montfort, Massachusetts Institute of Technology Mark Overmars, Utrecht University Ian Parberry, Univ. of North Texas Yusuf Pisan, Univ. of Technology Sydney Zoran Popovic, Univ. of Washington Walt Scacchi, Univ. of California, Irvine Gita Reese Sukthankar, Univ. of Central Florida Bill Swartout, Univ. of Southern California Institute for Creative Technologies R. Michael Young (program chair), North Carolina State Univ. Program Theme Area Members Artificial Intelligence Ian Horswill, Northwestern Univ. Simon Lucas (theme co-chair), Univ. of Essex Michael Mateas (theme co-chair), Univ. of California, Santa Cruz Julian Togelius, IDSIA Computer Science and Games Education Tiffany Barnes (theme co-chair), Univ. of North Carolina, Charlotte Wanda Dann, Carnegie-Mellon Univ. Andrew Phelps, Rochester Institute of Technology Michael Zyda (theme co-chair), Univ. of Southern California Databases Johannes Gerhke (theme chair), Cornell Univ. Beng Chin Ooi, National Univ. of Singapore Walker White, Cornell Univ. Game Studies | Game Design TL Taylor (theme chair), IT Univ. Copenhagen Tracy Fullerton, Univ. of Southern California Doug Thomas, Univ. of Southern California Graphics and Interfaces Bruce Gooch, Univ. of Victoria Jessica Hodgins, Carnegie-Mellon Univ. Steve Feiner (theme chair), Columbia Univ. Networking and Security Mark Claypool, Worcester Polytechnic Institute Wu-Chang Feng (theme chair), Portland State Univ. Travis Schluessler, Intel Corporation FDG STEERING COMMITTEE John Laird, Univ. of Michigan Ian Parberry, Univ. of North Texas, Jim Whitehead, Univ. of California, Santa Cruz R. Michael Young, North Carolina State Univ. ADDITIONAL INFORMATION Please see www.foundationsofdigitalgames.org for additional information, or email Jim Whitehead, Conference Chair, at ejw at cs.ucsc.edu . R. Michael Young Director, Liquid Narrative Group Department of Computer Science, NC State University http://liquidnarrative.csc.ncsu.edu/rmy/ From young at csc.ncsu.edu Wed Dec 17 13:42:32 2008 From: young at csc.ncsu.edu (R. Michael Young) Date: Wed, 17 Dec 2008 13:42:32 -0500 Subject: [game_edu] DEADLINE EXTENDED: Foundations of Digital Games 2009 Message-ID: [Apologies for multiple posts.] Please note that, due to many requests, the paper submission deadline for FDG 2009 (the International Conference on the Foundations of Digital Games) has been extended to December 23, 2008. *** SUBMISSION DEADLINE EXTENDED. New deadline: December 23, 2009, 11:00PM Pacific Time EXTENDED DEADLINE CALL FOR PAPERS THE FOURTH INTERNATIONAL CONFERENCE ON THE FOUNDATIONS OF DIGITAL GAMES (FDG 09) April 26th to 30th, 2009 On-board the Disney Wonder cruise ship, departing from Port Canaveral, FL, USA http://www.foundationsofdigitalgames.org Corporate Sponsors: Microsoft Research, Electronic Arts FDG ?09, the International Conference on the Foundations of Digital Games, is a focal point for academic efforts in all areas of research and education involving computer and console games, game technologies, game play and game design. Previously known as Academic Days on Game Development in Computer Science Education (GDCSE 08), this year's conference expands its scope to encompass all aspects of Computer Science focused game research, along with game-oriented education research, and game studies and game design research. The goal of the conference is the advancement of the science of digital games, including new game technologies, capabilities, designs, applications, educational uses, and modes of play. The conference will be held aboard the Disney Wonder cruise ship, departing from and returning to Port Canaveral, FL with port calls in the Bahamas and at Disney's private island, Castaway Cay. FDG 2009 will include presentation of peer-reviewed papers, invited talks by high-profile industry and academic leaders, hands-on tutorials and topical panels on a range of subjects related to games research and education. We invite researchers and educators to share insights and cutting-edge results relating to game technologies and their use. CONFIRMED KEYNOTE SPEAKERS INCLUDE: Chris Satchell, Chief Technology Officer, Interactive Entertainment Business, Microsoft Matthew MacLaurin, Microsoft Research CONFIRMED INVITED SPEAKERS INCLUDE: Damian Isla, Naimad Games Yasmin Kafai, University of Pennsylvania PANELS AT FDG 2009 WILL COVER THE FOLLOWING TOPICS: The Games Funding Landscape, including representatives from a number of private and governmental funding agencies leading the sponsorship of games research. Designing and Managing a Successful Games Education Program, including faculty from a range of colleges and universities that have built successful programs teaching the process of game creation Industry/Academic Collaboration, including faculty and industry leaders active in the process work working together on joint research projects Building the Games Research Community, including academic leaders working to create a scholarly community around the multi-disciplinary efforts in games research TUTORIALS AT FDG 2009 WILL COVER THE FOLLOWING TOPICS: Introduction to Torque 3D 2009, Parallel Programming on the GPU, UnrealScript Programming for Classwork and Research and XNA Game Studio Express. SUBMISSIONS FDG 2009 will accept both full paper and poster submissions (the details of each are described below). To encourage submissions across a range of topics, this year's program includes six distinct theme areas. Authors may choose to submit their papers to the general conference or to a specific theme area of particular relevance. The conference themes are a) artificial intelligence, b) computer science and games education, c) databases, d) game studies/game design, e) graphics and interfaces and f) networking and security. Papers that fall outside these topic areas are strongly encouraged and should be submitted to the general track. All submissions will be rigorously peer reviewed for their technical merit, significance, clarity and relevance to the advancement of the sciences of games. All full papers must describe a completed unit of work and show rigorous and compelling evaluation of the ideas they present. Poster submissions should describe novel work in progress that is not at the same level of research maturity as a full submission. PAPERS AND POSTERS All accepted paper and poster submissions will be published in the conference proceedings, which will be available on a USB drive. For a paper or poster to appear in the proceedings, at least one author must register for the conference by the deadline for camera-ready copy submission. One author of each accepted submission will be provided with a special registration package that allows them to register at the early registration rate. Papers, posters and doctoral consortium publications from this year's conference will be included in the ACM Digital Library. The conference is organized in cooperation with ACM SIGWEB, SIGART, and SIGCSE and expects approval of in-cooperation status with additional ACM SIGs soon. Electronic paper and poster submission is required. Authors should submit their papers at the conference submission site, http://www.easychair.org/conferences/?conf=icfdg2009 . Both paper and poster authors must submit their papers by 11PM Pacific time on December 23, 2008 (note this is a revised submission deadline). Papers must not exceed eight pages and poster submissions must not exceed two pages. All submissions must comply with the official ACM proceedings format using one of the templates provided at http://www.acm.org/sigs/pubs/proceed/template.html . FDG 2009 will not accept any paper that, at the time of submission, is under review for or has already been published or accepted for publication in a journal or another conference. This restriction does not apply to submissions for workshops and other venues with a limited audience. THEME AREA TOPICS Authors whose papers align with a particular theme area should choose to submit their paper under that theme. Theme areas for FDG 2009 are defined broadly and include Artificial Intelligence, Computer Science and Games Education, Databases, Game Studies | Game Design, Graphics and Interfaces and Networks and Security. For more details about the specific tracks, please see the conference website (http://www.foundationsofdigitalgames.org ). IMPORTANT DATES December 23, 2008 Full paper, poster and Doctoral Consortium submission EXTENDED deadline January 30, 2009 Paper, poster, and Doctoral Consortium notifications of acceptance/rejection February 20, 2009 Camera-ready copy due. Presenting author conference registration deadline April 26-30, 2009 2009 Int?l Conference on Foundations of Digital Games April 30, 2009 Doctoral Consortium FDG DOCTORAL CONSORTIUM The FDG Doctoral Consortium provides an opportunity for a limited group of Ph.D. students to discuss and explore their research interests and career objectives with a panel of established games researchers and industry professionals. The consortium has the following objectives: (1) to provide a setting for mutual feedback on participants' current research and guidance on future research directions; (2) develop a supportive community of scholars and a spirit of collaborative research; (3) support a new generation of researchers with information and advice on academic, research, industrial, and nontraditional career paths; and (4) contribute to the conference goals through interaction with other researchers and participation in conference events. The Doctoral Consortium will be held on April 30th, 2008, the last day of the FDG conference, and will be hosted at the Orlando offices of Electronic Arts? Tiburon Studios. Attendance will be limited to a) FDG Program and Organizing Committees (who will serve as reviewers and discussants for student presentations) and b) graduate students whose proposals are accepted for presentation. Students whose submissions to the Doctoral Consortium are accepted for presentation will receive complimentary conference registration and a fixed allowance for travel/ housing. The deadline for application to the Doctoral Consortium is December 23, 2009 (note this is an extended deadline). For more details, see the Doctoral Consortium Call for Papers available on the FDG web site or contact Ian Horswill, Doctoral Consortium Chair, atian at northwestern.edu . FDG 2009 ORGANIZING COMMITTEE Conference Chair Jim Whitehead, Univ. California, Santa Cruz Program Chair R. Michael Young, North Carolina State Univ. Finances Chair Magy Seif El-Nasr, Simon Fraser Univ. Industrial Liason Chair John Nordlinger, Microsoft Local Arrangements Co-Chairs Kent Foster, Microsoft Corporation G. Michael Youngblood, Univ. North Carolina, Charlotte Doctoral Consortium Chair Ian Horswill, Northwestern Univ. Webmasters Bruce Gooch, Univ. of Victoria David Whittaker, Univ. of Victoria Student Scholarships Chair: Noah Wardrip-Fruin Univ. of California, Santa Cruz Sponsorships Chair: Steve Berman Univ. of California, Los Angeles Industrial Liaison Chair: Ben Sawyer Digital Mill FDG 2009 PROGRAM COMMITTEE Program At-Large Members Ian Bogost, Georgia Institute of Technology Pat Langley, Arizona State Univ. Nick Montfort, Massachusetts Institute of Technology Mark Overmars, Utrecht University Ian Parberry, Univ. of North Texas Yusuf Pisan, Univ. of Technology Sydney Zoran Popovic, Univ. of Washington Walt Scacchi, Univ. of California, Irvine Gita Reese Sukthankar, Univ. of Central Florida Bill Swartout, Univ. of Southern California Institute for Creative Technologies R. Michael Young (program chair), North Carolina State Univ. Program Theme Area Members Artificial Intelligence Ian Horswill, Northwestern Univ. Simon Lucas (theme co-chair), Univ. of Essex Michael Mateas (theme co-chair), Univ. of California, Santa Cruz Julian Togelius, IDSIA Computer Science and Games Education Tiffany Barnes (theme co-chair), Univ. of North Carolina, Charlotte Wanda Dann, Carnegie-Mellon Univ. Andrew Phelps, Rochester Institute of Technology Michael Zyda (theme co-chair), Univ. of Southern California Databases Johannes Gerhke (theme chair), Cornell Univ. Beng Chin Ooi, National Univ. of Singapore Walker White, Cornell Univ. Game Studies | Game Design TL Taylor (theme chair), IT Univ. Copenhagen Tracy Fullerton, Univ. of Southern California Doug Thomas, Univ. of Southern California Graphics and Interfaces Bruce Gooch, Univ. of Victoria Jessica Hodgins, Carnegie-Mellon Univ. Steve Feiner (theme chair), Columbia Univ. Networking and Security Mark Claypool, Worcester Polytechnic Institute Wu-Chang Feng (theme chair), Portland State Univ. Travis Schluessler, Intel Corporation FDG STEERING COMMITTEE John Laird, Univ. of Michigan Ian Parberry, Univ. of North Texas, Jim Whitehead, Univ. of California, Santa Cruz R. Michael Young, North Carolina State Univ. ADDITIONAL INFORMATION Please see www.foundationsofdigitalgames.org for additional information, or email Jim Whitehead, Conference Chair, at ejw at cs.ucsc.edu . R. Michael Young Director, Liquid Narrative Group Department of Computer Science, NC State University http://liquidnarrative.csc.ncsu.edu/rmy/ From goldfile at gmail.com Wed Dec 17 17:02:27 2008 From: goldfile at gmail.com (S. Gold) Date: Wed, 17 Dec 2008 14:02:27 -0800 Subject: [game_edu] FW: Call for Applications: Playable Media-focused MFA at UC Santa Cruz Message-ID: -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde ------ Forwarded Message From: Christine Imai Date: Wed, 17 Dec 2008 10:58:05 -0800 Subject: Call for Applications: Playable Media-focused MFA at UC Santa Cruz Contact: Felicia Rice, Program Manager, 831-459-1554, danm at ucsc.edu PLAYABLE MEDIA -- A NEW RESEARCH FOCUS AT UC SANTA CRUZ DIGITAL ARTS AND NEW MEDIA MFA PROGRAM UC Santa Cruz is pleased to announce an MFA for artists working with computer games, software toys, interactive fictions, rhetorical simulations, and related playable forms. The university's Digital Arts and New Media (DANM) MFA program has added "Playable Media" as a research focus for its collaborative faculty-student projects. Applications to the DANM MFA program for Fall 2009 are being accepted through February 15, and are encouraged from the broad diversity of artists who create work that invites and structures play. The Digital Arts and New Media MFA Program at UC Santa Cruz brings together faculty and students from across the academic spectrum to pursue interdisciplinary artistic and scholarly research. At the core of the diverse DANM curriculum are collaborative research projects, in which small clusters of students work with professors on artistic, technical and theoretical research. Over the course of three quarters, these groups engage in the development of faculty-initiated research in one of four focused areas: Mechatronics, Participatory Culture, Performative Technologies, and Playable Media. These collaborations result in publications and exhibitions. In this intensive two-year program, students also take core and elective courses in the theory and practice of digital media arts, culminating in the development of individual thesis projects. These works are premiered in the program's annual MFA exhibition. The Master of Fine Arts (MFA) is the terminal degree in the field of digital media arts, qualifying graduates for a variety of career paths including university-level teaching and research. In the Playable Media collaborative research group, MFA students will work with UCSC's strong faculty in this area to understand and create new ways for computer games and related forms to engage audiences, make arguments, tell stories, and shape social space. Ongoing Playable Media work combines game design and artificial intelligence research with writing, art, and media authoring. The Playable Media-focused Digital Arts and New Media MFA joins UCSC's two previous degree options in this area. UCSC currently hosts the first computer game undergraduate major in the University of California system: a B.S. in computer game design through the Computer Science department. Active PhD research is also taking place in Computer Science, where students are developing underlying technologies for new genres of computer game play. It is expected that some DANM Playable Media students will collaborate with students in the existing programs in order to create projects more ambitious than would otherwise be possible. The first Playable Media collaborative research group will be launched in 2009 under the direction of Noah Wardrip-Fruin (co-creator of the virtual reality literary game Screen, co-editor of MIT Press books such as Second Person: Role-Playing and Story in Games and Playable Media). Other UCSC faculty in this area include Michael Mateas (co- creator of Independent Games Festival finalist Facade and the interactive film generator Terminal Time), Warren Sack (creator of the argumentation game Agonistics and the social technology Conversation Map), and Jim Whitehead (founder of the UC system's first game degree, developer of novel techniques for game level generation). More about DANM: http://danm.ucsc.edu/ More about Playable Media: http://danm.ucsc.edu/web/PlayableMedia Application information: http://danm.ucsc.edu/web/ApplicationInfo -- Gamesnetwork, discussion list of Digital Games Research Association, www.digra.org Note: to unsubscribe, send "UNSUBSCRIBE GAMESNETWORK" to LISTSERV at UTA.FI from your subscribed email account. Web interface to subscribe and manage your subscription: https://listserv.uta.fi/cgi-bin/wa?SUBED1=GAMESNETWORK&A=1 . The list archive is available online at: https://listserv.uta.fi/archives/gamesnetwork.html ------ End of Forwarded Message From goldfile at gmail.com Thu Dec 18 04:12:03 2008 From: goldfile at gmail.com (S. Gold) Date: Thu, 18 Dec 2008 01:12:03 -0800 Subject: [game_edu] CFP's/Submissions Message-ID: Call for Papers: FaVE 2009, Berlin, July 27 ? 29 2009 FaVE (Facets of Virtual Environments) 2009 is a refereed international academic conference devoted to persistent, multi-user virtual environments. The recent rise of World of Warcraft?, Second Life? and similar applications has caught the imagination of the public and scholars alike, yet until now the study of virtual environments has been subordinated to a collection of subtopics of established academic disciplines. Deadline full papers: February 13 2009 details: http://fave-conference.org + http://fave-conference.org/cfp.shtml + http://fave-conference.org/submission.shtml In connection with the Virtual Reality International Conference, Laval, France, April 22 - 26 2009 the demo session Laval Virtual ReVolution 2009 is looking for innovative VR Applications. Submission deadline: February 1 2009 (description document (pdf/word), floor installation plan (pdf/ppt/jpg/gif), 3 images for web, video) for details see: http://www.laval-virtual.org/revolution/index.php?option=com_content&task=vi ew&id=4&Itemid=12 Winners 2008 http://www.laval-virtual.org/revolution/index.php?option=com_content&task=vi ew&id=6&Itemid=22 The 2009 Subtle Technologies Festival in Toronto is currently seeking submissions for it?s festival under the theme of ?networks? . The festival takes place in Toronto from June 11 to June 14th . As in previous years, the 2009 festival will explore it?s theme from a broad cultural and interdisciplinary perspective. Deadline for submissions for exhibitions, symposium presentations, workshops, performances and poster presentations: January 5th 2009 details: http://www.subtletechnologies.com The University of California Transliteracies Project and UC Santa Barbara Social Computing Group announce the "Social Computing in 2020" Bluesky Innovation Competition." What will social computing technologies and practices be like in the year 2020? Eligible: Undergraduate or graduate students from any discipline anywhere in the world. Awards: 1st prize, $3000 USD; 2nd prize, $1000, 3rd prize, $500. Submission format: Description of an idea + Imaginative realization, embodiment, or illustration of the idea in a variety of possible formats (e.g., an essay, story, script, application sketch, fictional business plan, etc.). deadline: January 30 2009. guidelines & submission details: http://socialcomputing.ucsb.edu/contest2020/ If you happen to be a German Developer... New Serious Games Award (categories: Educational Game, Health Game, Corporate Game and Persuasive Game) with prize money worth EUR 28000,- Deadline: January 31 2009 Details: www.seriousgames-award.de -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From jzagal at cdm.depaul.edu Thu Dec 18 15:05:49 2008 From: jzagal at cdm.depaul.edu (Jose P. Zagal) Date: Thu, 18 Dec 2008 14:05:49 -0600 Subject: [game_edu] Job: Game Development Instructor Position at DePaul University Message-ID: <494AAD1D.5090102@cdm.depaul.edu> Please forward! I'm happy to take questions on this position or what it's like to work at DePaul. Jose Zagal ------------------------------------------------------------------ Instructor Position in Computer Game Development at the College of Computing and Digital Media (CDM) DePaul University, Chicago DePaul University?s College of Computing and Digital Media (CDM) in Chicago invites applications for a full-time instructor position (non-tenure track) in Computer Game Development beginning in September 2009. Our graduate and undergraduate Game Development program is highly cross-disciplinary and closely linked with our programs in Computer Science, Software Engineering, Animation, Computer Graphics and Digital Cinema. The program has grown quickly since its inception in 2004, and benefits from strong ties to the Chicago-area and national game industry. Please visit our website for more information http://GameDev.DePaul.edu Ideal candidates for the position will have an active interest in game development and/or research, and be able to teach in multiple areas of game design, development, and analysis. Industry experience is a plus. Job responsibilities include teaching, advising, supervising student game projects and continued creative activities and/or scholarship in the field. An advanced degree is not required for candidates with significant game development experience. Rank and salary are commensurate with qualifications and experience. Members of all underrepresented groups, women, veterans, and persons with disabilities are invited and encouraged to apply. DePaul University offers equal employment opportunities to all persons in accordance with applicable federal, state and local EEO laws. For priority consideration, apply by January 15, 2009 to game_search at cdm.depaul.edu and include a cover letter, curriculum vitae, statement of teaching philosophy, three letters of recommendation, and a DVD (by mail) or URL of samples of relevant creative work and/or scholarship. Electronic submission of documents is strongly encouraged; for application materials sent by mail: Game Development Faculty Search Committee, School of CDM, DePaul University, 243 South Wabash Avenue, Chicago, IL, 60604-2301. ------------------------------------------------------------------------- -- Jos? P. Zagal Assistant Professor College of Computing and Digital Media DePaul University From mark at gamepathevents.com Fri Dec 19 12:53:39 2008 From: mark at gamepathevents.com (Mark Chuberka) Date: Fri, 19 Dec 2008 11:53:39 -0600 Subject: [game_edu] Call for Papers: Game Education Summit 2009 Message-ID: <006401c96202$b9f38250$2dda86f0$@com> This information is also available at: http://www.gameeducationsummit.com/ges_call_for_papers_2009.php Call for Papers: Pittsburgh, Pennsylvania, June 16-17, 2009 Game Education Summit 2009 Entertainment Technology Center at Carnegie Mellon University Game Path Events LLC is pleased to announce that the second annual Game Education Summit is seeking paper proposals from the academic, creative and industrial communities. Through this annual event we aim to disseminate the most recent, groundbreaking work on games as education as well as game research. The conference will also have a strong focus on curriculum development and design. The GES committed to uniquely provide networking opportunities for those within the industry and academia to foster relationships that will benefit both groups. This year's summit focuses on creativity and innovation in game design. Possible panels include: Tweaking the Interface - new uses for existing consoles and ideas for new interfaces Not So Easy - creating educational interfaces with variable challenge/difficulty levels Bringing Curricula Out of the Silos - How to get departments to foster interdisciplinary learning Types of submission: Panels or Presentations Submissions are solicited of panels or presentations that address the following: . Course Development . Curriculum Design . Teaching Methods . Writing for Games . Mentoring Programs . All Aspects of Serious Games . Effective Development of Links with the Games Industry . Industry Requirements and Needs . Program Design & Methodologies . Accreditation . Games as Art and Artifact . Game Development for Governmental Use Electronically submit a cover sheet, which includes the title, name, address, phone and fax numbers, and email address of each participant and a 30 word summary that will be suitable for inclusion in the program and on the website to introduce the panel or presentation. Submit a panel or presentation description, up to 200 words that gives a concise account of the topic and the focus of the panel or presentation. Short Papers or Poster Presentations: Submissions are solicited for short papers or poster presentations that address research on the game industry or technical game-related fields. Authors are encouraged to demonstrate work in progress and late-breaking research results that show the latest innovative ideas. Electronically submit a cover sheet, which includes the short paper or poster title, the name, address, phone and fax numbers, and email address of each author and a 30 word summary that will be suitable for inclusion in the program and on the website to introduce the poster. Submit a two-page summary, which will be used as the basis for review. Important dates: February 1, 2009 Deadline for submission in all categories March 1, 2009 Notification of acceptance May 31, 2009 Deadline for providing names and affiliations for panel members and chair Submissions procedure Send submissions to: suzanne at gameducationnetwork.com All submissions will be reviewed by the Games in Education steering committee. All accepted speakers and panel participants will be granted gratis admission to the conference. This site and all contents copyright C2008Game Path Events LLC. All rights reserved. Game Education Summit and the Game Education Summit logo are trademarks of Game Path Events LLC. -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Sun Dec 21 02:08:55 2008 From: goldfile at gmail.com (S. Gold) Date: Sat, 20 Dec 2008 23:08:55 -0800 Subject: [game_edu] JVWR: Call for Think Pieces Message-ID: The Journal of Virtual Worlds Research (http://jvwresearch.org) is soliciting "think pieces" in response to the following questions: "In thinking about the spaces of virtual worlds, and the practices we witness within them, how can we define what counts as culture? Can we see any common cultural trends emerging in different virtual worlds, or are practices as disparate as the worlds and groups we find within them?" The formatting guidelines are: * 1000-1300 words total * The "think pieces" are brief essays or papers intended to spur discussion amongst the scholarly community. * The pieces should aim to ask provocative questions for future research and debate, rather than provide definitive answers. * We encourage the use of visual aids such as images, video clips, or links to content in virtual worlds. * Abstract (no more than 300 words) and keywords (a minimum of 3) * APA Style (unless it is inappropriate for the type of essay being submitted) * The website currently only accepts .doc and .rtf formats. * Single-spaced The deadline for submissions is: January 9, 2008, 5pm CST Please send your submissions directly to: Mia Consalvo consalvo at ohio.edu and Mark Bell typewritermark at gmail.com -- Mia Consalvo, Ph.D. School of Media Arts & Studies (formerly the School of Telecommunications) Ohio University 9 South College Street Athens, Ohio 45701 USA -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Sun Dec 21 15:28:39 2008 From: goldfile at gmail.com (S. Gold) Date: Sun, 21 Dec 2008 12:28:39 -0800 Subject: [game_edu] Faculty Position Open Message-ID: The M.I.T. Media Laboratory is looking to hire tenure track faculty in among other areas storytelling and entertainment computing: http://facultysearch.media.mit.edu/facultysearch.nsf -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Mon Dec 22 20:34:04 2008 From: goldfile at gmail.com (S. Gold) Date: Mon, 22 Dec 2008 17:34:04 -0800 Subject: [game_edu] Games for Change Message-ID: Games for Change is happy to announce the 2009 Sixth Annual Games for Change Festival to be held in New York City May 27 - 29! Our opening keynote is author and Pulitzer Prize-winning journalist Nicholas Kristof of the New York Times. Other featured speakers include James Paul Gee, Mary Lou Fulton Presidential Chair in Literacy Studies at Arizona State University; Seth Scheisel, New York Times game critic; Tracy Fullerton, Director of the Electronic Arts Game Innovation Lab and author of Game Design Workshop: A Playcentric Approach to Designing Innovative Games; Eric Zimmerman, CEO of Gamelab and author of Rules of Play; Mary Flanagan, Director of the Tiltfactor Lab; Ian Bogost, CEO of Persuasive Games and author of Unit Operations: An Approach to Videogame Criticism; Heather Chaplin, journalist (NPR, NYT) and author of Smart Bomb, and many others. Back by popular demand is the 101 Workshop on May 27 for those new to making social issue games. And this year we'll be featuring the first-ever Newsgame Award at the Expo Night on May 28th, sponsored by the Knight Foundation. And as always, we'll have expert panels, provocative lunch discussions, and ample networking opportunities. For more information, please see the festival web site: http://gamesforchange.org/fest2009 We look forward to seeing you there! Suzanne Suzanne Seggerman President, Co-founder Games for Change http://www.gamesforchange.org cell: 917.478.4772 -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Wed Dec 31 15:06:25 2008 From: goldfile at gmail.com (S. Gold) Date: Wed, 31 Dec 2008 12:06:25 -0800 Subject: [game_edu] Social Networking Message-ID: Hello everyone, I just wanted to let you know that I put together a Facebook page for the SIG and wanted to invite everyone to join. I wanted to add a new dimension to the SIG and hope that this might be a new venue for interaction. There is a discussion board where we can post questions, meet new people and add to the resources we have in the SIG. http://www.facebook.com/group.php?gid=53908943407&ref=mf I want to wish everyone a wonderful and happy new year. All my best, Susan -- Prof. Susan Gold Chair, IGDA Education SIG "It is the supreme art of the teacher to awaken joy in creative expression and knowledge." - Albert Einstein -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: image/jpeg Size: 13804 bytes Desc: not available Url : From jzagal at cdm.depaul.edu Fri Dec 12 16:46:49 2008 From: jzagal at cdm.depaul.edu (Jose P. Zagal) Date: Fri, 12 Dec 2008 21:46:49 -0000 Subject: [game_edu] Reminder: CFP for IGDA Educatio SIG Poster Presentations at GDC 2009 Message-ID: <4942DBC6.4000701@cdm.depaul.edu> (apologies for cross posting) March 23 & 24, 2009 At the 2009 "Summit" game educators will discover experimental and inventive educational approaches that they can bring back to the classroom. This is a rare professional development opportunity for novice or experienced game educators alike. In this 2-day /2-track workshop we will be exploring areas of innovative design and programming. There will be game blasts, post-mortems, interactive hands-on workshop sessions, great keynote speakers, a poster session and a networking lunch with industry. Special invited keynotes will be given by Jane McGonigal and Jesse Schell. The overall goal is for participants of this workshop to be able to integrate knowledge gained into new classroom activities, resources, discussions and curricula. Call for Posters ---------------- Topics of interest include, but are not limited to: * Game program design and development o The design and execution of game design and development classes. o Teaching and curriculum development in game programs. o Game development concentrations and majors. o Laboratory and infrastructure requirements for game classes. o Games education assessment. o Learning theories and pedagogy (applied to games education). o Novel pedagogical approaches, tools, and methods for supporting games education. * Game design and development in traditional classes * Interdisciplinary collaboration in game programs (both for students and for faculty). o Game design and development as capstone projects. * Support for Games Education Programs o Case studies of industry relations and liaisons o Student organizations o Managing media and communications Additionally, we welcome posters detailing research results relevant to the themes of the summit as well as posters highlighting or showcasing student experiences in games education programs. Student experiences can be showcased in the context of their capstone or class projects. Guidelines Poster submissions must present original, unpublished research or experiences. Late-breaking advances and work-in-progress reports from ongoing research are also encouraged to be submitted. Posters under review elsewhere should not be submitted. To submit to the poster session, please write an abstract of the research or experiences that you wish to present during the poster session (800 words not including references) Abstracts must be submitted electronically to submit_EdSIGposter at igda.org. Important dates Submission deadline: January 15, 2009 (12:00 midnight, US Central time) Notification: February 9, 2009 Questions on poster sessions can be directed to the poster session chair Jos? Zagal at jzagal at cdm.depaul.edu If the poster is accepted you will be expected to comply with the following guidelines: 1. All posters will be presented on a tri-fold presentation board 36" by 48". 2. Provide 100 copies of the Abstract of the poster. o Include title, Author(s) o Single spaced o Limit to one page in length 3. Authors of accepted posters are required to be present at their posters for discussion at the specified time during the summit. 4. Authors are responsible for the transportation of their presentations. 5. Use large enough fonts for subtitles and text so that the poster can be read from approximately 2-3 feet away. Avoid the use of script fonts that are difficult to read. Further Information IGDA: http://www.igda.org/ Education Summit: http://gdconf.com/conference/edusig.htm Game Developer's Conference 2009: http://www.gdconf.com/ thank you, -- Jos? P. Zagal Assistant Professor College of Computing and Digital Media DePaul University