From goldfile at gmail.com Mon Feb 2 03:48:50 2009 From: goldfile at gmail.com (S. Gold) Date: Mon, 02 Feb 2009 00:48:50 -0800 Subject: [game_edu] 1600 participants over 300 games Message-ID: Wow what a weekend, I can?t believe that it is over. I had never been a part of a game jam before deciding to hold the world?s largest (53 locations, 23 countries), so the experience was a learning one as well as a successful one. We are still uploading games (we have a lot of games that were ftp?d up). I wanted to thank everyone who participated, volunteered, mentored, visited and had some connection to this years 1st Annual Global Game Jam. One thing you don?t want to miss is the global keynote ? http://tinyurl.com/GGJKeynote ? Kyle Gabler did an incredible job. I did not do this whole thing alone, you should know that our own IGDA EdSIG Student Outreach chair, Ian Schreiber did an outstanding job running the Jam. Gorm Lai, one of the founders of the Nordic Game Jam mentored us and took on a lot of responsibility in making sure we did things right. Without them, we would have never been able to do this. I am thankful to many more, but this quick note will end up a novel if I write it all out. I wanted to point everyone to the website http://globalgamejam.org and suggest you go play some games. They are up there for you and everyone to enjoy. As educators you can look at all of these games as lessons to share with your students, opportunities to explore new programming languages, software, ideas and art. Please use the GGJ website as one of your new resources to study game mechanics, design and play. You can even have your students look at the games and critique them, ask them how would they do it better, then challenge them to join us next year. I am amazed at how many of the games are really playable and good, you try to make a game in 48 hours. I really need to sleep for a week, but as soon as I really digest what happened, play a few hundred games, I promise to share it with you. 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 langdell at gmail.com Mon Feb 2 11:30:41 2009 From: langdell at gmail.com (Tim Langdell) Date: Mon, 2 Feb 2009 08:30:41 -0800 Subject: [game_edu] IGDA Board Voting Has Started References: Message-ID: <0e6a01c98553$96d41130$0201a8c0@PC> 1600 participants over 300 gamesMessage to EduSig Members from Tim Langdell: The IGDA Board voting has just started and I am honored to be among the candidates this year. I believe I am the only candidate who is in academe and, if elected, I will work tirelessly to promote issues of concern to this SIG to the board and the membership. I ask for your vote and thank you in advance for considering me. a.. Gordon Bellamy - Business Development, Image Metrics a.. Greg Boyd - Attorney, Davis & Gilbert LLP a.. Alfredo Chaves - CEO/President, Blue Lizard Games a.. Jared W.Eden - Producer, Buzz Monkey Software a.. Clinton Keith - Scrum Trainer & agile coach a.. Tim Langdell - Independent Game Designer & Developer / Lead Game Professor, National University a.. Michael Lubker - Software Business and Technical Development Manager, ADC a.. Adam Martin - independent developer a.. Marc Mencher - President and CEO, GameRecruiter.com a.. Jamil Moledina - Outreach Director, EA Partners a.. Aaron Murray - Technical Director / Founder, Tandem Games a.. Brian Robbins - Studio Head, Fuel Games Denver a.. Tobi Saulnier - Founder and CEO, 1st Playable Productions a.. Ian Schreiber - independent developer a.. Dylan Tredrea - Executive Producer, Creo Ludus Entertainment a.. Ben Wibberley - VP North America, Babel Media http://www.igda.org/board/elections.php -------------- next part -------------- An HTML attachment was scrubbed... URL: From ai864 at yahoo.com Mon Feb 2 11:41:16 2009 From: ai864 at yahoo.com (Ian Schreiber) Date: Mon, 2 Feb 2009 08:41:16 -0800 (PST) Subject: [game_edu] IGDA Board Voting Has Started In-Reply-To: <0e6a01c98553$96d41130$0201a8c0@PC> Message-ID: <864353.14192.qm@web39701.mail.mud.yahoo.com> Actually, I'm in academe also. A vote for Tim and Ian is a vote for education. Or something like that. ? I would say more, but instead would encourage everyone to read the personal statements on the official site. ? And even if you don't vote for me, please vote for someone :) ? All the best, - Ian? --- On Mon, 2/2/09, Tim Langdell wrote: From: Tim Langdell Subject: Re: [game_edu] IGDA Board Voting Has Started To: "IGDA Game Education Listserv" Date: Monday, February 2, 2009, 11:30 AM Message to EduSig Members from Tim Langdell: ? The IGDA Board voting has just started and I am honored to be among the candidates this year. I believe I am the only candidate who is in academe and, if elected, I will work tirelessly to promote issues of concern to this SIG to the board and the membership. I ask for your vote and thank you in advance for considering me. ? Gordon Bellamy - Business Development, Image Metrics Greg Boyd - Attorney, Davis & Gilbert LLP Alfredo Chaves - CEO/President, Blue Lizard Games Jared W.Eden - Producer, Buzz Monkey Software Clinton Keith - Scrum Trainer & agile coach Tim Langdell - Independent Game Designer & Developer / Lead Game Professor, National University Michael Lubker - Software Business and Technical Development Manager, ADC Adam Martin - independent developer Marc Mencher - President and CEO, GameRecruiter.com Jamil Moledina - Outreach Director, EA Partners Aaron Murray - Technical Director / Founder, Tandem Games Brian Robbins - Studio Head, Fuel Games Denver Tobi Saulnier - Founder and CEO, 1st Playable Productions Ian Schreiber - independent developer Dylan Tredrea - Executive Producer, Creo Ludus Entertainment Ben Wibberley - VP North America, Babel Media ? http://www.igda.org/board/elections.php_______________________________________________ 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 swatjester at gmail.com Mon Feb 2 11:41:42 2009 From: swatjester at gmail.com (Dan Rosenthal) Date: Mon, 2 Feb 2009 11:41:42 -0500 Subject: [game_edu] IGDA Board Voting Has Started In-Reply-To: <0e6a01c98553$96d41130$0201a8c0@PC> References: <0e6a01c98553$96d41130$0201a8c0@PC> Message-ID: <2441d8d10902020841g281f9569wb1e7dd54416cb7bd@mail.gmail.com> Per my conversation with Greg Boyd, he teaches games law at New York Law School, so there is at least one other. -Dan On Mon, Feb 2, 2009 at 11:30 AM, Tim Langdell wrote: > Message to EduSig Members from *Tim Langdell*: > > The IGDA Board voting has just started and I am honored to be among the > candidates this year. I believe I am the only candidate who is in academe > and, if elected, I will work tirelessly to promote issues of concern to this > SIG to the board and the membership. I ask for your vote and thank you in > advance for considering me. > > *Gordon Bellamy* - Business Development, Image Metrics > *Greg Boyd* - Attorney, Davis & Gilbert LLP > *Alfredo Chaves* - CEO/President, Blue Lizard Games > *Jared W.Eden* - Producer, Buzz Monkey Software > *Clinton Keith* - Scrum Trainer & agile coach > *Tim Langdell* - Independent Game Designer & Developer / Lead Game > Professor, National University > *Michael Lubker* - Software Business and Technical Development Manager, > ADC > *Adam Martin* - independent developer > *Marc Mencher* - President and CEO, GameRecruiter.com > *Jamil Moledina* - Outreach Director, EA Partners > *Aaron Murray* - Technical Director / Founder, Tandem Games > *Brian Robbins* - Studio Head, Fuel Games Denver > *Tobi Saulnier* - Founder and CEO, 1st Playable Productions > *Ian Schreiber* - independent developer > *Dylan Tredrea* - Executive Producer, Creo Ludus Entertainment > *Ben Wibberley* - VP North America, Babel Media > > http://www.igda.org/board/elections.php > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > -- Dan Rosenthal -------------- next part -------------- An HTML attachment was scrubbed... URL: From langdell at gmail.com Mon Feb 2 11:47:19 2009 From: langdell at gmail.com (Tim Langdell) Date: Mon, 2 Feb 2009 08:47:19 -0800 Subject: [game_edu] IGDA Board Voting Has Started References: <0e6a01c98553$96d41130$0201a8c0@PC> <2441d8d10902020841g281f9569wb1e7dd54416cb7bd@mail.gmail.com> Message-ID: <0edd01c98555$ea023f60$0201a8c0@PC> Excellent. We have three academics in the pool of candidates! Good luck all, and as Ian said, please read the personal statements and please vote ;) By the way Ian, apologies, I totally blocked on you being a professor, too. Tim ----- Original Message ----- From: Dan Rosenthal To: IGDA Game Education Listserv Sent: Monday, February 02, 2009 8:41 AM Subject: Re: [game_edu] IGDA Board Voting Has Started Per my conversation with Greg Boyd, he teaches games law at New York Law School, so there is at least one other. -Dan On Mon, Feb 2, 2009 at 11:30 AM, Tim Langdell wrote: Message to EduSig Members from Tim Langdell: The IGDA Board voting has just started and I am honored to be among the candidates this year. I believe I am the only candidate who is in academe and, if elected, I will work tirelessly to promote issues of concern to this SIG to the board and the membership. I ask for your vote and thank you in advance for considering me. a.. Gordon Bellamy - Business Development, Image Metrics a.. Greg Boyd - Attorney, Davis & Gilbert LLP a.. Alfredo Chaves - CEO/President, Blue Lizard Games a.. Jared W.Eden - Producer, Buzz Monkey Software a.. Clinton Keith - Scrum Trainer & agile coach a.. Tim Langdell - Independent Game Designer & Developer / Lead Game Professor, National University a.. Michael Lubker - Software Business and Technical Development Manager, ADC a.. Adam Martin - independent developer a.. Marc Mencher - President and CEO, GameRecruiter.com a.. Jamil Moledina - Outreach Director, EA Partners a.. Aaron Murray - Technical Director / Founder, Tandem Games a.. Brian Robbins - Studio Head, Fuel Games Denver a.. Tobi Saulnier - Founder and CEO, 1st Playable Productions a.. Ian Schreiber - independent developer a.. Dylan Tredrea - Executive Producer, Creo Ludus Entertainment a.. Ben Wibberley - VP North America, Babel Media http://www.igda.org/board/elections.php _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu -- Dan Rosenthal ------------------------------------------------------------------------------ _______________________________________________ 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 skg at dsu.edu Mon Feb 2 14:25:40 2009 From: skg at dsu.edu (steve graham) Date: Mon, 02 Feb 2009 13:25:40 -0600 Subject: [game_edu] 1600 participants over 300 games In-Reply-To: References: Message-ID: <498748B4.4060406@dsu.edu> Susan, I don't know if you can go to sleep yet! I need to know -- what dates are next year's game jam? Gotta get it on the calendar right away. Also, put me/DSU down on the site list. Definitely ready to do it over, bigger and better! (And very happy that there are 50 or so weeks for sleeping betwixt and between.) Oh -- and a *huge* vote of thanks to you and the other organizers. It was an amazing event.Everyone here was thrilled to be a part of it. cheers, skg S. Gold wrote: > Wow what a weekend, I can?t believe that it is over. I had never been > a part of a game jam before deciding to hold the world?s largest (53 > locations, 23 countries), so the experience was a learning one as well > as a successful one. We are still uploading games (we have a lot of > games that were ftp?d up). I wanted to thank everyone who > participated, volunteered, mentored, visited and had some connection > to this years 1st Annual Global Game Jam. One thing you don?t want to > miss is the global keynote ? http://tinyurl.com/GGJKeynote ? Kyle > Gabler did an incredible job. I did not do this whole thing alone, you > should know that our own IGDA EdSIG Student Outreach chair, Ian > Schreiber did an outstanding job running the Jam. Gorm Lai, one of the > founders of the Nordic Game Jam mentored us and took on a lot of > responsibility in making sure we did things right. Without them, we > would have never been able to do this. I am thankful to many more, but > this quick note will end up a novel if I write it all out. > > I wanted to point everyone to the website http://globalgamejam.org and > suggest you go play some games. They are up there for you and everyone > to enjoy. As educators you can look at all of these games as lessons > to share with your students, opportunities to explore new programming > languages, software, ideas and art. Please use the GGJ website as one > of your new resources to study game mechanics, design and play. You > can even have your students look at the games and critique them, ask > them how would they do it better, then challenge them to join us next > year. I am amazed at how many of the games are really playable and > good, you try to make a game in 48 hours. > > I really need to sleep for a week, but as soon as I really digest what > happened, play a few hundred games, I promise to share it with you. > > > > 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 > > ------------------------------------------------------------------------ > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > From MattGrile at otsegops.org Mon Feb 2 14:39:07 2009 From: MattGrile at otsegops.org (Matt Grile) Date: Mon, 2 Feb 2009 14:39:07 -0500 Subject: [game_edu] 1600 participants over 300 games In-Reply-To: <498748B4.4060406@dsu.edu> References: <498748B4.4060406@dsu.edu> Message-ID: <2317746845591045ABB2008D8E03360D01C34E3E@wsvr-exchange.otsegops.org> Got them in my room ready to go... -----Original Message----- From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf Of steve graham Sent: Monday, February 02, 2009 2:26 PM To: IGDA Game Education Listserv Subject: Re: [game_edu] 1600 participants over 300 games Susan, I don't know if you can go to sleep yet! I need to know -- what dates are next year's game jam? Gotta get it on the calendar right away. Also, put me/DSU down on the site list. Definitely ready to do it over, bigger and better! (And very happy that there are 50 or so weeks for sleeping betwixt and between.) Oh -- and a *huge* vote of thanks to you and the other organizers. It was an amazing event.Everyone here was thrilled to be a part of it. cheers, skg S. Gold wrote: > Wow what a weekend, I can't believe that it is over. I had never been > a part of a game jam before deciding to hold the world's largest (53 > locations, 23 countries), so the experience was a learning one as well > as a successful one. We are still uploading games (we have a lot of > games that were ftp'd up). I wanted to thank everyone who > participated, volunteered, mentored, visited and had some connection > to this years 1st Annual Global Game Jam. One thing you don't want to > miss is the global keynote - http://tinyurl.com/GGJKeynote - Kyle > Gabler did an incredible job. I did not do this whole thing alone, you > should know that our own IGDA EdSIG Student Outreach chair, Ian > Schreiber did an outstanding job running the Jam. Gorm Lai, one of the > founders of the Nordic Game Jam mentored us and took on a lot of > responsibility in making sure we did things right. Without them, we > would have never been able to do this. I am thankful to many more, but > this quick note will end up a novel if I write it all out. > > I wanted to point everyone to the website http://globalgamejam.org and > suggest you go play some games. They are up there for you and everyone > to enjoy. As educators you can look at all of these games as lessons > to share with your students, opportunities to explore new programming > languages, software, ideas and art. Please use the GGJ website as one > of your new resources to study game mechanics, design and play. You > can even have your students look at the games and critique them, ask > them how would they do it better, then challenge them to join us next > year. I am amazed at how many of the games are really playable and > good, you try to make a game in 48 hours. > > I really need to sleep for a week, but as soon as I really digest what > happened, play a few hundred games, I promise to share it with you. > > > > 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 > > ------------------------------------------------------------------------ > > _______________________________________________ > 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 Nic.Colley at cpcc.edu Mon Feb 2 14:40:18 2009 From: Nic.Colley at cpcc.edu (Nic Colley) Date: Mon, 2 Feb 2009 14:40:18 -0500 Subject: [game_edu] IGDA Board Voting Has Started References: <0e6a01c98553$96d41130$0201a8c0@PC><2441d8d10902020841g281f9569wb1e7dd54416cb7bd@mail.gmail.com> <0edd01c98555$ea023f60$0201a8c0@PC> Message-ID: <19BFE549B069CE4DB1250D0FF7CB78A301B06FA7@CEVS6-CENTRAL.cpcc.edu> I would like to nominate myself, if possible, to represent the Community College side of teaching Game Development. CC's are devoted to producing the work horses and I want to ensure that we are doing everything right. Thanks, Nic Colley ________________________________ Faculty, Simulation & Game Development Program Nic.Colley at cpcc.edu 704-330-6348 ________________________________ From: Tim Langdell [mailto:langdell at gmail.com] Sent: Mon 02-Feb-09 11:47 AM To: IGDA Game Education Listserv Subject: Re: [game_edu] IGDA Board Voting Has Started Excellent. We have three academics in the pool of candidates! Good luck all, and as Ian said, please read the personal statements and please vote ;) By the way Ian, apologies, I totally blocked on you being a professor, too. Tim ----- Original Message ----- From: Dan Rosenthal To: IGDA Game Education Listserv Sent: Monday, February 02, 2009 8:41 AM Subject: Re: [game_edu] IGDA Board Voting Has Started Per my conversation with Greg Boyd, he teaches games law at New York Law School, so there is at least one other. -Dan On Mon, Feb 2, 2009 at 11:30 AM, Tim Langdell wrote: Message to EduSig Members from Tim Langdell: The IGDA Board voting has just started and I am honored to be among the candidates this year. I believe I am the only candidate who is in academe and, if elected, I will work tirelessly to promote issues of concern to this SIG to the board and the membership. I ask for your vote and thank you in advance for considering me. * Gordon Bellamy - Business Development, Image Metrics * Greg Boyd - Attorney, Davis & Gilbert LLP * Alfredo Chaves - CEO/President, Blue Lizard Games * Jared W.Eden - Producer, Buzz Monkey Software * Clinton Keith - Scrum Trainer & agile coach * Tim Langdell - Independent Game Designer & Developer / Lead Game Professor, National University * Michael Lubker - Software Business and Technical Development Manager, ADC * Adam Martin - independent developer * Marc Mencher - President and CEO, GameRecruiter.com * Jamil Moledina - Outreach Director, EA Partners * Aaron Murray - Technical Director / Founder, Tandem Games * Brian Robbins - Studio Head, Fuel Games Denver * Tobi Saulnier - Founder and CEO, 1st Playable Productions * Ian Schreiber - independent developer * Dylan Tredrea - Executive Producer, Creo Ludus Entertainment * Ben Wibberley - VP North America, Babel Media http://www.igda.org/board/elections.php _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu -- Dan Rosenthal ________________________________ _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/ms-tnef Size: 7965 bytes Desc: not available Url : From goldfile at gmail.com Tue Feb 3 11:34:31 2009 From: goldfile at gmail.com (S. Gold) Date: Tue, 03 Feb 2009 08:34:31 -0800 Subject: [game_edu] Creating a new resource Message-ID: As some of you know I also sit on the ACM SIGGRAPH Education committee as the Co-Chair of Games & Interactive Media. In the interest of creating a complete and fully functional index of programs, I have accepted their offer to include game curricula into the ACM SIGGRAPH index. This is our first cross organizational project (IGDA EdSIG & SIGGRAPH Education). I really feel this will be the best way to collect & share information. The ACM SIGGRAPH Education Index is now fully functional. It's available on the ACM SIGGRAPH Education Committee site at http://education.siggraph.org/resources/directory/ (backslash required). The ACM SIGGRAPH Education Index strives to be a comprehensive online interactive database of academic programs that offer computer graphics, digital arts, interactive media and games curricula. The Index can be a valuable resource for students researching schools, for educators seeking to connect with other educators, and for professionals who want to broaden their skills. Through a research effort by the ACM SIGGRAPH Education Committee, over 400 college programs have been identified and entered into the database to form its foundation. But there are many hundreds more that need to be included, and many existing programs whose data needs to be corrected. We're relying on members of the global education community to make this happen. That probably means you! To search the database, simply select the available search fields. To add or edit your program, simply log in with your ACM/SIGGRAPH account/address (or create one at https://campus.acm.org/public/accounts/create.cfm). If you're an educator, please take a moment out of your busy day to make sure your program is properly represented on the ACM SIGGRAPH Education Index. And please be sure to spread the word among your colleagues worldwide. The ACM SIGGRAPH Education Index will become an invaluable global resource _if_ we all do our part. 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: From goldfile at gmail.com Tue Feb 3 23:35:19 2009 From: goldfile at gmail.com (S. Gold) Date: Tue, 03 Feb 2009 20:35:19 -0800 Subject: [game_edu] CFP: IEEE Consumer Electronics Society's Games Innovation Conference Message-ID: The International IEEE Consumer Electronics Society's Games Innovations Conference 2009 (ICE-GIC 09) aims to be a platform for innovative research in games technologies and to make these technologies more accessible to academia and industry. The conference will take place in central London in UK between 25th-28th August 2009. Areas of interest of ICE-CIG 2009 include, but not limited to: Games Technologies Innovations 1. Display technologies and interfaces for games 2. Audio technologies for games 3. Mixed reality technologies 4. Serious games 5. Artificial intelligence technologies for games 6. Science of games 7. Development tools for games 8. Software engineering processes for game 9. Social impact of games technologies Creativity in Games 1. Designing for mixed-reality gaming 2. Innovations in commercial models in games 3. Machinima 4. Game Sound and Music 5. Games innovations in education Games Innovation in Education > The goal of the joint IEEE & IGDA Game Education Track is to present > experiences and discuss new ideas regarding educational issues in the broad > field of game education. We are seeking high quality, original contributions, > for presentation during the conference and publication. We also seek panel proposals aiming to present different points of view on topics relevant for specific game oriented education. We invite submissions related to, but not limited to, the following topics: * Teaching game design and development in computer science curriculum and other disciplines; * Exploiting game design and development in teaching Science, Technology, Engineering and Mathematics (STEM); * Experimental programs on using games to help facilitate learning; * Rapid prototyping skills and group dynamics applied in game education; * Teaching agile development as a metaphor; * Utilizing collaborative development tools in the classroom; > * using game education as a way to interface with a digital generation > * open source tools utilized in game curriculum to learn development concepts Important Dates Paper Submission: 10th April, 2009 Notifications of Acceptance: 1st June, 2009 Camera Ready Paper Submission: 15th June 2009 Proposals for Special Sessions: 15th January 2009 Notification of Acceptance for Special Sessions: 30th January, 2009 Proposals for Tutorials: 1st March 2009 http://ice-gic.ieee-cesoc.org/ -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Tue Feb 3 23:44:16 2009 From: goldfile at gmail.com (S. Gold) Date: Tue, 03 Feb 2009 20:44:16 -0800 Subject: [game_edu] CFP: 8th International Conference on Entertainment Computing Message-ID: http://icec2009.cnam.fr/index.php We are pleased to invite you to participate in the prestigious 8th International Conference on Entertainment Computing, under the auspices of the International Federation for Information Processing (IFIP). Based on the very successful first international workshop (IWEC 2002) and the following international conferences (ICEC 2003, ICEC 2004, ICEC 2005, ICEC 2006, ICEC 2007, ICEC 2008) will be an international forum for the exchange of experience and knowledge amongst researchers and developers in the field of entertainment computing. Different submission types are invited that present scientific, engineering, design and artistic ideas or improvements to existing techniques in the broad multi-disciplinary field of entertainment computing. ICEC is the longest established and most prestigious conference in the field of entertainment computing. You can find more information on how you could participate in this website. The International Conference on Entertainment Computing ICEC 2009 will be held in Paris and is hosted by the Conservatoire National des Arts et Metiers (CNAM). The CNAM is located at: 292, rue Saint-Martin, Paris 75141. This will be the main location for the conference. The postal address is: 292, rue Saint-Martin, F-75141 Paris Cedex 03. The Conference accept four types of submissions: * Full Technical Papers with a maximum length of 12 pages * Short Technical Papers with a maximum length of 6 pages * Poster Papers with a maximum length of 4 pages * Demonstration Papers with a maximum length of 4 page All submissions will be reviewed by the conference international program committee. Accepted papers will be published as full and short technical papers, poster papers and demo papers. Authors might be asked by program committee to resubmit their paper in a different category. We invite authors to submit original papers, posters or demos in all areas of entertainment computing including (but not limited to): * Technologies for entertainment computing * Computer Graphics, Digital Audio, Man Machine Interfaces, Artificial Intellignece, Integrated Development * Design and Creative Environment * Game Design, Interactive Sound or Graphic Design, Art and Novel Media * Advanced Applications and Plateforms * Augmented, Virtual or Mixed Reality, Ubiquitous / Pervasive Game, Entertainment and Ambiant Intelligence, Robots and Cyberpets, Mobile Entertainment, Self Reflecting Entertainment Computing * Application Domains of Entertainment Computing * Games, Interactive TV and Cinema, Edutainment, Authoring and Communication, Healthcare, Military Training, Simulation Technical Papers: The proceedings of ICEC 2009 should be published by Springer within their Lecture Notes in Computer Science series (confirmation of this in due time). Authors will find instructions to prepare their papers at Springer's Authors' instructions page (link to be added later). If accepted, authors will be sent instructions on how to prepare their papers for publication. Papers should be written in English and must be no longer than 12 pages (or 6 pages for short technical papers), including references, appendices, and figures. They must include title, author names, contacts and affiliations, abstract, keywords, body, and references. The abstract must be within 150 words and included in the paper. All papers will be reviewed by the ICEC 2009 program committee. Accepted papers will be divided into two categories, long presentations and short presentations. Demonstrations and Posters: Posters and/or demos present preliminary results of research or design work within the scope of entertainment computing and with more emphasis on the interdisciplinary evaluation of these ideas. An extended abstract should be written in English and must be no longer than 4 pages in LNCS style (see below). All submissions will be reviewed by the ICEC 2009 program committee. If possible, please include pictures and/or a video with your submission. Live demos are also encouraged. To be considered for demonstration during the conference, a 1-page description of the demo should be prepared, which specifies the requirements for space, equipments, and power supply for the demo. Extended abstracts should be submitted through the submission web site in PDF format. All materials will be reviewed and processed electronically. The information about the work and a contact author's email address, mailing address, and phone number must be submitted through the submission web site by the deadline. Movies or other materials can also be submitted through the submission web site. The format of movies must be AVI/QuickTime/MPEG-1 within 3 minutes, and the size of all materials must not exceed 15 mega bytes. Additional material must also be received by the deadline. Submission Process: Authors have to follow the guidelines described at http://www.springer.com/computer/lncs?SGWID=0-164-7-72376-0 All materials must be submitted through the submission website located at the following URL: https://www.easychair.org/login.cgi?conf=icec20090 -------------- next part -------------- An HTML attachment was scrubbed... URL: From e.dempster at abertay.ac.uk Wed Feb 4 06:09:05 2009 From: e.dempster at abertay.ac.uk (Dempster, Euan) Date: Wed, 4 Feb 2009 11:09:05 -0000 Subject: [game_edu] Cfp: Game Education Summit 2009 Message-ID: <5A264A177F588043AB95E5EDD8E785C70FBF0B@uadmta03.uad.ac.uk> Call for Papers: Pittsburgh, Pennsylvania, June 16-17, 2009 Game Education Summit 2009 Entertainment Technology Center at Carnegie Mellon University The second annual Game Education Summit (GES) at the Entertainment Technology Center at Carnegie Mellon University 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 23, 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] gameeducationnetwork [dot] com All submissions will be reviewed by members of the Games Education Summit Steering Committee. All accepted speakers and panel participants will be granted gratis admission to the conference and accepted papers will be posted on the Game Education Network after the conference. If you have any questions please contact Suzanne Freyjadis at suzanne [at] gameducationnetwork [dot] com Presented by Game Path Events LLC The Game Education Summit and the Game Education Network are the sole properties of Game Path Events LLC. -------------- next part -------------- An HTML attachment was scrubbed... URL: From lewpuls at gmail.com Wed Feb 4 08:04:09 2009 From: lewpuls at gmail.com (Lewis Pulsipher) Date: Wed, 4 Feb 2009 08:04:09 -0500 Subject: [game_edu] IGDA board candidates Message-ID: <790382db0902040504x7a4ede97y57e2ad438a63c2c8@mail.gmail.com> I would very much like to see the word "developer" replaced with "creator" in the industry (unless we are truly talking only about programmers). This would help improve both our own discussions and the perceptions of "outsiders". Is any candidate willing to push to have the name of the organization changed to "International Game Creators Association"? -------------- next part -------------- An HTML attachment was scrubbed... URL: From darius.kazemi at gmail.com Wed Feb 4 08:23:01 2009 From: darius.kazemi at gmail.com (Darius Kazemi) Date: Wed, 4 Feb 2009 08:23:01 -0500 Subject: [game_edu] IGDA board candidates In-Reply-To: <790382db0902040504x7a4ede97y57e2ad438a63c2c8@mail.gmail.com> References: <790382db0902040504x7a4ede97y57e2ad438a63c2c8@mail.gmail.com> Message-ID: <7f9d076a0902040523u20052989u93d5cc61692b75dc@mail.gmail.com> No offense, but that's kind of absurd. "Creator" is a little high and mighty. It has the connotation of, oh, you know, God. I AM THAT I AM? That guy? If anything, developer is a more accurate term than creator, even for the creative bits of our work, because even designers and artists are, in fact, taking someone else's idea and developing it on an iterative level. Seriously, how much of a creator are you if you're texturing rocks all day, or balancing the DPS of swords versus the AC of armor? (Also, most game developers are allergic to pretension, so best to shy away from lofty terms for what we do.) If I had to pick a new term, whole-cloth, it would be "maker," seeing as the most common way game developers describe what they do is, "I make games." Though I'm pretty proud to be a game developer and don't want to see the term changed. -Darius On Wed, Feb 4, 2009 at 8:04 AM, Lewis Pulsipher wrote: > I would very much like to see the word "developer" replaced with "creator" > in the industry (unless we are truly talking only about programmers). This > would help improve both our own discussions and the perceptions of > "outsiders". Is any candidate willing to push to have the name of the > organization changed to "International Game Creators Association"? > > _______________________________________________ > 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 Farhad.Javidi at cpcc.edu Wed Feb 4 09:05:22 2009 From: Farhad.Javidi at cpcc.edu (Farhad Javidi) Date: Wed, 4 Feb 2009 09:05:22 -0500 Subject: [game_edu] IGDA board candidates References: <790382db0902040504x7a4ede97y57e2ad438a63c2c8@mail.gmail.com> Message-ID: <9C63EDB057943742BB3325C211BDB8FA018B1797@CEVS5-CENTRAL.cpcc.edu> Creationism? No, thanks! We have had enough of it in the last 8 years :) ________________________________ From: Lewis Pulsipher [mailto:lewpuls at gmail.com] Sent: Wed 2/4/2009 8:04 AM To: game_edu at igda.org Subject: [game_edu] IGDA board candidates I would very much like to see the word "developer" replaced with "creator" in the industry (unless we are truly talking only about programmers). This would help improve both our own discussions and the perceptions of "outsiders". Is any candidate willing to push to have the name of the organization changed to "International Game Creators Association"? From bbrathwaite2001 at yahoo.com Wed Feb 4 09:56:38 2009 From: bbrathwaite2001 at yahoo.com (Brenda Brathwaite) Date: Wed, 4 Feb 2009 06:56:38 -0800 (PST) Subject: [game_edu] IGDA board candidates Message-ID: <435470.2577.qm@web56005.mail.re3.yahoo.com> I think you are ascribing too much meaning to the term "creator," Darius. There is that context, Creator, and then many millions of secondary concepts, like how so and so created the problem, DaVinci created the Mona Lisa and she created textures. Brenda On Feb 4, 2009, at 8:23 AM, Darius Kazemi wrote: No offense, but that's kind of absurd. "Creator" is a little high and mighty. It has the connotation of, oh, you know, God. I AM THAT I AM? That guy? If anything, developer is a more accurate term than creator, even for the creative bits of our work, because even designers and artists are, in fact, taking someone else's idea and developing it on an iterative level. Seriously, how much of a creator are you if you're texturing rocks all day, or balancing the DPS of swords versus the AC of armor? (Also, most game developers are allergic to pretension, so best to shy away from lofty terms for what we do.) If I had to pick a new term, whole-cloth, it would be "maker," seeing as the most common way game developers describe what they do is, "I make games." Though I'm pretty proud to be a game developer and don't want to see the term changed. -Darius On Wed, Feb 4, 2009 at 8:04 AM, Lewis Pulsipher wrote: I would very much like to see the word "developer" replaced with "creator" in the industry (unless we are truly talking only about programmers). This would help improve both our own discussions and the perceptions of "outsiders". Is any candidate willing to push to have the name of the organization changed to "International Game Creators Association"? _______________________________________________ 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From langdell at gmail.com Wed Feb 4 10:22:36 2009 From: langdell at gmail.com (Tim Langdell) Date: Wed, 4 Feb 2009 07:22:36 -0800 Subject: [game_edu] IGDA board candidates References: <435470.2577.qm@web56005.mail.re3.yahoo.com> Message-ID: <2a3501c986dc$69217fe0$0201a8c0@PC> I think the underlying point here has some merit -- the IGDA has spead it wings far beyond just the narrow defintion of what we used to think of as a 'game developer' to include anyone involved in the creation / making / production / etc of games. So there is at least some merit in considering a name change to the Association at some point, perhaps. Then again, IGDA has become a strong brand in itself with a clear identity. ----- Original Message ----- From: Brenda Brathwaite To: IGDA Game Education Listserv Sent: Wednesday, February 04, 2009 6:56 AM Subject: Re: [game_edu] IGDA board candidates I think you are ascribing too much meaning to the term "creator," Darius. There is that context, Creator, and then many millions of secondary concepts, like how so and so created the problem, DaVinci created the Mona Lisa and she created textures. Brenda On Feb 4, 2009, at 8:23 AM, Darius Kazemi wrote: No offense, but that's kind of absurd. "Creator" is a little high and mighty. It has the connotation of, oh, you know, God. I AM THAT I AM? That guy? If anything, developer is a more accurate term than creator, even for the creative bits of our work, because even designers and artists are, in fact, taking someone else's idea and developing it on an iterative level. Seriously, how much of a creator are you if you're texturing rocks all day, or balancing the DPS of swords versus the AC of armor? (Also, most game developers are allergic to pretension, so best to shy away from lofty terms for what we do.) If I had to pick a new term, whole-cloth, it would be "maker," seeing as the most common way game developers describe what they do is, "I make games." Though I'm pretty proud to be a game developer and don't want to see the term changed. -Darius On Wed, Feb 4, 2009 at 8:04 AM, Lewis Pulsipher wrote: I would very much like to see the word "developer" replaced with "creator" in the industry (unless we are truly talking only about programmers). This would help improve both our own discussions and the perceptions of "outsiders". Is any candidate willing to push to have the name of the organization changed to "International Game Creators Association"? _______________________________________________ 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 ------------------------------------------------------------------------------ _______________________________________________ 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 odonnc at rpi.edu Wed Feb 4 10:39:33 2009 From: odonnc at rpi.edu (Casey O'Donnell) Date: Wed, 4 Feb 2009 10:39:33 -0500 Subject: [game_edu] IGDA board candidates In-Reply-To: <2a3501c986dc$69217fe0$0201a8c0@PC> References: <435470.2577.qm@web56005.mail.re3.yahoo.com> <2a3501c986dc$69217fe0$0201a8c0@PC> Message-ID: <2b6b9250902040739j685c2d7dp4cf0b8377fb25026@mail.gmail.com> I tend to come at it from the other direction. Explaining to people that a "Game Developer" can actually mean many things. The assumption that "developers" are engineers has more to do with the broad misunderstanding that games are only made by engineers. While WE know that it takes designers, artists (of many shapes and sizes), engineers, managers (producers, project managers, ...), I tend to explain to people that these are all game development jobs. Part of it comes from "software developers" tending to mean "software engineers." But I tend to try and reclaim the term than to redefine it. I understand the goal, but I hate to jettison the word. Best. Casey On Wed, Feb 4, 2009 at 10:22 AM, Tim Langdell wrote: > I think the underlying point here has some merit -- the IGDA has spead it > wings far beyond just the narrow defintion of what we used to think of as a > 'game developer' to include anyone involved in the creation / making / > production / etc of games. So there is at least some merit in considering a > name change to the Association at some point, perhaps. Then again, IGDA has > become a strong brand in itself with a clear identity. > -- Casey O'Donnell, Ph.D. Assistant Professor, Department of Telecommunications Grady College, University of Georgia http://www.caseyodonnell.org From khakionion at gmail.com Wed Feb 4 10:42:12 2009 From: khakionion at gmail.com (Michael Herring) Date: Wed, 4 Feb 2009 09:42:12 -0600 Subject: [game_edu] IGDA board candidates In-Reply-To: <2a3501c986dc$69217fe0$0201a8c0@PC> References: <435470.2577.qm@web56005.mail.re3.yahoo.com> <2a3501c986dc$69217fe0$0201a8c0@PC> Message-ID: For that matter, is "development" really a programming-specific verb? Just because programmers do software development doesn't mean that all development is software. ./Michael On Wed, Feb 4, 2009 at 9:22 AM, Tim Langdell wrote: > I think the underlying point here has some merit -- the IGDA has spead it > wings far beyond just the narrow defintion of what we used to think of as a > 'game developer' to include anyone involved in the creation / making / > production / etc of games. So there is at least some merit in considering a > name change to the Association at some point, perhaps. Then again, IGDA has > become a strong brand in itself with a clear identity. > > ----- Original Message ----- > From: Brenda Brathwaite > To: IGDA Game Education Listserv > Sent: Wednesday, February 04, 2009 6:56 AM > Subject: Re: [game_edu] IGDA board candidates > I think you are ascribing too much meaning to the term "creator," Darius. > There is that context, Creator, and then many millions of secondary > concepts, like how so and so created the problem, DaVinci created the Mona > Lisa and she created textures. > > Brenda > > > > > On Feb 4, 2009, at 8:23 AM, Darius Kazemi wrote: > > No offense, but that's kind of absurd. "Creator" is a little high and > mighty. It has the connotation of, oh, you know, God. I AM THAT I AM? That > guy? If anything, developer is a more accurate term than creator, even for > the creative bits of our work, because even designers and artists are, in > fact, taking someone else's idea and developing it on an iterative level. > Seriously, how much of a creator are you if you're texturing rocks all day, > or balancing the DPS of swords versus the AC of armor? (Also, most game > developers are allergic to pretension, so best to shy away from lofty terms > for what we do.) > If I had to pick a new term, whole-cloth, it would be "maker," seeing as the > most common way game developers describe what they do is, "I make games." > > Though I'm pretty proud to be a game developer and don't want to see the > term changed. > -Darius > On Wed, Feb 4, 2009 at 8:04 AM, Lewis Pulsipher wrote: >> >> I would very much like to see the word "developer" replaced with "creator" >> in the industry (unless we are truly talking only about programmers). This >> would help improve both our own discussions and the perceptions of >> "outsiders". Is any candidate willing to push to have the name of the >> organization changed to "International Game Creators Association"? >> >> _______________________________________________ >> 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 > > ________________________________ > > _______________________________________________ > 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 sroberts at cim.depaul.edu Wed Feb 4 10:46:43 2009 From: sroberts at cim.depaul.edu (Roberts, Scott) Date: Wed, 4 Feb 2009 09:46:43 -0600 Subject: [game_edu] IGDA board candidates In-Reply-To: References: <435470.2577.qm@web56005.mail.re3.yahoo.com> <2a3501c986dc$69217fe0$0201a8c0@PC> Message-ID: <6FC69A39E7AED545B86312C4B1639CD25257897DAF@wagner.cti.depaul.edu> "Igg-DUH" sounds much better than "igg-KUH," IMO. Scott -----Original Message----- From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf Of Michael Herring Sent: Wednesday, February 04, 2009 9:42 AM To: IGDA Game Education Listserv Subject: Re: [game_edu] IGDA board candidates For that matter, is "development" really a programming-specific verb? Just because programmers do software development doesn't mean that all development is software. ./Michael On Wed, Feb 4, 2009 at 9:22 AM, Tim Langdell wrote: > I think the underlying point here has some merit -- the IGDA has spead it > wings far beyond just the narrow defintion of what we used to think of as a > 'game developer' to include anyone involved in the creation / making / > production / etc of games. So there is at least some merit in considering a > name change to the Association at some point, perhaps. Then again, IGDA has > become a strong brand in itself with a clear identity. > > ----- Original Message ----- > From: Brenda Brathwaite > To: IGDA Game Education Listserv > Sent: Wednesday, February 04, 2009 6:56 AM > Subject: Re: [game_edu] IGDA board candidates > I think you are ascribing too much meaning to the term "creator," Darius. > There is that context, Creator, and then many millions of secondary > concepts, like how so and so created the problem, DaVinci created the Mona > Lisa and she created textures. > > Brenda > > > > > On Feb 4, 2009, at 8:23 AM, Darius Kazemi wrote: > > No offense, but that's kind of absurd. "Creator" is a little high and > mighty. It has the connotation of, oh, you know, God. I AM THAT I AM? That > guy? If anything, developer is a more accurate term than creator, even for > the creative bits of our work, because even designers and artists are, in > fact, taking someone else's idea and developing it on an iterative level. > Seriously, how much of a creator are you if you're texturing rocks all day, > or balancing the DPS of swords versus the AC of armor? (Also, most game > developers are allergic to pretension, so best to shy away from lofty terms > for what we do.) > If I had to pick a new term, whole-cloth, it would be "maker," seeing as the > most common way game developers describe what they do is, "I make games." > > Though I'm pretty proud to be a game developer and don't want to see the > term changed. > -Darius > On Wed, Feb 4, 2009 at 8:04 AM, Lewis Pulsipher wrote: >> >> I would very much like to see the word "developer" replaced with "creator" >> in the industry (unless we are truly talking only about programmers). This >> would help improve both our own discussions and the perceptions of >> "outsiders". Is any candidate willing to push to have the name of the >> organization changed to "International Game Creators Association"? >> >> _______________________________________________ >> 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 > > ________________________________ > > _______________________________________________ > 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 > > _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu From ai864 at yahoo.com Wed Feb 4 10:49:13 2009 From: ai864 at yahoo.com (Ian Schreiber) Date: Wed, 4 Feb 2009 07:49:13 -0800 (PST) Subject: [game_edu] IGDA board candidates Message-ID: <573712.63541.qm@web39704.mail.mud.yahoo.com> First, industry jargon is something that comes from shared use, not by fiat. Even if the IGDA did change its name, that doesn't mean that anyone would stop calling themselves "developers"... it would just make it more confusing because then we'd have lots of game developers who were represented by an organization that didn't call itself by that name. I'd look at it more in reverse: if developers start calling themselves something else, that would be a compelling reason for the IGDA to change its name, to reflect the updated state of the industry. ? Second, I don't see what's inherently wrong with the word "developer." That's what we do, isn't it? We don't publish games, we don't sell them at retail, we aren't hardware manufacturers... we develop games. I always thought "developer" was a pretty clear term, encompassing all aspects of the design and execution of a game project (programming, design, visual art, audio, production, QA). Perhaps it's confusing when talking with people outside the industry, but that has less to do with a single term and more to do with a general lack of layperson understanding of how games get made. ? - Ian --- On Wed, 2/4/09, Lewis Pulsipher wrote: From: Lewis Pulsipher Subject: [game_edu] IGDA board candidates To: game_edu at igda.org Date: Wednesday, February 4, 2009, 8:04 AM I would very much like to see the word "developer" replaced with "creator" in the industry (unless we are truly talking only about programmers).? This would help improve both our own discussions and the perceptions of "outsiders".? Is any candidate willing to push to have the name of the organization changed to "International Game Creators Association"? _______________________________________________ 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 langdell at gmail.com Wed Feb 4 11:08:41 2009 From: langdell at gmail.com (Tim Langdell) Date: Wed, 4 Feb 2009 08:08:41 -0800 Subject: [game_edu] IGDA board candidates References: <573712.63541.qm@web39704.mail.mud.yahoo.com> Message-ID: <2c3101c986e2$ded0b340$0201a8c0@PC> True. Whereas once if you said you were a game developer it meant you were a coder, that is clearly no longer true. Similarly, there was a time when videogame (or video game) meant solely games played on game consoles or coin op machines (and was in contrast with computer games), whereas now there is widespread use of the term to apply to all digital/interactive games and a growing use of the term videogame industry as the generic. However if current trends hold true, this may evolve over time into Wiivelopers and the Wiideogame industry ;) ----- Original Message ----- From: Ian Schreiber To: IGDA Game Education Listserv Sent: Wednesday, February 04, 2009 7:49 AM Subject: Re: [game_edu] IGDA board candidates First, industry jargon is something that comes from shared use, not by fiat. Even if the IGDA did change its name, that doesn't mean that anyone would stop calling themselves "developers"... it would just make it more confusing because then we'd have lots of game developers who were represented by an organization that didn't call itself by that name. I'd look at it more in reverse: if developers start calling themselves something else, that would be a compelling reason for the IGDA to change its name, to reflect the updated state of the industry. Second, I don't see what's inherently wrong with the word "developer." That's what we do, isn't it? We don't publish games, we don't sell them at retail, we aren't hardware manufacturers... we develop games. I always thought "developer" was a pretty clear term, encompassing all aspects of the design and execution of a game project (programming, design, visual art, audio, production, QA). Perhaps it's confusing when talking with people outside the industry, but that has less to do with a single term and more to do with a general lack of layperson understanding of how games get made. - Ian --- On Wed, 2/4/09, Lewis Pulsipher wrote: From: Lewis Pulsipher Subject: [game_edu] IGDA board candidates To: game_edu at igda.org Date: Wednesday, February 4, 2009, 8:04 AM I would very much like to see the word "developer" replaced with "creator" in the industry (unless we are truly talking only about programmers). This would help improve both our own discussions and the perceptions of "outsiders". Is any candidate willing to push to have the name of the organization changed to "International Game Creators Association"? _______________________________________________ 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From bcrosbie at rci.rutgers.edu Wed Feb 4 11:17:04 2009 From: bcrosbie at rci.rutgers.edu (Bill Crosbie) Date: Wed, 4 Feb 2009 11:17:04 -0500 Subject: [game_edu] game_edu Digest, Vol 52, Issue 4 In-Reply-To: References: Message-ID: <772d43950902040817h460af84dqe472e696b9b3ec7f@mail.gmail.com> I think from a practical perspective, Tim makes the most salient point. IGDA is a brand. After many years of working to define itself it has gained traction in the industry. I think it is very important to consider the business implications and potential set-backs of re-branding the organization at this time. (Conversely if it can be demonstrated that more people are "staying on the sidelines" due to the name, then re-branding makes sense.) In either case, it should be a decision based upon an increased, measurable benefit to the organization and not on the distinction between developer vs. creator. Just my $.02. Bill -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ It is humbling almost to the point of despair to discover that 15 dozen screenfuls of ponderous commentary produced by a small liberal-arts faculty worth of beardy gamer geeks can, with almost zero loss of insight, be reduced to the three panels of a Penny Arcade cartoon. ~ Julian Dibbell quoted in Wired (September 2007) From alex.ionescu at eprize.com Wed Feb 4 12:00:48 2009 From: alex.ionescu at eprize.com (Alex Ionescu) Date: Wed, 4 Feb 2009 12:00:48 -0500 Subject: [game_edu] game_edu Digest, Vol 52, Issue 4 In-Reply-To: <772d43950902040817h460af84dqe472e696b9b3ec7f@mail.gmail.com> Message-ID: We could merge IGDA and AIAS, and come up with a new name :-) Still, movies have Golden Globes and Oscars, so we could have two associations like they do. On 2/4/09 11:17 AM, "Bill Crosbie" wrote: > I think from a practical perspective, Tim makes the most salient > point. IGDA is a brand. After many years of working to define itself > it has gained traction in the industry. > > I think it is very important to consider the business implications and > potential set-backs of re-branding the organization at this time. > (Conversely if it can be demonstrated that more people are "staying on > the sidelines" due to the name, then re-branding makes sense.) > > In either case, it should be a decision based upon an increased, > measurable benefit to the organization and not on the distinction > between developer vs. creator. > > Just my $.02. > > Bill > > > -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ > It is humbling almost to the point of despair to discover that 15 > dozen screenfuls of ponderous commentary produced by a small > liberal-arts faculty worth of beardy gamer geeks can, with almost zero > loss of insight, be reduced to the three panels of a Penny Arcade > cartoon. > ~ Julian Dibbell quoted in Wired (September 2007) > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > From lewpuls at gmail.com Wed Feb 4 16:29:50 2009 From: lewpuls at gmail.com (Lewis Pulsipher) Date: Wed, 4 Feb 2009 16:29:50 -0500 Subject: [game_edu] Game "creators" Message-ID: <790382db0902041329o1d277934v6096d13d9666ddb0@mail.gmail.com> Outside the game industry, ask a computer-knowledgeable person what a "developer" is, and he'll almost always say, someone who writes program code (whether you call them programmers or engineers or something else). I considered "maker", but the art-oriented folks may not care for that, as it tends to paint game creators as people indulging in little-respected "mechanical art" (works of the hands) rather than more-respected "liberal art" (works of the mind). "Maker" is certainly preferable to "developer", however. Interesting to hear the objections to "creator". I certainly never associated it with Creationism (which is truly an ignorant notion). Of course, you as creator *are* the "god" of the world you've made (the game). It all works (or should work) just the way you choose it to, you make all the physical laws, etc. The industry is unnaturally (given how games are now made) dominated by programmers. This is one step to counteracting that domination. I won't go on at further length, I sent an opinion piece to Gamasutra about this term a week or so ago, though given the amount of money it would cost to change the names of Game Developer Magazine and Game Developers' Conference, one might wonder whether they'll use it. LP -------------- next part -------------- An HTML attachment was scrubbed... URL: From odonnc at rpi.edu Wed Feb 4 19:57:23 2009 From: odonnc at rpi.edu (Casey O'Donnell) Date: Wed, 4 Feb 2009 19:57:23 -0500 Subject: [game_edu] Game "creators" In-Reply-To: <790382db0902041329o1d277934v6096d13d9666ddb0@mail.gmail.com> References: <790382db0902041329o1d277934v6096d13d9666ddb0@mail.gmail.com> Message-ID: <2b6b9250902041657v440a4e3fq6021e96344d276fd@mail.gmail.com> I don't think this is actually the case. I'm not positive, but based on my observations at quite a number of studios I'd say that artists and designers are far more plentiful than engineers. The "domination" is more perceptual than real. I suppose if you include independent developers who are working on game code on their own, then it might be true. But then I'd say we should count all the would-be artists playing with Max and Maya. Most games are asset/data bound any more rather than engineering bound. I'd be curious to know if I'm wrong on this count. Casey > The industry is unnaturally (given how games are now made) dominated by > programmers. This is one step to counteracting that domination. I won't go > on at further length, I sent an opinion piece to Gamasutra about this term a > week or so ago, though given the amount of money it would cost to change the > names of Game Developer Magazine and Game Developers' Conference, one might > wonder whether they'll use it. -- Casey O'Donnell, Ph.D. Assistant Professor, Department of Telecommunications Grady College, University of Georgia http://www.caseyodonnell.org From Nic.Colley at cpcc.edu Thu Feb 5 10:54:58 2009 From: Nic.Colley at cpcc.edu (Nic Colley) Date: Thu, 5 Feb 2009 10:54:58 -0500 Subject: [game_edu] Game "creators" References: <790382db0902041329o1d277934v6096d13d9666ddb0@mail.gmail.com> <2b6b9250902041657v440a4e3fq6021e96344d276fd@mail.gmail.com> Message-ID: <19BFE549B069CE4DB1250D0FF7CB78A302D222F8@CEVS6-CENTRAL.cpcc.edu> Wouldn't it be more correct to say that it is on a case by case basis. Each studio focuses on different things for their games. Some buy middleware so that they do not have to have a large team focused just on coding an engine. Some are more intensive on art while others on code. Thanks, Nic Colley ________________________________ Faculty, Simulation & Game Development Program Nic.Colley at cpcc.edu 704-330-6348 ________________________________ From: Casey O'Donnell [mailto:odonnc at rpi.edu] Sent: Wed 04-Feb-09 7:57 PM To: IGDA Game Education Listserv Subject: Re: [game_edu] Game "creators" I don't think this is actually the case. I'm not positive, but based on my observations at quite a number of studios I'd say that artists and designers are far more plentiful than engineers. The "domination" is more perceptual than real. I suppose if you include independent developers who are working on game code on their own, then it might be true. But then I'd say we should count all the would-be artists playing with Max and Maya. Most games are asset/data bound any more rather than engineering bound. I'd be curious to know if I'm wrong on this count. Casey > The industry is unnaturally (given how games are now made) dominated by > programmers. This is one step to counteracting that domination. I won't go > on at further length, I sent an opinion piece to Gamasutra about this term a > week or so ago, though given the amount of money it would cost to change the > names of Game Developer Magazine and Game Developers' Conference, one might > wonder whether they'll use it. -- Casey O'Donnell, Ph.D. Assistant Professor, Department of Telecommunications Grady College, University of Georgia http://www.caseyodonnell.org _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/ms-tnef Size: 5251 bytes Desc: not available Url : From mark at baldwinconsulting.org Thu Feb 5 12:06:39 2009 From: mark at baldwinconsulting.org (Mark Baldwin) Date: Thu, 5 Feb 2009 10:06:39 -0700 Subject: [game_edu] Resource division for games In-Reply-To: <19BFE549B069CE4DB1250D0FF7CB78A302D222F8@CEVS6-CENTRAL.cpcc.edu> References: <790382db0902041329o1d277934v6096d13d9666ddb0@mail.gmail.com> <2b6b9250902041657v440a4e3fq6021e96344d276fd@mail.gmail.com> <19BFE549B069CE4DB1250D0FF7CB78A302D222F8@CEVS6-CENTRAL.cpcc.edu> Message-ID: <024101c987b4$1d2e81e0$578b85a0$@org> I would like to diverge here into a discussion of what the typical resource division (in time or money) is to create a typical A commercial game. Below are the rough numbers I use. I'd like to hear some opinions on this. Management 10% Design 20% Art and Sound 40% Programming 25% Q/A 5% Mark ************************************ Mark Lewis Baldwin Baldwin Consulting 685 Trailside Rd Golden, CO 80401 303-526-9169 303-408-3727 (m) mark at baldwinconsulting.org http://baldwinconsulting.org ************************************ From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf Of Nic Colley Sent: Thursday, February 05, 2009 8:55 AM To: IGDA Game Education Listserv Subject: Re: [game_edu] Game "creators" Wouldn't it be more correct to say that it is on a case by case basis. Each studio focuses on different things for their games. Some buy middleware so that they do not have to have a large team focused just on coding an engine. Some are more intensive on art while others on code. Thanks, Nic Colley _____ Faculty, Simulation & Game Development Program Nic.Colley at cpcc.edu 704-330-6348 _____ From: Casey O'Donnell [mailto:odonnc at rpi.edu] Sent: Wed 04-Feb-09 7:57 PM To: IGDA Game Education Listserv Subject: Re: [game_edu] Game "creators" I don't think this is actually the case. I'm not positive, but based on my observations at quite a number of studios I'd say that artists and designers are far more plentiful than engineers. The "domination" is more perceptual than real. I suppose if you include independent developers who are working on game code on their own, then it might be true. But then I'd say we should count all the would-be artists playing with Max and Maya. Most games are asset/data bound any more rather than engineering bound. I'd be curious to know if I'm wrong on this count. Casey > The industry is unnaturally (given how games are now made) dominated by > programmers. This is one step to counteracting that domination. I won't go > on at further length, I sent an opinion piece to Gamasutra about this term a > week or so ago, though given the amount of money it would cost to change the > names of Game Developer Magazine and Game Developers' Conference, one might > wonder whether they'll use it. -- Casey O'Donnell, Ph.D. Assistant Professor, Department of Telecommunications Grady College, University of Georgia http://www.caseyodonnell.org _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu -------------- next part -------------- A non-text attachment was scrubbed... Name: winmail.dat Type: application/ms-tnef Size: 9514 bytes Desc: not available Url : From darius.kazemi at gmail.com Thu Feb 5 13:13:02 2009 From: darius.kazemi at gmail.com (Darius Kazemi) Date: Thu, 5 Feb 2009 13:13:02 -0500 Subject: [game_edu] Resource division for games In-Reply-To: <024101c987b4$1d2e81e0$578b85a0$@org> References: <790382db0902041329o1d277934v6096d13d9666ddb0@mail.gmail.com> <2b6b9250902041657v440a4e3fq6021e96344d276fd@mail.gmail.com> <19BFE549B069CE4DB1250D0FF7CB78A302D222F8@CEVS6-CENTRAL.cpcc.edu> <024101c987b4$1d2e81e0$578b85a0$@org> Message-ID: <7f9d076a0902051013k7ef1029bo4ae1dde9b385aca2@mail.gmail.com> Do you mean just at the developer, or everyone involved with the game? What about outsourced work? Because if you count publisher QA on past AAA games I've worked on, the QA team has easily been bigger than the programming team. On Thu, Feb 5, 2009 at 12:06 PM, Mark Baldwin wrote: > I would like to diverge here into a discussion of what the typical resource > division (in time or money) is to create a typical A commercial game. > Below are the rough numbers I use. I'd like to hear some opinions on > this. > > > > > > Management > > 10% > > > Design > > 20% > > > Art and Sound > > 40% > > > Programming > > 25% > > > Q/A > > 5% > > > > Mark > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From Nic.Colley at cpcc.edu Thu Feb 5 13:27:41 2009 From: Nic.Colley at cpcc.edu (Nic Colley) Date: Thu, 5 Feb 2009 13:27:41 -0500 Subject: [game_edu] Resource division for games References: <790382db0902041329o1d277934v6096d13d9666ddb0@mail.gmail.com><2b6b9250902041657v440a4e3fq6021e96344d276fd@mail.gmail.com><19BFE549B069CE4DB1250D0FF7CB78A302D222F8@CEVS6-CENTRAL.cpcc.edu><024101c987b4$1d2e81e0$578b85a0$@org> <7f9d076a0902051013k7ef1029bo4ae1dde9b385aca2@mail.gmail.com> Message-ID: <19BFE549B069CE4DB1250D0FF7CB78A302D222FC@CEVS6-CENTRAL.cpcc.edu> It looks like it is just developer basis. I was a little surprised as to how small the QA team was in comparison to the programmers. Thanks, Nic Colley ________________________________ Faculty, Simulation & Game Development Program Nic.Colley at cpcc.edu 704-330-6348 ________________________________ From: Darius Kazemi [mailto:darius.kazemi at gmail.com] Sent: Thu 05-Feb-09 1:13 PM To: mark at baldwinconsulting.org; IGDA Game Education Listserv Subject: Re: [game_edu] Resource division for games Do you mean just at the developer, or everyone involved with the game? What about outsourced work? Because if you count publisher QA on past AAA games I've worked on, the QA team has easily been bigger than the programming team. On Thu, Feb 5, 2009 at 12:06 PM, Mark Baldwin wrote: I would like to diverge here into a discussion of what the typical resource division (in time or money) is to create a typical A commercial game. Below are the rough numbers I use. I'd like to hear some opinions on this. Management 10% Design 20% Art and Sound 40% Programming 25% Q/A 5% Mark -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/ms-tnef Size: 5079 bytes Desc: not available Url : From danc_gamer at yahoo.com Thu Feb 5 14:08:25 2009 From: danc_gamer at yahoo.com (Dan Carreker) Date: Thu, 5 Feb 2009 11:08:25 -0800 (PST) Subject: [game_edu] Resource division for games Message-ID: <836029.70836.qm@web31002.mail.mud.yahoo.com> Yeah, that's the first thing that jumped out at me, the small QA percentage.? Also is this throughout the life of the project, or at the start of the project?? Particullarly QA, but all department sizes change as you get to crunch mode --- On Thu, 2/5/09, Nic Colley wrote: From: Nic Colley Subject: Re: [game_edu] Resource division for games To: "IGDA Game Education Listserv" Date: Thursday, February 5, 2009, 10:27 AM It looks like it is just developer basis. I was a little surprised as to how small the QA team was in comparison to the programmers. Thanks, Nic Colley ________________________________ Faculty, Simulation & Game Development Program Nic.Colley at cpcc.edu 704-330-6348 ________________________________ From: Darius Kazemi [mailto:darius.kazemi at gmail.com] Sent: Thu 05-Feb-09 1:13 PM To: mark at baldwinconsulting.org; IGDA Game Education Listserv Subject: Re: [game_edu] Resource division for games Do you mean just at the developer, or everyone involved with the game? What about outsourced work? Because if you count publisher QA on past AAA games I've worked on, the QA team has easily been bigger than the programming team. On Thu, Feb 5, 2009 at 12:06 PM, Mark Baldwin wrote: ??? I would like to diverge here into a discussion of what the typical resource ??? division (in time or money) is to create a typical A commercial game. ??? Below are the rough numbers I use.???I'd like to hear some opinions on this. ??? ??? ??? ??? ??? ??? Management ??? ??? 10% ??? ??? ??? Design ??? ??? 20% ??? ??? ??? Art and Sound ??? ??? 40% ??? ??? ??? Programming ??? ??? 25% ??? ??? ??? Q/A ??? ??? 5% ??? ??? ??? ??? Mark ??? ??? ??? -----Inline Attachment Follows----- _______________________________________________ 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 jhopson at microsoft.com Thu Feb 5 14:14:08 2009 From: jhopson at microsoft.com (John Hopson) Date: Thu, 5 Feb 2009 11:14:08 -0800 Subject: [game_edu] Resource division for games In-Reply-To: <836029.70836.qm@web31002.mail.mud.yahoo.com> References: <836029.70836.qm@web31002.mail.mud.yahoo.com> Message-ID: <985668F6DF5FCD41AEC0B1197C02300A7518C3C01D@NA-EXMSG-C108.redmond.corp.microsoft.com> Depending on your definition of "creating a game", there's a lot of other folks who should be on there. Marketing, HR, etc. If you want a quick and dirty method for estimating this, try using the in-game credits for a few published games. The printed manual credits often leave out people who only work on the game during specific parts of the development process. From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf Of Dan Carreker Sent: Thursday, February 05, 2009 11:08 AM To: IGDA Game Educat.ion Listserv Subject: Re: [game_edu] Resource division for games Yeah, that's the first thing that jumped out at me, the small QA percentage. Also is this throughout the life of the project, or at the start of the project? Particullarly QA, but all department sizes change as you get to crunch mode --- On Thu, 2/5/09, Nic Colley wrote: From: Nic Colley Subject: Re: [game_edu] Resource division for games To: "IGDA Game Education Listserv" Date: Thursday, February 5, 2009, 10:27 AM It looks like it is just developer basis. I was a little surprised as to how small the QA team was in comparison to the programmers. Thanks, Nic Colley ________________________________ Faculty, Simulation & Game Development Program Nic.Colley at cpcc.edu 704-330-6348 ________________________________ From: Darius Kazemi [mailto:darius.kazemi at gmail.com] Sent: Thu 05-Feb-09 1:13 PM To: mark at baldwinconsulting.org; IGDA Game Education Listserv Subject: Re: [game_edu] Resource division for games Do you mean just at the developer, or everyone involved with the game? What about outsourced work? Because if you count publisher QA on past AAA games I've worked on, the QA team has easily been bigger than the programming team. On Thu, Feb 5, 2009 at 12:06 PM, Mark Baldwin > wrote: I would like to diverge here into a discussion of what the typical resource division (in time or money) is to create a typical A commercial game. Below are the rough numbers I use. I'd like to hear some opinions on this. Management 10% Design 20% Art and Sound 40% Programming 25% Q/A 5% Mark -----Inline Attachment Follows----- _______________________________________________ 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 mark at baldwinconsulting.org Thu Feb 5 16:19:29 2009 From: mark at baldwinconsulting.org (Mark Baldwin) Date: Thu, 5 Feb 2009 14:19:29 -0700 Subject: [game_edu] Resource division for games In-Reply-To: <985668F6DF5FCD41AEC0B1197C02300A7518C3C01D@NA-EXMSG-C108.redmond.corp.microsoft.com> References: <836029.70836.qm@web31002.mail.mud.yahoo.com> <985668F6DF5FCD41AEC0B1197C02300A7518C3C01D@NA-EXMSG-C108.redmond.corp.microsoft.com> Message-ID: <02fa01c987d7$6ed8f340$4c8ad9c0$@org> Hmmm, let me clarify a little. I'm speaking of the cost to create a game, not to sell or manufacture the game. So it's mainly developer resources, not publisher resources. On outsourcing or not, I don't see much difference at this high level of assessment. On QA, if you asked me should that number be higher, I would give a resounding yes. But my experience has been that QA always gets the short end, which is why I only gave it the 5%. And remember, I'm trying to give an approximate feel for something that varies widely from project to project. I also pretty much ignored MPOG's since development never really stops with those projects. Mark ************************************ Mark Lewis Baldwin Baldwin Consulting 685 Trailside Rd Golden, CO 80401 303-526-9169 303-408-3727 (m) mark at baldwinconsulting.org http://baldwinconsulting.org ************************************ -------------- next part -------------- An HTML attachment was scrubbed... URL: From kevin at kogsspin.com Thu Feb 5 18:00:35 2009 From: kevin at kogsspin.com (kevin at kogsspin.com) Date: Thu, 05 Feb 2009 15:00:35 -0800 Subject: [game_edu] game_edu Digest, Vol 52, Issue 5 In-Reply-To: References: Message-ID: <20090205150035.ejava0p2800w4gsc@login.polaris.lunarpages.com> I look at it this way, we already went through one name change early on when we went from CGDA to IGDA. That move broadened the scope from computers to all digital games and from the U.S. to the whole world (theoretically). But all along we have collectively been game developers. At the end of the day, each studio outputs software. That's how I see it anyway. One other way to look at it is the NAACP has not felt the need to update its name for both historical and recognition value. At some point (and I think we have already passed it) IGDA takes on its own meaning, regardless of where the letters originally came from. It's bad enough Jason is leaving, don't screw with the organization's name, too. : ( --Kevin O'Gorman Art Institute of Atlanta From tomt at centurionbros.com Thu Feb 5 18:54:37 2009 From: tomt at centurionbros.com (Tom Toynton) Date: Thu, 5 Feb 2009 18:54:37 -0500 Subject: [game_edu] Resource division for games In-Reply-To: References: Message-ID: <006801c987ed$1b209990$5161ccb0$@com> Everything that has been said so far is correct. There is a LOT of variance in the industry for allocation of resources during game production. There are also a lot of variables to consider. I would include: - The unique makeup of the studio - - Each studio has its own individualized structure of resources, just like any business - - Often those resources are based on level of experience and capability of the individuals involved. It might only take 2 artists at studio A to do the job of 5 artists at studio B. - The genre and premise of the game (i.e. the unique asset and dev needs of the project - a great example here is the localization needs of a project - or what if you are making a sound-based rhythm game?) - The production phase the game is in (e.g. more design & art in the beginning / less design & art and more QA at the end) - The use of middleware that negates the need for more resources (usually programming, but it can be other areas as well) for specific tasks And as mentioned you also have to take into consideration outsourcing, which can skew the numbers even more in either direction. A really great contractor may be a one-man show, or a full production house of people might work as a team to get the job done quickly when internally only a few people would normally have been assigned to the task. And finally, you have to consider all of the crossover work that is done in today's game teams. There are many technical artists who are actually doing programming work, and even some programmers who do traditional art pipeline tasks, and producers and QA also crossover into other areas. And again, each studio is different depending on all of the factors listed above. I truly don't believe you can generalize the industry's use of resources into numbers. If you want to talk a specific type of game (not just a genre) and platform and average some common resources into percentages, that might work, but the industry as a whole is too fluid and diversified for broad generalization. Cheers, Tom Toynton Assistant Professor of Game Development - Bloomfield College Coordinator/Secretary IGDA Northern New Jersey Chapter "The state of mind which enables a man to do work of this kind is akin to that of the religious worshiper or the lover; the daily effort comes from no deliberate intention or program, but straight from the heart." ~ Einstein -----Original Message----- Date: Thu, 5 Feb 2009 10:06:39 -0700 From: "Mark Baldwin" Subject: [game_edu] Resource division for games To: "'IGDA Game Education Listserv'" Message-ID: <024101c987b4$1d2e81e0$578b85a0$@org> Content-Type: text/plain; charset="us-ascii" I would like to diverge here into a discussion of what the typical resource division (in time or money) is to create a typical A commercial game. Below are the rough numbers I use. I'd like to hear some opinions on this. Management 10% Design 20% Art and Sound 40% Programming 25% Q/A 5% Mark From mark at baldwinconsulting.org Thu Feb 5 19:19:22 2009 From: mark at baldwinconsulting.org (Mark Baldwin) Date: Thu, 5 Feb 2009 17:19:22 -0700 Subject: [game_edu] Resource division for games In-Reply-To: <006801c987ed$1b209990$5161ccb0$@com> References: <006801c987ed$1b209990$5161ccb0$@com> Message-ID: <031401c987f0$8fea5650$afbf02f0$@org> Actually, I think generalizing has a great deal of value. It doesn't tell you the specifics about any single project but it does tell you a lot about the nature of entertainment software and the creation process. Consider the two possible comparative cases: Case 1 (my current approximation for games): Management 10% Design 20% Programming 25% Art/sound 40% Testing 5% Case 2 (which might apply to software like Quicken or Word): Management 5% Design 5% Programming 75% Art/sound 5% Testing 10% The first case implies a great deal of the resources go into the creative (art and design). That even the creative might be the most important part of games. The second case if it was true about games implies most of the resources go into software engineering, and engineering is the most important aspect of games. Consider what each case if generally true ABOUT GAMES might mean for education, game ludology, game software engineering or even games management. Certainly, approximations and rough estimates have errors, but if we want to look at the big picture, we have to have these types of approximations. I would suggest that understanding the mix of components that goes into games can be a powerful insight into the huge difference between tool software and entertainment software. Mark ************************************ Mark Lewis Baldwin Baldwin Consulting 685 Trailside Rd Golden, CO 80401 303-526-9169 303-408-3727 (m) mark at baldwinconsulting.org http://baldwinconsulting.org ************************************ From danc_gamer at yahoo.com Thu Feb 5 21:17:44 2009 From: danc_gamer at yahoo.com (Dan Carreker) Date: Thu, 5 Feb 2009 18:17:44 -0800 (PST) Subject: [game_edu] Resource division for games Message-ID: <199953.94469.qm@web31007.mail.mud.yahoo.com> Well, okay I get your point but it still seems of very limited use.? Fallout 3 is a game that was in production over 4 years and easily 250 people plus outsourcing (more if you include Interplay's production before they sold it.)? Portal was a 10? person teamthat finished ?in little over two years. ? If you average them together, does it really give you any basis to make generalized comments about?? I think some division, even if done by monetary cost, size of team, or production time would be more usefull.? Such as "games with production costs under $1 million"? tend to utilize 50% of resources on programming, where as games over $5 million spend about 35% of their budget on programming."? Theses numbers are, of course, entirely made up, and there may be too much a variation even after classified this way for the numbers to be useful, but you get the idea. ? Just my thoughts --- On Thu, 2/5/09, Mark Baldwin wrote: From: Mark Baldwin Subject: Re: [game_edu] Resource division for games To: "'IGDA Game Education Listserv'" Date: Thursday, February 5, 2009, 4:19 PM Actually, I think generalizing has a great deal of value.? It doesn't tell you the specifics about any single project but it does tell you a lot about the nature of entertainment software and the creation process.???Consider the two possible comparative cases: Case 1 (my current approximation for games): Management??? 10% Design??? 20% Programming??? 25% Art/sound??? 40% Testing ??? 5% Case 2 (which might apply to software like Quicken or Word): Management??? 5% Design??? 5% Programming??? 75% Art/sound??? 5% Testing??? 10% The first case implies a great deal of the resources go into the creative (art and design).? That even the creative might be the most important part of games. The second case if it was true about games implies most of the resources go into software engineering, and engineering is the most important aspect of games.???Consider what each case if generally true ABOUT GAMES might mean for education, game ludology, game software engineering or even games management.? Certainly, approximations and rough estimates have errors, but if we want to look at the big picture, we have to have these types of approximations. I would suggest that understanding the mix of components that goes into games can be a powerful insight into the huge difference between tool software and entertainment software.? Mark ************************************ Mark Lewis Baldwin Baldwin Consulting 685 Trailside Rd Golden, CO 80401 303-526-9169 303-408-3727 (m) mark at baldwinconsulting.org http://baldwinconsulting.org ************************************ _______________________________________________ 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 lewpuls at gmail.com Fri Feb 6 11:15:38 2009 From: lewpuls at gmail.com (Lewis Pulsipher) Date: Fri, 6 Feb 2009 11:15:38 -0500 Subject: [game_edu] Allocation of effort in game creation Message-ID: <790382db0902060815g4719cf3arbb45f9bb1b293deb@mail.gmail.com> Mark, I agree that relative allocations of "effort" are informative. But do you mean percentage effort in monetary cost, or effort in man-hours (QA is much cheaper per man-hour than programming...). Following was in Gameinformer (sorry, I don't have the reference to the specific issue, a couple years ago): Rainbow Six Vegas. Budget breakdown: 30% - Programming 20% - Art 15% - Design 10% - Marketing 8% - Testing 7% - Sound 7% - Animation 2% - Management 1% - Other 11 months concepting, 8 months preproduction, 10 months production, 3 months submission & release. As this was a port to a console, IIRC, and was also part of an existing series, the numbers are not typical of a brand new IP and original production. Lew Pulsipher -------------- next part -------------- An HTML attachment was scrubbed... URL: From mark at baldwinconsulting.org Fri Feb 6 11:47:20 2009 From: mark at baldwinconsulting.org (Mark Baldwin) Date: Fri, 6 Feb 2009 09:47:20 -0700 Subject: [game_edu] Allocation of effort in game creation In-Reply-To: <790382db0902060815g4719cf3arbb45f9bb1b293deb@mail.gmail.com> References: <790382db0902060815g4719cf3arbb45f9bb1b293deb@mail.gmail.com> Message-ID: <033d01c9887a$943af810$bcb0e830$@org> Yes, I was vague in saying if I was talking about money or man-hours, since they are not the same. I would suggest looking at this from the point of view of money since decisions between in-house and out of house and purchasing a tool (example, developing or buying an engine) would be equivalent. I liked the information your presented. It was fairly consistent with my guesses except for management. I question that figure. I can't imagine doing a major (or even minor) project with a 2% management cost. It would be good to get a better handle on these numbers. A survey might be valuable. Someone mentioned credits as a source. Another idea that occurs to me is help wanted ads. Would they reflect the average employee mix, and therefore allow us to estimate resource needs? Mark ************************************ Mark Lewis Baldwin Baldwin Consulting 685 Trailside Rd Golden, CO 80401 303-526-9169 303-408-3727 (m) mark at baldwinconsulting.org http://baldwinconsulting.org ************************************ From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf Of Lewis Pulsipher Sent: Friday, February 06, 2009 9:16 AM To: game_edu at igda.org Subject: [game_edu] Allocation of effort in game creation Mark, I agree that relative allocations of "effort" are informative. But do you mean percentage effort in monetary cost, or effort in man-hours (QA is much cheaper per man-hour than programming...). Following was in Gameinformer (sorry, I don't have the reference to the specific issue, a couple years ago): Rainbow Six Vegas. Budget breakdown: 30% - Programming 20% - Art 15% - Design 10% - Marketing 8% - Testing 7% - Sound 7% - Animation 2% - Management 1% - Other 11 months concepting, 8 months preproduction, 10 months production, 3 months submission & release. As this was a port to a console, IIRC, and was also part of an existing series, the numbers are not typical of a brand new IP and original production. Lew Pulsipher -------------- next part -------------- An HTML attachment was scrubbed... URL: From oltyan at gmail.com Fri Feb 6 13:19:10 2009 From: oltyan at gmail.com (Chris Oltyan) Date: Fri, 6 Feb 2009 13:19:10 -0500 Subject: [game_edu] Allocation of effort in game creation In-Reply-To: <033d01c9887a$943af810$bcb0e830$@org> References: <790382db0902060815g4719cf3arbb45f9bb1b293deb@mail.gmail.com> <033d01c9887a$943af810$bcb0e830$@org> Message-ID: <69089c000902061019r2d0a449s2084d61bf3f3c82a@mail.gmail.com> I did a quick run through my current project budget. We are currently in Production (we have 3 phases: pre, production, and release) 22% Programming 18% Production 16% Design 6% Testing 38% Art (of which sound is 3%) For Release, the are will probably drop to 10% and testing and programming will jump to make up the difference. In pre, programming and art will be around 1/2 their production levels, almost 0 testing, and distributed around Production and Design) This is for a virtual world with various casual games in it. This would (and does) fluctuate greatly based on Genre and Platform. Fundamentally, its a question of design. You have make a project represent any set of conditions, but unless you want to generalize the situation, you won't have an accurate number. So, basically: FPS RPG - 10 Levels, Unreal Engine, Standard Gameplay - Is predictable, and can be generalized, but without setting constraints you will have incredibly inaccurate estimations. After a portion of pre-production or at least high level design is done it is much more likely that you will be able to determine elements of the development process. On Fri, Feb 6, 2009 at 11:47 AM, Mark Baldwin wrote: > Yes, I was vague in saying if I was talking about money or man-hours, since > they are not the same. I would suggest looking at this from the point of > view of money since decisions between in-house and out of house and > purchasing a tool (example, developing or buying an engine) would be > equivalent. > > > > I liked the information your presented. It was fairly consistent with my > guesses except for management. I question that figure. I can't imagine > doing a major (or even minor) project with a 2% management cost. > > > > It would be good to get a better handle on these numbers. A survey might > be valuable. Someone mentioned credits as a source. Another idea that > occurs to me is help wanted ads. Would they reflect the average employee > mix, and therefore allow us to estimate resource needs? > > > > Mark > > > > ************************************ > > Mark Lewis Baldwin > > Baldwin Consulting > > 685 Trailside Rd > > Golden, CO 80401 > > 303-526-9169 > > 303-408-3727 (m) > > mark at baldwinconsulting.org > > http://baldwinconsulting.org > > ************************************ > > > > From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf > Of Lewis Pulsipher > Sent: Friday, February 06, 2009 9:16 AM > To: game_edu at igda.org > Subject: [game_edu] Allocation of effort in game creation > > > > Mark, > > I agree that relative allocations of "effort" are informative. But do you > mean percentage effort in monetary cost, or effort in man-hours (QA is much > cheaper per man-hour than programming...). > > Following was in Gameinformer (sorry, I don't have the reference to the > specific issue, a couple years ago): > > Rainbow Six Vegas. Budget breakdown: > 30% - Programming > 20% - Art > 15% - Design > 10% - Marketing > 8% - Testing > 7% - Sound > 7% - Animation > 2% - Management > 1% - Other > > 11 months concepting, 8 months preproduction, 10 months production, 3 months > submission & release. > > As this was a port to a console, IIRC, and was also part of an existing > series, the numbers are not typical of a brand new IP and original > production. > > Lew Pulsipher > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > -- Chris Oltyan Scrum Guy ----- "Simplicity--the art of maximizing the amount of work not done" --AGILE Principle From Nic.Colley at cpcc.edu Fri Feb 6 13:22:51 2009 From: Nic.Colley at cpcc.edu (Nic Colley) Date: Fri, 6 Feb 2009 13:22:51 -0500 Subject: [game_edu] Allocation of effort in game creation References: <790382db0902060815g4719cf3arbb45f9bb1b293deb@mail.gmail.com><033d01c9887a$943af810$bcb0e830$@org> <69089c000902061019r2d0a449s2084d61bf3f3c82a@mail.gmail.com> Message-ID: <19BFE549B069CE4DB1250D0FF7CB78A302D22316@CEVS6-CENTRAL.cpcc.edu> Thanks for the great information. This puts a lot of things into perspective now. Thanks, Nic Colley ________________________________ Faculty, Simulation & Game Development Program Nic.Colley at cpcc.edu 704-330-6348 ________________________________ From: Chris Oltyan [mailto:oltyan at gmail.com] Sent: Fri 06-Feb-09 1:19 PM To: IGDA Game Education Listserv Subject: Re: [game_edu] Allocation of effort in game creation I did a quick run through my current project budget. We are currently in Production (we have 3 phases: pre, production, and release) 22% Programming 18% Production 16% Design 6% Testing 38% Art (of which sound is 3%) For Release, the are will probably drop to 10% and testing and programming will jump to make up the difference. In pre, programming and art will be around 1/2 their production levels, almost 0 testing, and distributed around Production and Design) This is for a virtual world with various casual games in it. This would (and does) fluctuate greatly based on Genre and Platform. Fundamentally, its a question of design. You have make a project represent any set of conditions, but unless you want to generalize the situation, you won't have an accurate number. So, basically: FPS RPG - 10 Levels, Unreal Engine, Standard Gameplay - Is predictable, and can be generalized, but without setting constraints you will have incredibly inaccurate estimations. After a portion of pre-production or at least high level design is done it is much more likely that you will be able to determine elements of the development process. On Fri, Feb 6, 2009 at 11:47 AM, Mark Baldwin wrote: > Yes, I was vague in saying if I was talking about money or man-hours, since > they are not the same. I would suggest looking at this from the point of > view of money since decisions between in-house and out of house and > purchasing a tool (example, developing or buying an engine) would be > equivalent. > > > > I liked the information your presented. It was fairly consistent with my > guesses except for management. I question that figure. I can't imagine > doing a major (or even minor) project with a 2% management cost. > > > > It would be good to get a better handle on these numbers. A survey might > be valuable. Someone mentioned credits as a source. Another idea that > occurs to me is help wanted ads. Would they reflect the average employee > mix, and therefore allow us to estimate resource needs? > > > > Mark > > > > ************************************ > > Mark Lewis Baldwin > > Baldwin Consulting > > 685 Trailside Rd > > Golden, CO 80401 > > 303-526-9169 > > 303-408-3727 (m) > > mark at baldwinconsulting.org > > http://baldwinconsulting.org > > ************************************ > > > > From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf > Of Lewis Pulsipher > Sent: Friday, February 06, 2009 9:16 AM > To: game_edu at igda.org > Subject: [game_edu] Allocation of effort in game creation > > > > Mark, > > I agree that relative allocations of "effort" are informative. But do you > mean percentage effort in monetary cost, or effort in man-hours (QA is much > cheaper per man-hour than programming...). > > Following was in Gameinformer (sorry, I don't have the reference to the > specific issue, a couple years ago): > > Rainbow Six Vegas. Budget breakdown: > 30% - Programming > 20% - Art > 15% - Design > 10% - Marketing > 8% - Testing > 7% - Sound > 7% - Animation > 2% - Management > 1% - Other > > 11 months concepting, 8 months preproduction, 10 months production, 3 months > submission & release. > > As this was a port to a console, IIRC, and was also part of an existing > series, the numbers are not typical of a brand new IP and original > production. > > Lew Pulsipher > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > -- Chris Oltyan Scrum Guy ----- "Simplicity--the art of maximizing the amount of work not done" --AGILE Principle _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/ms-tnef Size: 8341 bytes Desc: not available Url : From goldfile at gmail.com Mon Feb 9 02:09:51 2009 From: goldfile at gmail.com (S. Gold) Date: Sun, 08 Feb 2009 23:09:51 -0800 Subject: [game_edu] GDC 2009 Message-ID: I know I posted information about the Education Workshop at GDC a few months back, but wanted to share the concrete plans, times and additions - https://www.cmpevents.com/GD09/a.asp?option=C&V=1&SB=4 In brief, mornings we have workshops and the afternoons design post-mortem. We have two great keynotes with Jesse Schell and Jane McGongial, it should be an an extraordinary two days, we hope you will join us. Early Bird pricing ends February 12, 2009. For those that can not attend, we plan on having IGDA Education SIG programming at upcoming local conferences: FuturePlay at GDC Vancouver in May, Game Education Summit at ETC in Pittsburgh in June. We are currently working on developing an education summit in Europe this summer, details as they become available. 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: From goldfile at gmail.com Tue Feb 10 17:09:20 2009 From: goldfile at gmail.com (S. Gold) Date: Tue, 10 Feb 2009 14:09:20 -0800 Subject: [game_edu] IGDA EdSIG and the Intel Software Development Program Message-ID: One of the things that I have heard in the past is that educators do not have access to the same tools that professional developers have. I have been trying to resolve that by making inquiries and seeing what various companies might be willing to do and encourage. I have been talking with Intel and they have a Software Partner program that we can participate in without a lot red tape. What I have done is set up and IGDA Ed SIG account with them and you are welcome to enroll and start up projects. To be honest anyone can enroll in the program and create projects on your own. The only advantage is that by doing this through the SIG we will advance to higher membership status quicker because of the amount of programs and projects that we would be doing under our name. We will start at as an associate member and hopefully with all of us working under the Ed SIG account get additional benefits (higher discounts up to 50%) as our numbers and projects grow. You will be provided with the same benefits as the SIG, demo units, discounts, etc... I would like to encourage you to sign up under the SIG?s account. Here are a few points that outline what they provide: * Intel is the #1 supplier of PC Graphics. 42% of overall market, 62% of integrated. * Technical resources. Optimize your software for Intel architecture with help from interactive developer communities. Get a 30% rebate (with more projects, the higher the discount we all get) on the purchase of an Intel processor-based computer system for use in developing, optimizing, and tuning your applications. And take advantage of a free 45-day trial of select Intel? Software Development Products. * Marketing and sales resources. List your solution in the Intel Developer Solutions Catalog ? your first step in promoting and selling your solutions in the channel marketplace ? and generate demand for your solutions through sales campaign resources. * Enabling for Multi-core Technology. Multi-core technology employs fully parallel execution of multiple software threads to enhance user experiences in multitasking environments. This architecture is ideal in environments in which a number of foreground applications run concurrently with a number of background applications, such as virus protection and security, wireless, management, compression, encryption and synchronization. * Demo Units and financial support for delivering conferences This is the note that Intel sent to me, Intel Corporation is increasing its activities with software developers in education. We are currently seeking developers who are developing titles that will fit any of the following: 1. compatible with DirectX 9.0/10.0 or OpenGL1.5/2.0 2. could be adapted to our new Mobile Internet Devices (netbooks/smartphones) using the Intel Atom Or 1. Digital Content Creators utilizing multi-core processing. We would like it invite your group to become a members of our Intel? Software Partner Program. For those who participate, our no cost program offers development and marketing resources and benefits. More details of our program are available at http://www.intel.com/partner/visualcomputing and clicking on Member Benefits. Add Joining code here. ASMO1 (promotion code) You can contact Dennis directly and he can explain more technical issues with you and if you are interested in taking advantage of the resources and benefits available or simply enroll while visiting their website. Our account Manager is: Dennis Cruz Intel Enabling Manager Dennisx.h.cruz at intel.com (801) 786-5697 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/gif Size: 3084 bytes Desc: not available Url : From goldfile at gmail.com Thu Feb 12 22:53:50 2009 From: goldfile at gmail.com (S. Gold) Date: Thu, 12 Feb 2009 19:53:50 -0800 Subject: [game_edu] Game Idea and Concept Contest - Can a Video Game Save the Earth? Message-ID: Game Idea and Concept Contest Overview This contest is for a game idea and concept only, does not require a prototype or demonstration, and is open to all ages. Background The IEEE Committee on Earth Observation (ICEO) has created a two-phase international computer game creation contest. The purpose of the competition is to create a conceive of a video game related to using Earth Observations to solve a myriad of environmental issues, and demonstrate how real-world events and big issues affect the Earth and impact its people. What are these big issues? According to the international Group on Earth Observations, comprised of 76 countries (www.earthobservations.org), Earth faces big challenges in nine societal areas: * Disaster relief/response, * Health, * Energy, * Climate Fluctuations, * Water Conservation, * Weather Systems, * Ecosystems, * Agriculture, * Biodiversity. Through the competition, development and creation, use and distribution of game ideas and prototypes, our desire is that citizens of the earth learn the valuable lessons of earth observation and the application of this knowledge to preserve and conserve our planet?s resources. The three major objectives are: * Provide broader visibility and understanding of the availability and benefits of Earth Systems Information globally, particularly in a younger generation audience (in the 9-18 year age range) in both developed and developing countries * Stimulate participation and interest in Earth information systems * Stimulate dialog and problem-solving related to significant societal issues Details The Game Idea Competition involves creating and submitting an original game design and storyboard that defines and addresses one or more of the nine ?Challenge Areas? above, using real or simulated Earth observations. The submission document should be 3-5 pages in length and no more than 15 pages. It should include 3-4 relevant visuals. The format of the document will need to be in .pdf or .tif, such that it can be easily viewed across platforms. The age category of the entrant may affect the level of detail or length of presentation. Documents will then be judged by our panel with finalists and the first prize winner being announced in May of 2009. Critical to the all submission in this category are the following criteria: * Work must be original. * Work must define the problem the game is intended to address. This includes not only stating the problem but providing some underlying logic to why the problem was selected, and demonstrate some effort to understand and motivate the challenges faced by the particular area the game is meant to contribute to. * Work must define the role of Earth Observation data and systems in how the player will tackle the problem. Entrants should identify what specific systems and data they have identified as being relevant. * Work should identify at least one subject matter expert that the Entrant has worked with to gain an understanding of Earth Observation technology as it might relate to the problem(s) selected. * Work must then detail a game or game-based application that attempts to address some aspect of the problem as defined in your design document. A critical judging factor is the ability for the document to describe a creative game-based approach to engaging players in the Earth?s problem(s) using Earth data. Poorly defined problems or very general descriptions will score lower. * Submission must include at least three visual design aides. These do not need to be sophisticated works of art. They must, however, provide some strong capability for judges to understand how the game will work and how the user will interact with the software. Wireframe diagrams, mock ups that cut and paste elements together from other games, basic screen diagrams, or hand-drawn art are all more then sufficient. The quality is in how well they communicate how the game will work and demonstrate strong design ideas, not the overall quality of the artwork itself. Documents may provide more then three diagrams - the more that add to the document and play a meaningful role, the better. * Work should define the audience for the game. Stronger entries will consider a younger and global audience. * Documents must include an approach section. You must define some basic detail on how you see the game being developed (what critical technologies will it use, what platform(s) will it run on, how much will it cost to develop?) and to what degree players might access the game from different parts of the world. * All submissions should include a single image representing your idea. This will also be used to represent your submission in press. OFFICIAL RULES The following are the official rules (the "Official Rules") for the Game Idea and Concept Contest (the ?Idea Contest?) sponsored by the ICEO that comprise the ?Save Earth Game? game design and development competition (the "Competition"). To the extent that the terms of these Official Rules conflict with any other information regarding the Competition, including, but not limited to, the information set forth on the Competition's official website, the terms of these Official Rules shall govern. HOW TO ENTER : To enter the Contest, an Entrant who is otherwise eligible under these Official Rules must submit all of the following materials at any time between 12:00 a.m. PST. on March 16, 2009 and 11:59 p.m. PDT on April 10th, 2009 (the ?Entry Deadline?): * A properly completed official entry form, located on the Contest application page of Sponsor?s website, www.SaveEarthGame.org (the ?Contest Website?). * A digital copy of the submitted idea or concept being entered (an ?Entered Game Idea?), submitted by uploading the materials in a single .zip or .rar archive file to the official Contest Website. There is a limit of 10 MB for the submission. ENTRANT REQUIREMENTS : Any winner or runner-up that does not satisfy all of the requirements of this section may be disqualified, and Sponsor may select an alternate Game Idea from the remaining Entered Game Ideas. Each winner and runner-up (?Selected Team?) will be required to sign and return a declaration of eligibility and release of liability within seven (7) days of notification. The declaration and release will include, to the extent permitted by law and even if already granted by a Selected Team?s acceptance of these Official Rules, the grant by each Selected Team of permission (without further compensation) for Sponsor to use the Selected Team?s name, photograph and likeness (if an individual), logo (if any), state of residence, and Entered Game Idea for advertising, promotion, marketing, and administration of the Contest, including mention in Sponsor?s magazine and on IEEE.org. Each Selected Team that is a business entity also must use its best efforts to obtain for Sponsor similar rights from its employees, to the extent permitted by law, upon Sponsor?s request. Each Selected Team must provide Sponsor with its social security or taxpayer I.D. number for tax reporting purposes. In the event there are several individuals on a Selected Team, each individual needs to provide this information in order for the Selected Team to remain qualified. The team will need to specify a recipient or recipients for the prize. FINALIST SELECTION PROCESS/NOTIFICATION : Entered Game Ideas initially will be evaluated by a panel of approximately five (5) to ten (10) selection judges appointed by Sponsor (the ?Judging Committee?). The Judging Committee will review the Entered Game Ideas and select finalists during the period from the Entry Deadline to approximately May 5th, 2009 (the ?Judging Period?). Each member of the Judging Committee will assign a score to each Entered Game Idea. Entered Game Ideas will be ranked by each of the following categories (each, a ?Category?): * Under 12: Individuals/Teams with individuals 12 years and below. * Age 12-18: Individuals/Teams comprising individuals aged 18 years and younger. * Over 18: Individuals/Teams comprising individuals with no age limits The age is determined by the age of the individual as of January 1, 2009. For a team entry, the oldest member will determine which category the team falls in. Each Entered Game Idea receiving the highest average score from all members of the Judging Committee in its Category will be the winner. Up to 3 runners up may also be identified per category, at the discretion of the Judging Committee. In the event of a tie score, the decision of the chairperson of the Judging Committee will break the tie. On or around May 15th, 2009, Sponsor will notify each Entrant by electronic and/or regular mail if that Entrant?s Entered Game Idea was judged to be a winner or runner-up. PRIZES : Each winning Entrant will receive: * Cash > * $1000 for the over 18 category, > * $500 for 12-18 category, and > * $300 for under 12 category * A profile in the Conference?s official program Each member of the winning team, up to a maximum of 8 individuals per team, will receive: * A Computer Game Development Workshop from DigiPen Institute of Technology, a leader in computer game education (NOTE: some conditions will apply) in Redmond, Washington * Mention in IEEE Computer magazine; * Mention in IEEE Spectrum; * Coverage in a Sponsor-issued press release; * A one (1) year limited use license to use a version of the official Contest name and logo in promotional materials. Each Runner-up will receive * Mention in IEEE Computer magazine; * Mention in IEEE Spectrum; * Coverage in a Sponsor-issued press release; * A one (1) year limited use license to use a version of the official Contest name and logo in promotional materials. In the event that the Entrant is a team, the cash prize will be awarded to the individual designated as the team leader on the Entry Form. It is the team leader's responsibility to allocate the prize among the members of team at issue. The Finalist prizes will be shipped to the designated recipient after receipt of the declaration and release mentioned in the Finalist Requirements section of these Official Rules. PRIZE TERMS : All monetary amounts in these Official Rules are indicated in United States dollars. Sponsor reserves the right to substitute any non-monetary prizes with items of equal or greater value. Each recipient will be solely responsible for bearing any income or other taxes, fees, or other costs relating to any prize. OWNERSHIP OF ENTRIES; PUBLICITY RIGHTS : Each Entrant shall retain all intellectual property rights to the Materials (as defined below) that it submits as an entry in the Competition. Notwithstanding the foregoing, in consideration of and as a condition to the eligibility of each entry under the terms of the Competition, each Entrant, by submission of an entry in the Competition, hereby: (a) grants to the Sponsor a perpetual, irrevocable, fully-paid, royalty-free, transferable, non-exclusive, world-wide right and license to use, copy, reproduce, publish, distribute and otherwise exploit the materials, images, ideas, writings, look and feel and other property, whether or not copyrightable, submitted as an entry in the Competition, whether alone or in conjunction with any other person (collectively, the ?Materials?); and (b) acknowledges and agrees that (i) any ideas, procedures, processes, systems, methods of operation, concepts, principles or discoveries described or otherwise set forth in the Materials (collectively, ?Non-Protectable Material?) are not subject to intellectual property protection, including, but not limited to, protection under the Copyright Law of the United States (title 17 of the United States Code) and (ii) none of the Sponsor, or any of the Affiliated Persons shall have any obligation to ensure that such Non-Protectable Material is treated as confidential or proprietary. RESTRICTIONS/ELIGIBILITY : The Contest is open to business entities and to individuals, in each case who have access to the Internet on or before January 1st, 2009. Individuals under the age of 18 years must provide evidence of parent or legal guardian consent satisfactory to Sponsor. By entering the Contest, each individual submitting entry materials (including an Entered Game Idea) represents and warrants to Sponsor that: * such individual either is the Entrant (if the Entrant is an individual) or is a fully authorized representative of the Entrant (if the Entrant is a team or business entity); * the Entrant and the Entered Game fully comply with all eligibility requirements and all other provisions of these Official Rules; * in preparing the Entered Game and entering and participating in the Contest, the Entrant has complied and will comply in all respects with all applicable laws, regulations, and rules and has not violated nor will violate any agreement or understanding by which it is bound, including any confidentiality, employment, consulting, intellectual property assignment, or license agreement; * the Entered Game consists entirely of Entrant?s own original work or of work to which Entrant has all necessary rights; and * neither the Entered Game nor the duplication, use, display, performance, or distribution of the Entered Game will infringe or misappropriate any intellectual property or other proprietary rights of any person or entity. All applicable federal, state and local laws and regulations apply. The Competition is void where otherwise prohibited by law. RELEASE : By entering the Contest, each Entrant releases and holds harmless Sponsor, its parents, subsidiaries, and affiliates, and each of their respective officers, directors, agents, and employees from any and all responsibility or liability arising out of or relating to participation in the Contest. By entering the Contest, each Entrant consents to the use of the Entrant?s name, photograph and likeness (if an individual), logo (if any), state of residence, and Entered Game Idea materials for advertising, promotion, marketing, and administration of the Contest without additional compensation, to the extent permitted by law. MISCELLANEOUS : If any part of these Official Rules is held by a court of competent jurisdiction to be invalid, illegal, or otherwise unenforceable, such part will be deemed modified or eliminated to the extent necessary, in the court?s opinion, to make it enforceable while preserving the original intent of the Sponsor, and the remaining parts of these Official Rules will remain in full force and effect. The Contest is void where prohibited by law. -- 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: From carlaeng at gmail.com Thu Feb 12 08:21:26 2009 From: carlaeng at gmail.com (Carla (Engelbrecht) Fisher) Date: Thu, 12 Feb 2009 08:21:26 -0500 Subject: [game_edu] Graduate Student Conference- TCETC 2009: Technology, Media, and Designs for Learning In-Reply-To: References: Message-ID: <8e97cfa60902120521w34d05843y5bab3934793c3db1@mail.gmail.com> Please feel free to post or pass on to graduate students. Thanks! *Call for Papers* The Communication, Computing, and Technology in Education Program at Teachers College invites submissions for its 2009 Educational Technology Conference, "TCETC 2009: Technology, Media, and Designs for Learning." This conference will serve as a multi-disciplinary forum for graduate students to discuss and exchange information on the research, development and applications of emerging technologies in K-12 classrooms, distance learning settings, higher education, and corporate learning environments. TCETC 2009 will take place at Teachers College, Columbia University, in New York City on May 10-11, 2009. Papers exploring topics such as the following are encouraged. The topic list is illustrative rather than comprehensive; we encourage papers presenting completed research and works-in-progress on other related topics. - Instructional Design of Online Environments - Social Software, Web 2.0 Tools - Human-Computer Interaction, Computer-Mediated Communication, Mobile Media - Computer-Supported Collaborative Learning - Games for Learning, Possibilities of Virtual Worlds - New Literacies, Identify Formation, the Future of Libraries and Museums - Cross-Cultural Communication - Media in the Developing World - Teaching with Technology, including teaching Science, Math, Computer Science, & Computer Science Education *Submission Guidelines * - Papers must be completely authored by current graduate students. - Abstracts (in English) of no more than 500-1000 words must be uploaded to the conference website . - The deadline for submission is 11:59 EST on *Monday, March 16, 2009*. First authors will be notified by April 3, 2009. - Abstracts should summarize the proposed presentation in a way that permits evaluation of the paper's quality and significance. The committee will consider: 1) the paper's appeal to research communities interested in instructional media and emerging communication tools; 2) the paper's suitability for oral presentation; and 3) the quality of the content and significance of results. - The conference website will prompt you to include the paper title, presenter's name(s), institutional affiliation(s) and email address(es) of the author(s). In addition, please include a biographical statement for each author of no more than 100 words. If your paper is accepted, this statement may be posted to the conference website and included in the program. Confidentiality of submissions will be maintained during the entire review process; all rejected submissions will be kept confidential. Accepted abstracts will be posted to the conference website. Presenters will have the opportunity to revise their abstracts and post them no later than April 20, 2009. Participation in this conference does not preclude submission of that work to other academic conferences. Exceptional conference presenters may be asked to submit full papers to appear in a publication of conference proceedings. Feel free to contact the conference Chairs, Marion Goldstein and Antonios Saravanos, with questions or for more information. Please also monitor the conference website at http://events.tc.columbia.edu/tcetc2009/ for information regarding registration, accommodations, travel, and conference updates. Presenters and attendees must pay a registration fee of $25. We look forward to your submissions! Sincerely, Marion Goldstein mjg2121 at columbia.edu Antonios Saravanos as2374 at columbia.edu -------------- next part -------------- An HTML attachment was scrubbed... URL: From drew at waxebb.com Fri Feb 13 13:17:35 2009 From: drew at waxebb.com (drew davidson) Date: Fri, 13 Feb 2009 13:17:35 -0500 Subject: [game_edu] siggraph sandbox submission deadline extended to 3/1 In-Reply-To: References: Message-ID: <051BDA68-FA85-48D6-8C5A-4DB5F9BCDF45@waxebb.com> hi all - due to requests, the deadline for submissions for games papers at siggraph 09 has been extended to 01 march 2009... for more information: http://www.siggraph.org/s2009/focus/games/index.php http://www.siggraph.org/s2009/sessions/game_papers/ http://www.siggraph.org/s2009/submissions/game_papers/index.php and if you have any questions, don't hesitate to email me or tracy fullerton (tfullerton at cinema.usc.edu) thanks! drew -------------- next part -------------- An HTML attachment was scrubbed... URL: From langdell at gmail.com Mon Feb 16 14:20:09 2009 From: langdell at gmail.com (Tim Langdell) Date: Mon, 16 Feb 2009 11:20:09 -0800 Subject: [game_edu] IGDA Board votes still needed pls References: <051BDA68-FA85-48D6-8C5A-4DB5F9BCDF45@waxebb.com> Message-ID: <036d01c9906b$959b4090$0301a8c0@PC> I got a message saying we are still a few votes short of what we need for the IGDA Board voting, so if you have not voted yet please consider doing so. If not for me, then for someone. Tim Langdell -------------- next part -------------- An HTML attachment was scrubbed... URL: From Nic.Colley at cpcc.edu Mon Feb 16 14:24:16 2009 From: Nic.Colley at cpcc.edu (Nic Colley) Date: Mon, 16 Feb 2009 14:24:16 -0500 Subject: [game_edu] IGDA Board votes still needed pls References: <051BDA68-FA85-48D6-8C5A-4DB5F9BCDF45@waxebb.com> <036d01c9906b$959b4090$0301a8c0@PC> Message-ID: <19BFE549B069CE4DB1250D0FF7CB78A302D2238E@CEVS6-CENTRAL.cpcc.edu> How do we vote? How do we nominate? As I sent an email out last time about a Community College rep, no one commented on anything. I have tried to contact Susan Gold with no reply back either. Thanks, Nic Colley ________________________________ Faculty, Simulation & Game Development Program Nic.Colley at cpcc.edu 704-330-6348 ________________________________ From: Tim Langdell [mailto:langdell at gmail.com] Sent: Mon 16-Feb-09 2:20 PM To: IGDA Game Education Listserv Subject: Re: [game_edu] IGDA Board votes still needed pls I got a message saying we are still a few votes short of what we need for the IGDA Board voting, so if you have not voted yet please consider doing so. If not for me, then for someone. Tim Langdell -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/ms-tnef Size: 4409 bytes Desc: not available Url : From goldfile at gmail.com Mon Feb 16 14:36:10 2009 From: goldfile at gmail.com (S. Gold) Date: Mon, 16 Feb 2009 11:36:10 -0800 Subject: [game_edu] IGDA Board votes still needed pls In-Reply-To: <19BFE549B069CE4DB1250D0FF7CB78A302D2238E@CEVS6-CENTRAL.cpcc.edu> Message-ID: You can vote if you are a paid member of the IGDA as of February 2, 2009. On the front of the IGDA website there a big box that says Vote. You will be directed to sign-in and then you can cast your vote. There really is no nomination process, you self nominate. That was done awhile back, now you can read the various statements online for members that are interested in taking a leadership position on the board. You decide who you feel will best serves your interest, you can vote for as many people as you like. There are several educators running for one of the open board seats, but also several other very highly qualified, devoted community members from industry. Voting is for the whole of IGDA community, there are no elections on the SIG level. Susan On 16/02/09 11:24 AM, "Nic Colley" wrote: > How do we vote? How do we nominate? As I sent an email out last time about a > Community College rep, no one commented on anything. I have tried to contact > Susan Gold with no reply back either. > > Thanks, > Nic Colley > ________________________________ > > Faculty, Simulation & Game Development Program > Nic.Colley at cpcc.edu > 704-330-6348 > > > ________________________________ > > From: Tim Langdell [mailto:langdell at gmail.com] > Sent: Mon 16-Feb-09 2:20 PM > To: IGDA Game Education Listserv > Subject: Re: [game_edu] IGDA Board votes still needed pls > > > I got a message saying we are still a few votes short of what we need for the > IGDA Board voting, so if you have not voted yet please consider doing so. If > not for me, then for someone. > > Tim Langdell > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu -- Susan Gold Skype: tahoegold "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde From andrew at aarmstrong.org Mon Feb 16 14:37:14 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Mon, 16 Feb 2009 19:37:14 +0000 Subject: [game_edu] IGDA Board votes still needed pls In-Reply-To: <19BFE549B069CE4DB1250D0FF7CB78A302D2238E@CEVS6-CENTRAL.cpcc.edu> References: <051BDA68-FA85-48D6-8C5A-4DB5F9BCDF45@waxebb.com> <036d01c9906b$959b4090$0301a8c0@PC> <19BFE549B069CE4DB1250D0FF7CB78A302D2238E@CEVS6-CENTRAL.cpcc.edu> Message-ID: <4999C06A.1080703@aarmstrong.org> Voting: http://www.igda.org/board/elections.php Submissions to be elected were a while back. Hmm, annoyingly, unless I am mistaken there is no one pushing the international side of the IGDA. Everyone there is based in Canada or the USA as far as I can tell. Just my comment on it, I'll get to voting today, I've been offline recently, urg. I just hope they get more of Europe, Australia and Asia involved in the IGDA. Trust me, one USA GDC party and a few USA based events for developers and chapter stuff for the USA is not going to get more IGDA members further afield ;) Also interesting how little SIG stuff is brought up apart from those directly from a SIG who want to work more on it. Finally, this is my first post on this mailing list. I'm in the Preservation SIG, and someone in this group said we needed a liaison - don't ask me why, I can't remember, and the person who brought it up didn't bring it up again :) but I meant to join this list ages ago anyway. If anyone can remember why this is needed, or want to contact me about any game history or preservation stuff, feel free to contact me off list. Andrew Nic Colley wrote: > How do we vote? How do we nominate? As I sent an email out last time about a Community College rep, no one commented on anything. I have tried to contact Susan Gold with no reply back either. > > Thanks, > Nic Colley > ________________________________ > > Faculty, Simulation & Game Development Program > Nic.Colley at cpcc.edu > 704-330-6348 > > > ________________________________ > > From: Tim Langdell [mailto:langdell at gmail.com] > Sent: Mon 16-Feb-09 2:20 PM > To: IGDA Game Education Listserv > Subject: Re: [game_edu] IGDA Board votes still needed pls > > > I got a message saying we are still a few votes short of what we need for the IGDA Board voting, so if you have not voted yet please consider doing so. If not for me, then for someone. > > Tim Langdell > > ------------------------------------------------------------------------ > > _______________________________________________ > 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 swatjester at gmail.com Mon Feb 16 14:37:59 2009 From: swatjester at gmail.com (Dan Rosenthal) Date: Mon, 16 Feb 2009 14:37:59 -0500 Subject: [game_edu] IGDA Board votes still needed pls In-Reply-To: References: Message-ID: <11224474-BC61-4D0F-AD65-44CB11BF74AD@gmail.com> Note, that student members can't vote (unfortunately), which is probably reducing the number of overall votes. -Dan On Feb 16, 2009, at 2:36 PM, S. Gold wrote: > You can vote if you are a paid member of the IGDA as of February 2, > 2009. On > the front of the IGDA website there a big box that says Vote. You > will be > directed to sign-in and then you can cast your vote. There really is > no > nomination process, you self nominate. That was done awhile back, > now you > can read the various statements online for members that are > interested in > taking a leadership position on the board. You decide who you feel > will best > serves your interest, you can vote for as many people as you like. > There are > several educators running for one of the open board seats, but also > several > other very highly qualified, devoted community members from industry. > > Voting is for the whole of IGDA community, there are no elections on > the SIG > level. > > Susan > > > On 16/02/09 11:24 AM, "Nic Colley" wrote: > >> How do we vote? How do we nominate? As I sent an email out last >> time about a >> Community College rep, no one commented on anything. I have tried >> to contact >> Susan Gold with no reply back either. >> >> Thanks, >> Nic Colley >> ________________________________ >> >> Faculty, Simulation & Game Development Program >> Nic.Colley at cpcc.edu >> 704-330-6348 >> >> >> ________________________________ >> >> From: Tim Langdell [mailto:langdell at gmail.com] >> Sent: Mon 16-Feb-09 2:20 PM >> To: IGDA Game Education Listserv >> Subject: Re: [game_edu] IGDA Board votes still needed pls >> >> >> I got a message saying we are still a few votes short of what we >> need for the >> IGDA Board voting, so if you have not voted yet please consider >> doing so. If >> not for me, then for someone. >> >> Tim Langdell >> _______________________________________________ >> game_edu mailing list >> game_edu at igda.org >> http://seven.pairlist.net/mailman/listinfo/game_edu > > -- > > > Susan Gold > Skype: tahoegold > > "To live is the rarest thing in the world. Most people exist, that > is all." > Oscar Wilde > > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu From goldfile at gmail.com Mon Feb 16 14:41:29 2009 From: goldfile at gmail.com (S. Gold) Date: Mon, 16 Feb 2009 11:41:29 -0800 Subject: [game_edu] Community Colleges Message-ID: Nic, I have replied to you in the past, I did not get anything about a community college rep, but as mentioned in my post, we do not have elections on the SIG level. We have at time called for ad hoc committees, we always add people from all aspects of education including community colleges. At this time, we are putting together some programming specific to the needs of game educators in community colleges. That will be presented at the upcoming Game Education Summit in June in Pittsburgh, PA http://www.gameeducationsummit.com/index.php ? information is not out yet, but I have already started developing the content for IGDA track. Susan -- Susan Gold Skype: tahoegold "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: -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: image/jpeg Size: 1206 bytes Desc: not available Url : From goldfile at gmail.com Mon Feb 16 14:47:47 2009 From: goldfile at gmail.com (S. Gold) Date: Mon, 16 Feb 2009 11:47:47 -0800 Subject: [game_edu] IGDA Board votes still needed pls In-Reply-To: <4999C06A.1080703@aarmstrong.org> Message-ID: As you may be aware, we just completed the Global Game Jam which had over 1650 participants world wide. Yes, half of them were in North America, but the other half spanned the globe. With the largest Jams were held in Copenhagen and Utrecht in the Netherlands. It is the Education SIG?s position that we need to reach out globally to include everyone. And as mentioned in our correspondence ? we are happy to work with other SIGs but we need a solid proposal from the Preservation SIG in which to act on. Since you are not the chair and your last note said you did not know why you wanted a liaison, I think it is best to keep the discussion between the SIG chairs and then to blast the list. Thank you, Susan On 16/02/09 11:37 AM, "Andrew Armstrong" wrote: > Voting: http://www.igda.org/board/elections.php > > Submissions to be elected were a while back. > > Hmm, annoyingly, unless I am mistaken there is no one pushing the > international side of the IGDA. Everyone there is based in Canada or the USA > as far as I can tell. Just my comment on it, I'll get to voting today, I've > been offline recently, urg. I just hope they get more of Europe, Australia and > Asia involved in the IGDA. Trust me, one USA GDC party and a few USA based > events for developers and chapter stuff for the USA is not going to get more > IGDA members further afield ;) > > Also interesting how little SIG stuff is brought up apart from those directly > from a SIG who want to work more on it. > > Finally, this is my first post on this mailing list. I'm in the Preservation > SIG, and someone in this group said we needed a liaison - don't ask me why, I > can't remember, and the person who brought it up didn't bring it up again :) > but I meant to join this list ages ago anyway. If anyone can remember why this > is needed, or want to contact me about any game history or preservation stuff, > feel free to contact me off list. > > Andrew > > Nic Colley wrote: >> >> How do we vote? How do we nominate? As I sent an email out last time about a >> Community College rep, no one commented on anything. I have tried to contact >> Susan Gold with no reply back either. >> >> Thanks, >> Nic Colley >> ________________________________ >> >> Faculty, Simulation & Game Development Program >> Nic.Colley at cpcc.edu >> 704-330-6348 >> >> >> ________________________________ >> >> From: Tim Langdell [mailto:langdell at gmail.com] >> Sent: Mon 16-Feb-09 2:20 PM >> To: IGDA Game Education Listserv >> Subject: Re: [game_edu] IGDA Board votes still needed pls >> >> >> I got a message saying we are still a few votes short of what we need for the >> IGDA Board voting, so if you have not voted yet please consider doing so. If >> not for me, then for someone. >> >> Tim Langdell >> >> >> >> >> >> _______________________________________________ >> 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 -- Susan Gold Skype: tahoegold "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: -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: image/jpeg Size: 1206 bytes Desc: not available Url : From andrew at aarmstrong.org Mon Feb 16 14:55:25 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Mon, 16 Feb 2009 19:55:25 +0000 Subject: [game_edu] IGDA Board votes still needed pls In-Reply-To: References: Message-ID: <4999C4AD.9090608@aarmstrong.org> I just hoped someone would own up suggesting it, I know they're here somewhere :) and it's necessary I at least state where I'm from, rather then like some people appear out of the blue. Fair enough though, I'm here on educational business anyway. Also, the Game Jam is great - just there is nothing like that suggested in any of the people's proposals (do it again, sure, but what about other things?). Being in the UK, the sheer amount of developers here but really lack of IGDA activity is a big shame. :( and it's hard to suggest joining when people can't make it to GDC and benefit from IGDA activities there, for instance. I have brought this up before - at the last GDC actually, but it obviously needs work from Europe (and other places) itself, like getting board members from those locations! :) Andrew S. Gold wrote: > As you may be aware, we just completed the Global Game Jam which had > over 1650 participants world wide. Yes, half of them were in North > America, but the other half spanned the globe. With the largest Jams > were held in Copenhagen and Utrecht in the Netherlands. It is the > Education SIG's position that we need to reach out globally to include > everyone. > > And as mentioned in our correspondence -- we are happy to work with > other SIGs but we need a solid proposal from the Preservation SIG in > which to act on. Since you are not the chair and your last note said > you did not know why you wanted a liaison, I think it is best to keep > the discussion between the SIG chairs and then to blast the list. > > Thank you, > Susan > > > On 16/02/09 11:37 AM, "Andrew Armstrong" wrote: > > Voting: http://www.igda.org/board/elections.php > > Submissions to be elected were a while back. > > Hmm, annoyingly, unless I am mistaken there is no one pushing the > international side of the IGDA. Everyone there is based in Canada > or the USA as far as I can tell. Just my comment on it, I'll get > to voting today, I've been offline recently, urg. I just hope they > get more of Europe, Australia and Asia involved in the IGDA. Trust > me, one USA GDC party and a few USA based events for developers > and chapter stuff for the USA is not going to get more IGDA > members further afield ;) > > Also interesting how little SIG stuff is brought up apart from > those directly from a SIG who want to work more on it. > > Finally, this is my first post on this mailing list. I'm in the > Preservation SIG, and someone in this group said we needed a > liaison - don't ask me why, I can't remember, and the person who > brought it up didn't bring it up again :) but I meant to join this > list ages ago anyway. If anyone can remember why this is needed, > or want to contact me about any game history or preservation > stuff, feel free to contact me off list. > > Andrew > > Nic Colley wrote: > > > How do we vote? How do we nominate? As I sent an email out > last time about a Community College rep, no one commented on > anything. I have tried to contact Susan Gold with no reply > back either. > > Thanks, > Nic Colley > ________________________________ > > Faculty, Simulation & Game Development Program > Nic.Colley at cpcc.edu > 704-330-6348 > > > ________________________________ > > From: Tim Langdell [mailto:langdell at gmail.com] > Sent: Mon 16-Feb-09 2:20 PM > To: IGDA Game Education Listserv > Subject: Re: [game_edu] IGDA Board votes still needed pls > > > I got a message saying we are still a few votes short of what > we need for the IGDA Board voting, so if you have not voted > yet please consider doing so. If not for me, then for someone. > > Tim Langdell > > > > ------------------------------------------------------------------------ > > _______________________________________________ > 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 > > > -- > > > Susan Gold > Skype: tahoegold > > "To live is the rarest thing in the world. Most people exist, that is > all." Oscar Wilde > ------------------------------------------------------------------------ > > _______________________________________________ > 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: -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: image/jpeg Size: 1206 bytes Desc: not available Url : From langdell at gmail.com Mon Feb 16 14:56:21 2009 From: langdell at gmail.com (Tim Langdell) Date: Mon, 16 Feb 2009 11:56:21 -0800 Subject: [game_edu] IGDA Board votes still needed pls References: <051BDA68-FA85-48D6-8C5A-4DB5F9BCDF45@waxebb.com> <036d01c9906b$959b4090$0301a8c0@PC><19BFE549B069CE4DB1250D0FF7CB78A302D2238E@CEVS6-CENTRAL.cpcc.edu> <4999C06A.1080703@aarmstrong.org> Message-ID: <055d01c99070$a4b67e50$0301a8c0@PC> As to international, I am a Brit and while based in the US also run my company out of Oxford England and have a great interest in seeing the international side of the IGDA grow. Tim ----- Original Message ----- From: Andrew Armstrong To: IGDA Game Education Listserv Sent: Monday, February 16, 2009 11:37 AM Subject: Re: [game_edu] IGDA Board votes still needed pls Voting: http://www.igda.org/board/elections.php Submissions to be elected were a while back. Hmm, annoyingly, unless I am mistaken there is no one pushing the international side of the IGDA. Everyone there is based in Canada or the USA as far as I can tell. Just my comment on it, I'll get to voting today, I've been offline recently, urg. I just hope they get more of Europe, Australia and Asia involved in the IGDA. Trust me, one USA GDC party and a few USA based events for developers and chapter stuff for the USA is not going to get more IGDA members further afield ;) Also interesting how little SIG stuff is brought up apart from those directly from a SIG who want to work more on it. Finally, this is my first post on this mailing list. I'm in the Preservation SIG, and someone in this group said we needed a liaison - don't ask me why, I can't remember, and the person who brought it up didn't bring it up again :) but I meant to join this list ages ago anyway. If anyone can remember why this is needed, or want to contact me about any game history or preservation stuff, feel free to contact me off list. Andrew Nic Colley wrote: How do we vote? How do we nominate? As I sent an email out last time about a Community College rep, no one commented on anything. I have tried to contact Susan Gold with no reply back either. Thanks, Nic Colley ________________________________ Faculty, Simulation & Game Development Program Nic.Colley at cpcc.edu 704-330-6348 ________________________________ From: Tim Langdell [mailto:langdell at gmail.com] Sent: Mon 16-Feb-09 2:20 PM To: IGDA Game Education Listserv Subject: Re: [game_edu] IGDA Board votes still needed pls I got a message saying we are still a few votes short of what we need for the IGDA Board voting, so if you have not voted yet please consider doing so. If not for me, then for someone. Tim Langdell ---------------------------------------------------------------------------- _______________________________________________ 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From eric_gordon at emerson.edu Mon Feb 16 15:04:59 2009 From: eric_gordon at emerson.edu (Eric Gordon) Date: Mon, 16 Feb 2009 15:04:59 -0500 Subject: [game_edu] floatinpoints6: games of culture | art of games Message-ID: Emerson College and Turbulence.org are pleased to announce Floating Points 6: Game of Culture | Art of Games, a Film Screening, Symposium and Workshops with Asi Burak, Anita Fontaine, Jesper Juul, Friedrich Kirschner, Marcin Ramocki, Jason Rohrer, Adriana de Souza Silva, Mushon Zer-Aviv. DATE: March 20-21, 2009 VENUE: Emerson College, Boston, Massachusetts Free and open to the public. Registration details are available on the website. Video games extend beyond the gaming console into nearly every aspect of contemporary life. They are fun. They drive innovation, consumer engagement and employee productivity. Is our culture turning everything into a game? Video Games have had a greater impact on narrative form than any medium since film. They are altering our experience of both virtual and physical space. Gamespace is everywhere and nowhere (McKenzie Wark, "Gamer Theory"). In "Video Game Spaces: Image, Play, and Structure in 3D Worlds," Michael Nitsche introduces five analytical layers ? rule-based space, mediated space, fictional space, play space, and social space. How do artists and game designers use these spaces in their creative practice? How does structured play impact our engagement with other people, both online and in urban space? What are the political and cultural implications of gaming practices? http://institute.emerson.edu/floatingpoints/2009/ -------------- next part -------------- An HTML attachment was scrubbed... URL: From ai864 at yahoo.com Mon Feb 16 17:24:35 2009 From: ai864 at yahoo.com (Ian Schreiber) Date: Mon, 16 Feb 2009 14:24:35 -0800 (PST) Subject: [game_edu] IGDA Board votes still needed pls In-Reply-To: <4999C06A.1080703@aarmstrong.org> Message-ID: <660714.98328.qm@web39703.mail.mud.yahoo.com> As I say in my statement, I'm very much interested in bringing people together. This includes different locales and also different disciplines and different SIGs.?I suppose I have the disadvantage of being based in America, but hope that this will not be held against me in light of my desire to form a more global community. I hope my work in the Global Game Jam can stand as evidence of my intentions. ? And yes, you can vote from http://www.igda.org/board/elections.php?and clicking "Vote Now!" at the top. ? Someone brought up student memberships, and I remember this was a big point of contention last year as well. For students who are interested in voting, note that they are allowed to register as full members. They do not *have* to have a student membership just because they're students, it is just the less expensive option. Those students who want to get involved politically may wish to consider full membership for the extra $18. ? - Ian --- On Mon, 2/16/09, Andrew Armstrong wrote: From: Andrew Armstrong Subject: Re: [game_edu] IGDA Board votes still needed pls To: "IGDA Game Education Listserv" Date: Monday, February 16, 2009, 2:37 PM Voting: http://www.igda.org/board/elections.php Submissions to be elected were a while back. Hmm, annoyingly, unless I am mistaken there is no one pushing the international side of the IGDA. Everyone there is based in Canada or the USA as far as I can tell. Just my comment on it, I'll get to voting today, I've been offline recently, urg. I just hope they get more of Europe, Australia and Asia involved in the IGDA. Trust me, one USA GDC party and a few USA based events for developers and chapter stuff for the USA is not going to get more IGDA members further afield ;) Also interesting how little SIG stuff is brought up apart from those directly from a SIG who want to work more on it. Finally, this is my first post on this mailing list. I'm in the Preservation SIG, and someone in this group said we needed a liaison - don't ask me why, I can't remember, and the person who brought it up didn't bring it up again :) but I meant to join this list ages ago anyway. If anyone can remember why this is needed, or want to contact me about any game history or preservation stuff, feel free to contact me off list. Andrew Nic Colley wrote: How do we vote? How do we nominate? As I sent an email out last time about a Community College rep, no one commented on anything. I have tried to contact Susan Gold with no reply back either. Thanks, Nic Colley ________________________________ Faculty, Simulation & Game Development Program Nic.Colley at cpcc.edu 704-330-6348 ________________________________ From: Tim Langdell [mailto:langdell at gmail.com] Sent: Mon 16-Feb-09 2:20 PM To: IGDA Game Education Listserv Subject: Re: [game_edu] IGDA Board votes still needed pls I got a message saying we are still a few votes short of what we need for the IGDA Board voting, so if you have not voted yet please consider doing so. If not for me, then for someone. Tim Langdell _______________________________________________ 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From swatjester at gmail.com Mon Feb 16 18:13:35 2009 From: swatjester at gmail.com (Dan Rosenthal) Date: Mon, 16 Feb 2009 18:13:35 -0500 Subject: [game_edu] IGDA Board votes still needed pls In-Reply-To: <660714.98328.qm@web39703.mail.mud.yahoo.com> References: <660714.98328.qm@web39703.mail.mud.yahoo.com> Message-ID: <78C54AE0-75FB-4CCC-96E3-4AB31DBFE0A1@gmail.com> That may not be the case; as far as some schools go, in cases where the student government association (or in my case, student bar association) is being asked to reimburse the cost of a membership in the relevant trade association, the governing body may not approve the reimubursment if a student account is available but the person selects a full account. For instance, my student bar association's senate is authorized by the school to reimburse students for memberships into things like IGDA (for a student looking to go into gaming law), various ABA subdivisions (for students wanting to join the ABA's two MMORPG committees, etc.) However, we are only authorized to do that in two situations: when a student account is available AND the student chooses that account; OR when no student account is available AND the student chooses the next least expensive account. Exceptions in order to get voting rights would not be approved -Dan On Feb 16, 2009, at 5:24 PM, Ian Schreiber wrote: > As I say in my statement, I'm very much interested in bringing > people together. This includes different locales and also different > disciplines and different SIGs. I suppose I have the disadvantage of > being based in America, but hope that this will not be held against > me in light of my desire to form a more global community. I hope my > work in the Global Game Jam can stand as evidence of my intentions. > > And yes, you can vote from http://www.igda.org/board/elections.php > and clicking "Vote Now!" at the top. > > Someone brought up student memberships, and I remember this was a > big point of contention last year as well. For students who are > interested in voting, note that they are allowed to register as full > members. They do not *have* to have a student membership just > because they're students, it is just the less expensive option. > Those students who want to get involved politically may wish to > consider full membership for the extra $18. > > - Ian > > --- On Mon, 2/16/09, Andrew Armstrong wrote: > From: Andrew Armstrong > Subject: Re: [game_edu] IGDA Board votes still needed pls > To: "IGDA Game Education Listserv" > Date: Monday, February 16, 2009, 2:37 PM > > Voting: http://www.igda.org/board/elections.php > > Submissions to be elected were a while back. > > Hmm, annoyingly, unless I am mistaken there is no one pushing the > international side of the IGDA. Everyone there is based in Canada or > the USA as far as I can tell. Just my comment on it, I'll get to > voting today, I've been offline recently, urg. I just hope they get > more of Europe, Australia and Asia involved in the IGDA. Trust me, > one USA GDC party and a few USA based events for developers and > chapter stuff for the USA is not going to get more IGDA members > further afield ;) > > Also interesting how little SIG stuff is brought up apart from those > directly from a SIG who want to work more on it. > > Finally, this is my first post on this mailing list. I'm in the > Preservation SIG, and someone in this group said we needed a liaison > - don't ask me why, I can't remember, and the person who brought it > up didn't bring it up again :) but I meant to join this list ages > ago anyway. If anyone can remember why this is needed, or want to > contact me about any game history or preservation stuff, feel free > to contact me off list. > > Andrew > > Nic Colley wrote: >> >> How do we vote? How do we nominate? As I sent an email out last >> time about a Community College rep, no one commented on anything. I >> have tried to contact Susan Gold with no reply back either. >> >> Thanks, >> Nic Colley >> ________________________________ >> >> Faculty, Simulation & Game Development Program >> Nic.Colley at cpcc.edu >> 704-330-6348 >> >> >> ________________________________ >> >> From: Tim Langdell [mailto:langdell at gmail.com] >> Sent: Mon 16-Feb-09 2:20 PM >> To: IGDA Game Education Listserv >> Subject: Re: [game_edu] IGDA Board votes still needed pls >> >> >> I got a message saying we are still a few votes short of what we >> need for the IGDA Board voting, so if you have not voted yet please >> consider doing so. If not for me, then for someone. >> >> Tim Langdell >> >> _______________________________________________ >> 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 > > _______________________________________________ > 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 langdell at gmail.com Tue Feb 17 09:06:44 2009 From: langdell at gmail.com (Tim Langdell) Date: Tue, 17 Feb 2009 06:06:44 -0800 Subject: [game_edu] Seeking Adjunct Faculty References: <660714.98328.qm@web39703.mail.mud.yahoo.com> <78C54AE0-75FB-4CCC-96E3-4AB31DBFE0A1@gmail.com> Message-ID: <0d2a01c99108$f77a67d0$0301a8c0@PC> As many of you know, I am as lead game faculty at National University. I have a fairly urgent need for some adjunct faculty to teach some upcoming classes in April, May and June in 3D Game Art and Animation, Advanced Game Design, and Game Production Management. This is for an MFA (Master of Fine Arts) in Videogame Production & Design, and National is a fully accredited university. The classes run partly online and partly in gamelabs in Los Angeles, San Jose and San Diego. National's classes are unique in that the students just do one class a month, so this teaching is just a one month (few hours here and there) committment and the pay is comparable to most universities. I am looking for people who can teach in either LA, or SJ, or SD. If anyone is interested in teaching -- either in the next few months or when the program re-starts in the Fall -- or if you know of someone who might be interested, could you write me (or have them write me) off-List at tlangdell at nu.edu? Many thanks! Tim Tim Langdell PhD Associate Professor Department of Media School of Media & Communication National University Los Angeles, California -------------- next part -------------- An HTML attachment was scrubbed... URL: From pawlicki at cs.rochester.edu Tue Feb 17 10:18:50 2009 From: pawlicki at cs.rochester.edu (pawlicki at cs.rochester.edu) Date: Tue, 17 Feb 2009 10:18:50 -0500 (EST) Subject: [game_edu] Summer internships in gaming? Message-ID: <60996.128.151.67.232.1234883930.squirrel@www.cs.rochester.edu> Can anyone point me to a resource for summer internships in game development? I'm a faculty member in a computer science department. I've got a number of bright students who are interested in the game industry looking for summer internships. It would be nice to point them to some places. Thanks, Ted Thaddeus F. Pawlicki, Ph.D. Undergraduate Program Director Computer Science Dept. (585) 275-4198 University of Rochester FAX (585) 273-4556 Rochester, NY 14627-0226 pawlicki at cs.rochester.edu http://www.cs.rochester.edu/u/pawlicki/ "Learning to dance was similar to learning geometry, my best subject. Each piece of physical movement could be thought of as a theorem that had to be proved." - Gelsey Kirkland, 1986 From ai864 at yahoo.com Tue Feb 17 10:51:03 2009 From: ai864 at yahoo.com (Ian Schreiber) Date: Tue, 17 Feb 2009 07:51:03 -0800 (PST) Subject: [game_edu] Summer internships in gaming? In-Reply-To: <60996.128.151.67.232.1234883930.squirrel@www.cs.rochester.edu> Message-ID: <167436.41949.qm@web39705.mail.mud.yahoo.com> Umm... I don't think there is such a resource, because summer internships are rare. ? They're rare because game projects typically take longer than a summer, and development teams don't particularly like it when a key project member leaves in mid-project. It also takes people time to ramp up, which means just around the time the intern is finally able to contribute something to the team, they leave. Also, interns take a lot of management time that a typically-overworked producer does not have, so many studios decide that it's just not worth it. ? This is not to say that internships don't exist, merely that the companies that offer them tend to be low-key about it (lest they be flooded with tens of thousands of resumes from eager college students). ? Best best to offer your students: ? 1) Do your own work. Research the companies you'd be interested in interning for, go to their corporate websites and see if they have an internship program. Be willing to look at lesser-known companies too. Students who are willing to take the time to do their own homework are that much more likely to take initiative on the job, also, which is a good thing. ? 2) Know your local developers. Internships are often low pay or even no pay, and they certainly won't offer housing or relocation expenses (some of them won't even consider someone from out of town). So, the most likely places to get hired as an intern are those that are local to you. Is there a local IGDA chapter, and do your students attend meetings? Do your students look in your city on gamedevmap.com to find nearby companies? If not, they should. (Oh, and as a professor, this would be a good thing for you to do too. Nothing like having local industry connections for guest speakers in your classes.) ? 3) Be willing to work in a related field, such as serious games or the greater software industry. Just working on a project at all is preferable to none. ? 4) Failing all of that, students could also consider "hiring themselves" and working unpaid on their own game project(s) over the summer... finances permitting. A student who diligently works 40+ hours per week on their own project (especially if in a team with other like-minded students) should be able to produce several small to mid-size games in a single summer. If one of those games ends up being spectacular enough to win the IGF student showcase, that's just as juicy a resume bullet-point as an internship. Even if the game projects themselves flop, the student will have a lot of experience from their mistakes. ? - Ian --- On Tue, 2/17/09, pawlicki at cs.rochester.edu wrote: From: pawlicki at cs.rochester.edu Subject: [game_edu] Summer internships in gaming? To: game_edu at igda.org Date: Tuesday, February 17, 2009, 10:18 AM Can anyone point me to a resource for summer internships in game development? I'm a faculty member in a computer science department. I've got a number of bright students who are interested in the game industry looking for summer internships. It would be nice to point them to some places. Thanks, Ted Thaddeus F. Pawlicki, Ph.D. Undergraduate Program Director Computer Science Dept. (585) 275-4198 University of Rochester FAX (585) 273-4556 Rochester, NY 14627-0226 pawlicki at cs.rochester.edu http://www.cs.rochester.edu/u/pawlicki/ "Learning to dance was similar to learning geometry, my best subject. Each piece of physical movement could be thought of as a theorem that had to be proved." - Gelsey Kirkland, 1986 _______________________________________________ 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 goldfile at gmail.com Tue Feb 17 14:04:56 2009 From: goldfile at gmail.com (S. Gold) Date: Tue, 17 Feb 2009 11:04:56 -0800 Subject: [game_edu] Summer internships in gaming? In-Reply-To: <167436.41949.qm@web39705.mail.mud.yahoo.com> Message-ID: Many of the major publishers offer internships (EA/Activision/Lucas). It is very competitive and if your students are great, should have little problem getting in ? however, they often pay very little and the expense of moving to a major city for the summer sometimes does not justify taking the opportunity. I suggest also, looking at local developers for opportunities. We would very much like to create a database of internship information, currently it has been stalled due to the change in the IGDA website and we are trying to figure out how to best create a database that can be incorporated into Drupal. Susan -- Susan Gold Skype: tahoegold "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: -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: image/jpeg Size: 1206 bytes Desc: not available Url : From allison at computercamps.com Wed Feb 18 15:28:58 2009 From: allison at computercamps.com (Allison Fitzgerald) Date: Wed, 18 Feb 2009 14:28:58 -0600 Subject: [game_edu] Summer internships in gaming? In-Reply-To: <60996.128.151.67.232.1234883930.squirrel@www.cs.rochester.edu> References: <60996.128.151.67.232.1234883930.squirrel@www.cs.rochester.edu> Message-ID: Hi Ted, Thank you for contacting Emagination Computer Camps. We are currently recruiting college students to teach game design and development to children ages 8-17. We offer seasonal jobs and paid internships! Emagination's competitive compensation package includes a weekly salary plus room and board (worth over $350/week and includes weekend and off duty housing and meals!!) We also provide you transportation to and from the local airport at the beginning and end of camp. Qualified candidates are proficient in one or more of the following areas: FPS Game Design (FPS Creator), RPG Game Design (Never Winter Nights 2 Editor), Strategy Game Design (War Craft 3/Frozen Throne), Action Game Design (Game Maker 7.0), Puzzle Game Design (Torque), Flash Games, 3D Texture Mapping (Photoshop), 3D Animation (3DS Max), 3D Game Modding, 3D Character Modeling, Video Game Programming, Audacity. If you have students who are interested, please direct them to our summer jobs page at http://www.computercamps.com/computer/camp/summer_job.html Please contact me at 781-933-8795 or via email at Allison at computercamps.com, if you would like more information. Kind regards, Allison Allison Fitzgerald, Assistant Director of Camps Emagination Computer Camps 110 Winn St. Suite 205 Woburn, MA 01801 Toll Free: 877-248-0206 Phone: 781-933-8796 Fax: 781-933-0749 allison at computercamps.com www.computercamps.com The information contained in this email message is privileged and confidential information intended only for the use of the individual or entity to whom it is addressed. If the reader of this message is not the intended recipient, you are hereby notified that any dissemination, distribution or copy of this message is strictly prohibited. If you have received this email in error, please immediately notify Emagination Computer Camps by telephone (877) 248 - 0206, or email camp at computercamps.com and delete the message. Thank you, Education Holdings Inc d/b/a Emagination Computer Camps. -----Original Message----- From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf Of pawlicki at cs.rochester.edu Sent: Tuesday, February 17, 2009 9:19 AM To: game_edu at igda.org Subject: [game_edu] Summer internships in gaming? Can anyone point me to a resource for summer internships in game development? I'm a faculty member in a computer science department. I've got a number of bright students who are interested in the game industry looking for summer internships. It would be nice to point them to some places. Thanks, Ted Thaddeus F. Pawlicki, Ph.D. Undergraduate Program Director Computer Science Dept. (585) 275-4198 University of Rochester FAX (585) 273-4556 Rochester, NY 14627-0226 pawlicki at cs.rochester.edu http://www.cs.rochester.edu/u/pawlicki/ "Learning to dance was similar to learning geometry, my best subject. Each piece of physical movement could be thought of as a theorem that had to be proved." - Gelsey Kirkland, 1986 _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu No virus found in this incoming message. Checked by AVG - www.avg.com Version: 8.0.237 / Virus Database: 270.10.23/1953 - Release Date: 02/16/09 06:55:00 From iceace17 at msn.com Wed Feb 18 15:40:34 2009 From: iceace17 at msn.com (Andrew Smith) Date: Wed, 18 Feb 2009 12:40:34 -0800 Subject: [game_edu] Summer internships in gaming? In-Reply-To: References: <60996.128.151.67.232.1234883930.squirrel@www.cs.rochester.edu> Message-ID: Hey all, My name is Andrew Smith and I spent last summer doing my internship at Emagination Computer camp in PA. I was looking for an internship at a game company like EA or Lucas Arts, but when I failed to land one, (It is extremely hard) I chose to spend 6 weeks at Emagination being an instructor / councilor. It was a great experience and it helped me find a love for teaching and being around helping the kids. I plan on going back to Emagination this summer if I do not find a job at GDC in March as a game artist. It may not be the "ideal" internship your students are looking for, but it is a worthwhile experience and I loved every minute of it. Regards, Andrew Smith www.SmithAnimation.com > From: allison at computercamps.com > To: pawlicki at cs.rochester.edu > Date: Wed, 18 Feb 2009 14:28:58 -0600 > CC: game_edu at igda.org > Subject: Re: [game_edu] Summer internships in gaming? > > Hi Ted, > > Thank you for contacting Emagination Computer Camps. We are currently > recruiting college students to teach game design and development to children > ages 8-17. We offer seasonal jobs and paid internships! Emagination's > competitive compensation package includes a weekly salary plus room and > board (worth over $350/week and includes weekend and off duty housing and > meals!!) We also provide you transportation to and from the local airport at > the beginning and end of camp. > > Qualified candidates are proficient in one or more of the following areas: > FPS Game Design (FPS Creator), RPG Game Design (Never Winter Nights 2 > Editor), Strategy Game Design (War Craft 3/Frozen Throne), Action Game > Design (Game Maker 7.0), Puzzle Game Design (Torque), Flash Games, 3D > Texture Mapping (Photoshop), 3D Animation (3DS Max), 3D Game Modding, 3D > Character Modeling, Video Game Programming, Audacity. > > If you have students who are interested, please direct them to our summer > jobs page at http://www.computercamps.com/computer/camp/summer_job.html > > Please contact me at 781-933-8795 or via email at Allison at computercamps.com, > if you would like more information. > > Kind regards, > Allison > > > > Allison Fitzgerald, Assistant Director of Camps > > Emagination Computer Camps > > 110 Winn St. Suite 205 > > Woburn, MA 01801 > > > > Toll Free: 877-248-0206 > > Phone: 781-933-8796 > > Fax: 781-933-0749 > > allison at computercamps.com > > www.computercamps.com > > > > > > The information contained in this email message is privileged and > confidential information intended only for the use of the individual or > entity to whom it is addressed. If the reader of this message is not the > intended recipient, you are hereby notified that any dissemination, > distribution or copy of this message is strictly prohibited. If you have > received this email in error, please immediately notify Emagination Computer > Camps by telephone (877) 248 - 0206, or email camp at computercamps.com and > delete the message. Thank you, Education Holdings Inc d/b/a Emagination > Computer Camps. > > > -----Original Message----- > From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf > Of pawlicki at cs.rochester.edu > Sent: Tuesday, February 17, 2009 9:19 AM > To: game_edu at igda.org > Subject: [game_edu] Summer internships in gaming? > > > Can anyone point me to a resource for summer internships > in game development? > > I'm a faculty member in a computer science department. > I've got a number of bright students who are interested in > the game industry looking for summer internships. It would > be nice to point them to some places. > > Thanks, > > Ted > > Thaddeus F. Pawlicki, Ph.D. > Undergraduate Program Director > Computer Science Dept. (585) 275-4198 > University of Rochester FAX (585) 273-4556 > Rochester, NY 14627-0226 pawlicki at cs.rochester.edu > http://www.cs.rochester.edu/u/pawlicki/ > > "Learning to dance was similar to learning geometry, my best > subject. Each piece of physical movement could be thought of as a > theorem that had to be proved." > - Gelsey Kirkland, 1986 > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > No virus found in this incoming message. > Checked by AVG - www.avg.com > Version: 8.0.237 / Virus Database: 270.10.23/1953 - Release Date: 02/16/09 > 06:55:00 > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu _________________________________________________________________ See how Windows Mobile brings your life together?at home, work, or on the go. http://clk.atdmt.com/MRT/go/msnnkwxp1020093182mrt/direct/01/ -------------- next part -------------- An HTML attachment was scrubbed... URL: From smaddock at gmail.com Wed Feb 18 16:43:14 2009 From: smaddock at gmail.com (Scott Maddock) Date: Wed, 18 Feb 2009 16:43:14 -0500 Subject: [game_edu] Summer internships in gaming? In-Reply-To: <167436.41949.qm@web39705.mail.mud.yahoo.com> References: <60996.128.151.67.232.1234883930.squirrel@www.cs.rochester.edu> <167436.41949.qm@web39705.mail.mud.yahoo.com> Message-ID: I think Ian makes a good point, though the exception is probably QA. My first job was a QA internship, and eventually led to a Jr. Designer position, and I was off. QA has less "ramping up" time, and there's less negative impact when a tester has to disappear at the end of the summer than, say, a programmer. It's probably of greater interest to a design student than an art, programming, or sound student, but it's a foot in the door and a potential connection to be made. And as others have said, local connections are a great way to go if there are companies in the area. This is especially true if there are companies with existing ties to your school (i.e. my school, Rensselaer, and Vicarious Visions). I second the recommendation for gamedevmap.com and forming ties with local developers. Best of luck to you and your students! ~ Scott On Tue, Feb 17, 2009 at 10:51 AM, Ian Schreiber wrote: > Umm... I don't think there is such a resource, because summer > internships are rare. > > They're rare because game projects typically take longer than a summer, and > development teams don't particularly like it when a key project member > leaves in mid-project. It also takes people time to ramp up, which means > just around the time the intern is finally able to contribute something to > the team, they leave. Also, interns take a lot of management time that a > typically-overworked producer does not have, so many studios decide that > it's just not worth it. > > This is not to say that internships don't exist, merely that the companies > that offer them tend to be low-key about it (lest they be flooded with tens > of thousands of resumes from eager college students). > > Best best to offer your students: > > 1) Do your own work. Research the companies you'd be interested in > interning for, go to their corporate websites and see if they have an > internship program. Be willing to look at lesser-known companies too. > Students who are willing to take the time to do their own homework are that > much more likely to take initiative on the job, also, which is a good thing. > > 2) Know your local developers. Internships are often low pay or even no > pay, and they certainly won't offer housing or relocation expenses (some of > them won't even consider someone from out of town). So, the most likely > places to get hired as an intern are those that are local to you. Is there a > local IGDA chapter, and do your students attend meetings? Do your students > look in your city on gamedevmap.com to find nearby companies? If not, they > should. (Oh, and as a professor, this would be a good thing for you to do > too. Nothing like having local industry connections for guest speakers in > your classes.) > > 3) Be willing to work in a related field, such as serious games or the > greater software industry. Just working on a project at all is preferable to > none. > > 4) Failing all of that, students could also consider "hiring themselves" > and working unpaid on their own game project(s) over the summer... finances > permitting. A student who diligently works 40+ hours per week on their own > project (especially if in a team with other like-minded students) should be > able to produce several small to mid-size games in a single summer. If one > of those games ends up being spectacular enough to win the IGF student > showcase, that's just as juicy a resume bullet-point as an internship. Even > if the game projects themselves flop, the student will have a lot of > experience from their mistakes. > > - Ian > > --- On *Tue, 2/17/09, pawlicki at cs.rochester.edu >* wrote: > > From: pawlicki at cs.rochester.edu > Subject: [game_edu] Summer internships in gaming? > To: game_edu at igda.org > Date: Tuesday, February 17, 2009, 10:18 AM > > > Can anyone point me to a resource for summer internships > in game development? > > I'm a faculty member in a computer science department. > I've got a number of bright students who are interested in > the game industry looking for summer internships. It would > be nice to point them to some places. > > Thanks, > > Ted > > Thaddeus F. Pawlicki, Ph.D. > Undergraduate Program Director > Computer Science Dept. (585) 275-4198 > University of Rochester FAX (585) 273-4556 > Rochester, NY 14627-0226 pawlicki at cs.rochester.eduhttp://www.cs.rochester.edu/u/pawlicki/ > > "Learning to dance was similar to learning geometry, my best > subject. Each piece of physical movement could be thought of as a > theorem that had to be proved." > - Gelsey Kirkland, 1986 > > _______________________________________________ > game_edu mailing listgame_edu at igda.orghttp://seven.pairlist.net/mailman/listinfo/game_edu > > > > _______________________________________________ > 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 smaddock at gmail.com Wed Feb 18 16:43:54 2009 From: smaddock at gmail.com (Scott Maddock) Date: Wed, 18 Feb 2009 16:43:54 -0500 Subject: [game_edu] Summer internships in gaming? In-Reply-To: <167436.41949.qm@web39705.mail.mud.yahoo.com> References: <60996.128.151.67.232.1234883930.squirrel@www.cs.rochester.edu> <167436.41949.qm@web39705.mail.mud.yahoo.com> Message-ID: I think Ian makes a good point, though the exception is probably QA. My first job was a QA internship, and eventually led to a Jr. Designer position, and I was off. QA has less "ramping up" time, and there's less negative impact when a tester has to disappear at the end of the summer than, say, a programmer. It's probably of greater interest to a design student than an art, programming, or sound student, but it's a foot in the door and a potential connection to be made. And as others have said, local connections are a great way to go if there are companies in the area. This is especially true if there are companies with existing ties to your school (i.e. my school, Rensselaer, and Vicarious Visions). I second the recommendation for gamedevmap.com and forming ties with local developers. Best of luck to you and your students! ~ Scott On Tue, Feb 17, 2009 at 10:51 AM, Ian Schreiber wrote: > Umm... I don't think there is such a resource, because summer > internships are rare. > > They're rare because game projects typically take longer than a summer, and > development teams don't particularly like it when a key project member > leaves in mid-project. It also takes people time to ramp up, which means > just around the time the intern is finally able to contribute something to > the team, they leave. Also, interns take a lot of management time that a > typically-overworked producer does not have, so many studios decide that > it's just not worth it. > > This is not to say that internships don't exist, merely that the companies > that offer them tend to be low-key about it (lest they be flooded with tens > of thousands of resumes from eager college students). > > Best best to offer your students: > > 1) Do your own work. Research the companies you'd be interested in > interning for, go to their corporate websites and see if they have an > internship program. Be willing to look at lesser-known companies too. > Students who are willing to take the time to do their own homework are that > much more likely to take initiative on the job, also, which is a good thing. > > 2) Know your local developers. Internships are often low pay or even no > pay, and they certainly won't offer housing or relocation expenses (some of > them won't even consider someone from out of town). So, the most likely > places to get hired as an intern are those that are local to you. Is there a > local IGDA chapter, and do your students attend meetings? Do your students > look in your city on gamedevmap.com to find nearby companies? If not, they > should. (Oh, and as a professor, this would be a good thing for you to do > too. Nothing like having local industry connections for guest speakers in > your classes.) > > 3) Be willing to work in a related field, such as serious games or the > greater software industry. Just working on a project at all is preferable to > none. > > 4) Failing all of that, students could also consider "hiring themselves" > and working unpaid on their own game project(s) over the summer... finances > permitting. A student who diligently works 40+ hours per week on their own > project (especially if in a team with other like-minded students) should be > able to produce several small to mid-size games in a single summer. If one > of those games ends up being spectacular enough to win the IGF student > showcase, that's just as juicy a resume bullet-point as an internship. Even > if the game projects themselves flop, the student will have a lot of > experience from their mistakes. > > - Ian > > --- On *Tue, 2/17/09, pawlicki at cs.rochester.edu >* wrote: > > From: pawlicki at cs.rochester.edu > Subject: [game_edu] Summer internships in gaming? > To: game_edu at igda.org > Date: Tuesday, February 17, 2009, 10:18 AM > > > Can anyone point me to a resource for summer internships > in game development? > > I'm a faculty member in a computer science department. > I've got a number of bright students who are interested in > the game industry looking for summer internships. It would > be nice to point them to some places. > > Thanks, > > Ted > > Thaddeus F. Pawlicki, Ph.D. > Undergraduate Program Director > Computer Science Dept. (585) 275-4198 > University of Rochester FAX (585) 273-4556 > Rochester, NY 14627-0226 pawlicki at cs.rochester.eduhttp://www.cs.rochester.edu/u/pawlicki/ > > "Learning to dance was similar to learning geometry, my best > subject. Each piece of physical movement could be thought of as a > theorem that had to be proved." > - Gelsey Kirkland, 1986 > > _______________________________________________ > game_edu mailing listgame_edu at igda.orghttp://seven.pairlist.net/mailman/listinfo/game_edu > > > > _______________________________________________ > 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 malcolmr at cse.unsw.edu.au Wed Feb 18 23:14:31 2009 From: malcolmr at cse.unsw.edu.au (Malcolm Ryan) Date: Thu, 19 Feb 2009 15:14:31 +1100 Subject: [game_edu] Papers on the effects of play Message-ID: I'm writing a grant proposal and I need some references about the effects of computer games on self-esteem and social relationships. So far all I have managed to find are studies which show that violent games increase agression and lower self-esteem. Has anyone studied more constructive games, that are non-violent and cooperative? Does anyone have any positive findings about social computer-game play, or is it wholly negative? Malcolm From fractyja at msn.com Wed Feb 18 23:16:52 2009 From: fractyja at msn.com (fractyja at msn.com) Date: Thu, 19 Feb 2009 01:16:52 -0300 Subject: [game_edu] Papers on the effects of play In-Reply-To: References: Message-ID: Look for Lynn Alves work. ;) -------------------------------------------------- From: "Malcolm Ryan" Sent: Thursday, February 19, 2009 1:14 AM To: "IGDA Game Education Listserv" Subject: [game_edu] Papers on the effects of play > I'm writing a grant proposal and I need some references about the > effects of computer games on self-esteem and social relationships. So > far all I have managed to find are studies which show that violent > games increase agression and lower self-esteem. > > Has anyone studied more constructive games, that are non-violent and > cooperative? Does anyone have any positive findings about social > computer-game play, or is it wholly negative? > > Malcolm > > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > From danc_gamer at yahoo.com Wed Feb 18 23:28:30 2009 From: danc_gamer at yahoo.com (Dan Carreker) Date: Wed, 18 Feb 2009 20:28:30 -0800 (PST) Subject: [game_edu] Papers on the effects of play Message-ID: <378393.3515.qm@web31001.mail.mud.yahoo.com> I've not seen the actual paper, but recently?came across?an article about one:? http://www.gamezine.co.uk/news/formats/xbox360/non-gamers-more-anti-social-$1219324.htm ? The author of the study also wrote the book Grand Theft Childhood; I don't know if the research is the same or two different studies.??? --- On Wed, 2/18/09, Malcolm Ryan wrote: From: Malcolm Ryan Subject: [game_edu] Papers on the effects of play To: "IGDA Game Education Listserv" Date: Wednesday, February 18, 2009, 8:14 PM I'm writing a grant proposal and I need some references about the effects of computer games on self-esteem and social relationships. So far all I have managed to find are studies which show that violent games increase agression and lower self-esteem. Has anyone studied more constructive games, that are non-violent and cooperative? Does anyone have any positive findings about social computer-game play, or is it wholly negative? Malcolm _______________________________________________ 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 malcolmr at cse.unsw.edu.au Wed Feb 18 23:34:48 2009 From: malcolmr at cse.unsw.edu.au (Malcolm Ryan) Date: Thu, 19 Feb 2009 15:34:48 +1100 Subject: [game_edu] Papers on the effects of play In-Reply-To: References: Message-ID: <0CEBAF40-E45C-4BDA-B657-A0CE5309EB14@cse.unsw.edu.au> On 19/02/2009, at 3:16 PM, wrote: > Look for Lynn Alves work. Has it been translated into English? Malcolm > -------------------------------------------------- > From: "Malcolm Ryan" > Sent: Thursday, February 19, 2009 1:14 AM > To: "IGDA Game Education Listserv" > Subject: [game_edu] Papers on the effects of play > >> I'm writing a grant proposal and I need some references about the >> effects of computer games on self-esteem and social relationships. >> So far all I have managed to find are studies which show that >> violent games increase agression and lower self-esteem. >> Has anyone studied more constructive games, that are non-violent >> and cooperative? Does anyone have any positive findings about >> social computer-game play, or is it wholly negative? >> Malcolm >> From ai864 at yahoo.com Wed Feb 18 23:40:05 2009 From: ai864 at yahoo.com (Ian Schreiber) Date: Wed, 18 Feb 2009 20:40:05 -0800 (PST) Subject: [game_edu] Papers on the effects of play In-Reply-To: Message-ID: <867012.5805.qm@web39701.mail.mud.yahoo.com> Tons of stuff out there on the positive effects of video games. Off the top of my head: ? "Don't Bother Me Mom -- I'm Learning!" (Marc Prensky) "Got Game: How the Gamer Generation is Reshaping Business Forever" (John Beck & Mitchell Wade) "What Video Games Have to Teach Us About Learning and Literacy" (James Paul Gee) "Everything Bad Is Good For You" (Steven Johnson) "Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-Believe Violence" (Gerard Jones) ? Those have all been out for a few years, so I'm sure there's more recent ones. Also look on the Games For Change website, should have some examples of games created to have a positive social influence. ? - Ian --- On Wed, 2/18/09, Malcolm Ryan wrote: From: Malcolm Ryan Subject: [game_edu] Papers on the effects of play To: "IGDA Game Education Listserv" Date: Wednesday, February 18, 2009, 11:14 PM I'm writing a grant proposal and I need some references about the effects of computer games on self-esteem and social relationships. So far all I have managed to find are studies which show that violent games increase agression and lower self-esteem. Has anyone studied more constructive games, that are non-violent and cooperative? Does anyone have any positive findings about social computer-game play, or is it wholly negative? Malcolm _______________________________________________ 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 wessmaniac at gmail.com Wed Feb 18 23:46:44 2009 From: wessmaniac at gmail.com (David Wessman) Date: Wed, 18 Feb 2009 21:46:44 -0700 Subject: [game_edu] Papers on the effects of play In-Reply-To: <867012.5805.qm@web39701.mail.mud.yahoo.com> References: <867012.5805.qm@web39701.mail.mud.yahoo.com> Message-ID: <8a8b05100902182046g7a31c1e3ve643b97f0b8758ca@mail.gmail.com> Rusel DeMaria's Reset: Changing the Way We Look at Video Games is good. (Berret-Koehler 2007) He cites numerous examples of positive effects. - David -------------- next part -------------- An HTML attachment was scrubbed... URL: From debsol at gmail.com Thu Feb 19 00:06:05 2009 From: debsol at gmail.com (deb s) Date: Thu, 19 Feb 2009 00:06:05 -0500 Subject: [game_edu] Papers on the effects of play In-Reply-To: References: Message-ID: Not sure if this is what you are looking for, but there are some serious games designed to directly address self-esteem and other kinds of relational issues. See e.g. *http://selfesteemgames.mcgill.ca/* * http://bps-research-digest.blogspot.com/2009/01/learning-to-distinguish-between-other.html * ** There's also the island on Second Life for people with Aspergers syndrome -- I think it's called Brigadoon or something like that. Or are you looking for impacts from more mainstream entertainment games? Deb Solomon On Wed, Feb 18, 2009 at 11:14 PM, Malcolm Ryan wrote: > I'm writing a grant proposal and I need some references about the effects > of computer games on self-esteem and social relationships. So far all I have > managed to find are studies which show that violent games increase agression > and lower self-esteem. > > Has anyone studied more constructive games, that are non-violent and > cooperative? Does anyone have any positive findings about social > computer-game play, or is it wholly negative? > > Malcolm > > > _______________________________________________ > 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 malcolmr at cse.unsw.edu.au Thu Feb 19 00:15:55 2009 From: malcolmr at cse.unsw.edu.au (Malcolm Ryan) Date: Thu, 19 Feb 2009 16:15:55 +1100 Subject: [game_edu] Papers on the effects of play In-Reply-To: <867012.5805.qm@web39701.mail.mud.yahoo.com> References: <867012.5805.qm@web39701.mail.mud.yahoo.com> Message-ID: I don't mean to be rude, but none of these books appear to be very scholarly. Do they have real research to back up their claims, or are they just opinion pieces? Malcolm On 19/02/2009, at 3:40 PM, Ian Schreiber wrote: > Tons of stuff out there on the positive effects of video games. Off > the top of my head: > > "Don't Bother Me Mom -- I'm Learning!" (Marc Prensky) > "Got Game: How the Gamer Generation is Reshaping Business > Forever" (John Beck & Mitchell Wade) > "What Video Games Have to Teach Us About Learning and > Literacy" (James Paul Gee) > "Everything Bad Is Good For You" (Steven Johnson) > "Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make- > Believe Violence" (Gerard Jones) > > Those have all been out for a few years, so I'm sure there's more > recent ones. Also look on the Games For Change website, should have > some examples of games created to have a positive social influence. > > - Ian > > --- On Wed, 2/18/09, Malcolm Ryan wrote: > From: Malcolm Ryan > Subject: [game_edu] Papers on the effects of play > To: "IGDA Game Education Listserv" > Date: Wednesday, February 18, 2009, 11:14 PM > > I'm writing a grant proposal and I need some references about the > effects of > computer games on self-esteem and social relationships. So far all I > have > managed to find are studies which show that violent games increase > agression and > lower self-esteem. > > Has anyone studied more constructive games, that are non-violent and > cooperative? Does anyone have any positive findings about social > computer-game > play, or is it wholly negative? > > Malcolm > > > _______________________________________________ > 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 bbrathwaite2001 at yahoo.com Thu Feb 19 00:23:19 2009 From: bbrathwaite2001 at yahoo.com (Brenda Brathwaite) Date: Wed, 18 Feb 2009 21:23:19 -0800 (PST) Subject: [game_edu] Papers on the effects of play References: <867012.5805.qm@web39701.mail.mud.yahoo.com> Message-ID: <276064.38634.qm@web56007.mail.re3.yahoo.com> Prof. Jim Gee's book should more than meet the "scholarly" requirement: http://www.gameslearningsociety.org/people_geej.php It's a great read, too. ________________________________ From: Malcolm Ryan To: IGDA Game Education Listserv Sent: Thursday, February 19, 2009 12:15:55 AM Subject: Re: [game_edu] Papers on the effects of play I don't mean to be rude, but none of these books appear to be very scholarly. Do they have real research to back up their claims, or are they just opinion pieces? Malcolm -------------- next part -------------- An HTML attachment was scrubbed... URL: From ai864 at yahoo.com Thu Feb 19 00:24:52 2009 From: ai864 at yahoo.com (Ian Schreiber) Date: Wed, 18 Feb 2009 21:24:52 -0800 (PST) Subject: [game_edu] Papers on the effects of play In-Reply-To: Message-ID: <334858.16417.qm@web39703.mail.mud.yahoo.com> Sorry, I meant to say that if I were doing a literature search, I'd use those (and their bibliographies and cited works) as a starting point, and also consider contacting the authors (most of which are games researchers) to see what they knew about the current state of things. I did not mean to imply that these would be your primary sources, but rather that they would point you there. --- On Thu, 2/19/09, Malcolm Ryan wrote: From: Malcolm Ryan Subject: Re: [game_edu] Papers on the effects of play To: "IGDA Game Education Listserv" Date: Thursday, February 19, 2009, 12:15 AM I don't mean to be rude, but none of these books appear to be very scholarly. Do they have real research to back up their claims, or are they just opinion pieces? Malcolm On 19/02/2009, at 3:40 PM, Ian Schreiber wrote: > Tons of stuff out there on the positive effects of video games. Off the top of my head: > > "Don't Bother Me Mom -- I'm Learning!" (Marc Prensky) > "Got Game: How the Gamer Generation is Reshaping Business Forever" (John Beck & Mitchell Wade) > "What Video Games Have to Teach Us About Learning and Literacy" (James Paul Gee) > "Everything Bad Is Good For You" (Steven Johnson) > "Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-Believe Violence" (Gerard Jones) > > Those have all been out for a few years, so I'm sure there's more recent ones. Also look on the Games For Change website, should have some examples of games created to have a positive social influence. > > - Ian > > --- On Wed, 2/18/09, Malcolm Ryan wrote: > From: Malcolm Ryan > Subject: [game_edu] Papers on the effects of play > To: "IGDA Game Education Listserv" > Date: Wednesday, February 18, 2009, 11:14 PM > > I'm writing a grant proposal and I need some references about the effects of > computer games on self-esteem and social relationships. So far all I have > managed to find are studies which show that violent games increase agression and > lower self-esteem. > > Has anyone studied more constructive games, that are non-violent and > cooperative? Does anyone have any positive findings about social computer-game > play, or is it wholly negative? > > Malcolm > > > _______________________________________________ > 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 _______________________________________________ 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 Nic.Colley at cpcc.edu Thu Feb 19 00:17:29 2009 From: Nic.Colley at cpcc.edu (Nic Colley) Date: Thu, 19 Feb 2009 00:17:29 -0500 Subject: [game_edu] Papers on the effects of play Message-ID: <4ddb01c99251$5e524cae$500b2b98@cpcc.edu> Have you loed at the book grand theft kid (or child)? That might help. Thanks, Nic Colley -----Original Message----- From: Malcolm Ryan Sent: Wednesday, February 18, 2009 11:14 PM To: IGDA Game Education Listserv Subject: [game_edu] Papers on the effects of play I'm writing a grant proposal and I need some references about the effects of computer games on self-esteem and social relationships. So far all I have managed to find are studies which show that violent games increase agression and lower self-esteem. Has anyone studied more constructive games, that are non-violent and cooperative? Does anyone have any positive findings about social computer-game play, or is it wholly negative? Malcolm _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu From malcolmr at cse.unsw.edu.au Thu Feb 19 00:47:59 2009 From: malcolmr at cse.unsw.edu.au (Malcolm Ryan) Date: Thu, 19 Feb 2009 16:47:59 +1100 Subject: [game_edu] Papers on the effects of play In-Reply-To: <4ddb01c99251$5e524cae$500b2b98@cpcc.edu> References: <4ddb01c99251$5e524cae$500b2b98@cpcc.edu> Message-ID: <389C8C02-5ABF-40E4-9CBC-A899185C519D@cse.unsw.edu.au> Thanks for all the suggestions. A lot of these books tout the benefits of games as teaching problem solving skills, but I am actually looking more for their effects on self-esteem and relationships. Malcolm From Yamane.Shinji at iii.u-tokyo.ac.jp Thu Feb 19 06:21:58 2009 From: Yamane.Shinji at iii.u-tokyo.ac.jp (YAMANE Shinji) Date: Thu, 19 Feb 2009 20:21:58 +0900 (JST) Subject: [game_edu] Summer internships in gaming? In-Reply-To: <167436.41949.qm@web39705.mail.mud.yahoo.com> References: <60996.128.151.67.232.1234883930.squirrel@www.cs.rochester.edu> <167436.41949.qm@web39705.mail.mud.yahoo.com> Message-ID: <20090219.202158.07641888.Yamane.Shinji@iii.u-tokyo.ac.jp> I agree with Ian that commercial game development is longer than a summer time. Subject: Re: [game_edu] Summer internships in gaming? Date: Tue, 17 Feb 2009 07:51:03 -0800 (PST) > game projects typically take longer than a summer, and development > teams don't particularly like it when a key project member leaves in > mid-project So, if your students are interested in not only commercial industry but also open source programing, "Google Summer of Code" may be a kind of summer internship with online mentoring. Google SoC is a short scholarship for students and developers and some Free or Open Source game projects had applied. Last year, I found OLPC, SimCity(Micropolis), Battle for Wesnoth, BZFlag, Crystal Space, ScummVM, Thousand Parsec, WorldForge, Linden Lab, and ES operating system (it is not a game software, but born from Nintendo!). See Google FAQ and Open Source blog for further information: http://google-opensource.blogspot.com/search/label/thousand parsec http://code.google.com/intl/ja/opensource/gsoc/2008/faqs.html Though Google does not announced about the SoC in this year. I expect the announcement may be appeared in March :-). -- Shinji R. Yamane From veronikamang at gmail.com Thu Feb 19 09:01:58 2009 From: veronikamang at gmail.com (Veronika Mang) Date: Thu, 19 Feb 2009 14:01:58 +0000 Subject: [game_edu] Papers on the effects of play In-Reply-To: <389C8C02-5ABF-40E4-9CBC-A899185C519D@cse.unsw.edu.au> References: <4ddb01c99251$5e524cae$500b2b98@cpcc.edu> <389C8C02-5ABF-40E4-9CBC-A899185C519D@cse.unsw.edu.au> Message-ID: Video games are good for children - EU report - 12th Feb The final report doesn't seem to be available yet but you might be able to get it from the EU directly if this is what you're looking for http://www.guardian.co.uk/technology/2009/feb/12/computer-games-eu-study http://www.europarl.europa.eu/oeil/FindByProcnum.do?lang=en&procnum=INI/2008/2173 some more links http://www.pewinternet.org/PPF/r/263/report_display.asp On Thu, Feb 19, 2009 at 5:47 AM, Malcolm Ryan wrote: > Thanks for all the suggestions. A lot of these books tout the benefits of > games as teaching problem solving skills, but I am actually looking more for > their effects on self-esteem and relationships. > > > Malcolm > _______________________________________________ > 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 tuanlaney at yahoo.com Thu Feb 19 15:07:38 2009 From: tuanlaney at yahoo.com (Tuan N.) Date: Thu, 19 Feb 2009 12:07:38 -0800 (PST) Subject: [game_edu] Community Colleges In-Reply-To: Message-ID: <331703.63374.qm@web38602.mail.mud.yahoo.com> Hello All, We have been offering Game Dev courses at Laney college, Oakland, CA. What can I do to be helpful to your work? Take care, Tuan --- On Mon, 2/16/09, S. Gold wrote: From: S. Gold Subject: [game_edu] Community Colleges To: "Nic Colley" , "IGDA Game Education Listserv" Date: Monday, February 16, 2009, 11:41 AM Community Colleges Nic, I have replied to you in the past, I did not get anything about a community college rep, but as mentioned in my post, we do not have elections on the SIG level. We have at time called for ad hoc committees, we always add people from all aspects of education including community colleges. At this time, we are putting together some programming specific to the needs of game educators in community colleges. That will be presented at the upcoming Game Education Summit in June in Pittsburgh, PA http://www.gameeducationsummit.com/index.php ? information is not out yet, but I have already started developing the content for IGDA track. Susan -- Susan Gold Skype: tahoegold "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde _______________________________________________ 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: -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: image/jpeg Size: 1206 bytes Desc: not available Url : From goldfile at gmail.com Thu Feb 19 15:16:13 2009 From: goldfile at gmail.com (S. Gold) Date: Thu, 19 Feb 2009 12:16:13 -0800 Subject: [game_edu] CFP Message-ID: CALL FOR PAPERS The Fifth IASTED International Conference on Internet and Multimedia Systems and Applications (EuroIMSA 2009) July 13 - 15, 2009 Cambridge, United Kingdom SPONSORS International Association of Science and Technology for Development (IASTED) * Technical Committee on the Web, The Internet, and Multimedia World Modelling and Simulation Forum (WMSF) CONFERENCE CHAIR Prof. Madjid Merabti - Liverpool John Moores University, United Kingdom IMPORTANT DEADLINES Submissions due February 23, 2009 Notification of acceptance March 23, 2009 Final manuscript due May 8, 2009 Registration and full payment May 22, 2009 PURPOSE IASTED's International Conference on Internet and Multimedia Systems and Applications will be an opportunity for international research scientists, engineers, and practitioners to present their latest research, ideas, developments, and applications in these fields. EuroIMSA 2009 will include keynote addresses, contributed papers, and tutorials on a wide range of topics. All papers submitted to this conference will be evaluated by at least two reviewers. Acceptance will be based primarily on originality and contribution. EuroIMSA 2009 will be held in conjunction with the IASTED International Conference on: * Control and Applications (CA 2009) * Visualization, Imaging and Image Processing (VIIP 2009) * Technical, Medical and Scientific Publishing (TMSP 2009) LOCATION Cambridge is the home of the famous University, carols in King's College Chapel and punting on the river Cam. Cambridge is a compact cosmopolitan city with outstanding architecture old and new. The beauty of its ancient centre is preserved with its walkable medieval streets, college courts, gardens and bridges. Cambridge is a delight to visit in any season: relax in its many pubs, restaurants and cafes whilst exploring the independent shops around the historic market place. There are brand new shopping areas too, with all the high street favourites that you would expect. Be inspired by the museums and art galleries; spot the stars of the future at a student theatrical production, or see a show at the Arts Theatre. Film, live music of all kinds, poetry readings, public lectures - enter into the intellectual life of the students while you are here. SCOPE This conference covers all aspects of Internet and Multimedia Systems and Applications including, but not limited to: Web and Internet Systems and Tools Internet Architectures; Web and Internet Tools; Web Design; Internet Search Technologies; Optimization Techniques; Protection and Security; Privacy; Fault Tolerance; Internet Computing; Parallel and Distributed Processing; Java based Applications for Web; Software Agents; Expert Systems; Knowledge-based Systems; Computer Vision; Multimedia Information Systems Multimedia Tools and Architectures; Multimedia Broadcasting Systems on the Web; Operating System Support for Multimedia; Multimedia Communication Systems; Multimedia Networking; Distributed Multimedia Systems; Content-based Multimedia Retrieval; Multimedia Performance and Management; Mobile Multimedia; Video-on-Demand; Digital Video Broadcasting; IP based Networks; ATM Networks; Transport Protocols; Routing Protocols; Quality of Service; Scheduling; Resource Management; Networked Multiplayer Games; Multimedia Technologies and Games; Game Architecture and Development; Graphics and Virtual Worlds; Internet-based Multiplayer Games; Data Management Database Management Systems; Databases and the Web; Intelligent Databases; Multimedia Databases; Digital Libraries; Data Modelling; Data Warehousing; Data Mining; Database Ontology; Coding and Compression; Digital Watermarking; Video Storage Servers; Information Retrieval; Collaborative Systems and Distance Learning Distance Learning; Educational Multimedia; Distributed Learning; Collaborative Learning; Collaborative Systems and Applications; Virtual Reality; Video Conferencing; Computer Animation; Human-Computer Interfaces; Modelling and Simulation; Applications Electronic Commerce; Mobile Commerce; Internet Banking; Business; Medicine; Engineering; Education; Entertainment; Others INTERNATIONAL PROGRAM COMMITTEE O. Abuelmaatti - Liverpool John Moores University, United Kingdom B. T. Abdellatif - France Telecom R&D, France H.W. Agius - Brunel University, United Kingdom M. Boulmalf, AlAkhawayn University in Ifrane, Morocco T. Brooks - Aalborg University, Denmark W. Cellary - University of Economics at Poznan, Poland I.R. Chen - Virginia Polytechnic Institute and State University, USA K. Cheng - Brunel University, United Kingdom N. Correia - New University of Lisbon, Portugal M. Crampes - Ales School of Mines, France D. Cunliffe - University of Glamorgan, United Kingdom M. D'Arienzo - University of Naples "Federico II", Italy J. Dittmann - University of Magdeburg, Germany A. El Kateeb - University of Michigan - Dearborn, USA A. El Rhalibi - Liverpool John Moores University, United Kingdom S. Emmanuel - Nanyang Technological University, Singapore S. Ferretti - University of Bologna, Italy W. Grosky - University of Michigan - Dearborn, USA V. Grout - University of Wales, United Kingdom S. Guan - Xian Jiaotong-Liverpool University, PR China N. Guimaraes - University of Lisbon, Portugal W.A. Halang - Distance University of Hagen, Germany R. Hamzaoui - De Montfort University, United Kingdom H. Hellwagner - University of Klagenfurt, Austria M. Herczeg - University of L?beck, Germany W.S. Hsieh - Shu Te University, Taiwan A. Inomata - NARA Institute of Science and Technology, Japan K. Jakobs - RWTH Aachen University, Germany J.F. Jensen - Aalborg University, Denmark M. Kampmann - Ericsson Research, Germany M.S. Kankanhalli - National University of Singapore, Singapore K. Benahmed - B?char University, Algeria D. Kirovski - Microsoft Research, USA P.A. Kommers - University of Twente, Netherlands H. Kosch - University of Passau, Germany R. Lai - La Trobe University, Australia A. Lakas - UAE University, UAE B.H. Lee - KongJu National University, Korea J. Lee - Chinese University of Hong Kong, PR China S.Y. Lee - National Chiao-Tung University, Taiwan D. Lowe - University of Technology Sydney, Australia J. Ma - Hosei University, Japan M. Merabti - Liverpool John Moores University, United Kingdom D. Millard - University of Southampton, United Kingdom S. Mirri - University of Bologna, Italy F. Nait-Abdesselam - University of Sciences and Technologies of Lille, France G. Neumann - Vienna University of Economics and Business Administration, Austria J.A. Onieva - Univ. of Malaga, Spain C.E. Palau Salvador - Polytechnic University of Valencia, Spain C.E. Palazzi - University of Padua, Italy J.H. Park - Electronics & Telecommunications Research Institute, Korea E. Petersson - Aalborg University, Denmark A. Prodan - Iuliu Hatieganu University, Romania Y. Ryu - Myongji University, Korea H. Schauer - University of Z?rich, Switzerland F. Seifert - Chemnitz University of Technology, Germany S.C. Shie - National Formosa University, Taiwan T.K. Shih - Tamkang University, Taiwan J.M. Spector - University of Georgia, USA D. Stotts - University of North Carolina, USA W.T. Sung - National Chin-Yi University of Technology , Taiwan M.R. Syed - Minnesota State University, USA F. Vexo - EPFL, Switzerland V. Wade - Trinity College, Ireland D. Wang - LaTrobe University, Australia B. White - Stanford University, USA L. Wong - National University of Singapore, Singapore H. Wu - Google, USA C. Xu - National Lab of Pattern Recognition, PR China S.N. Yang - Tsing Hua University, Taiwan S. Yoon - Soong Eui Women's College, Korea A. Zhang - State University of New York at Buffalo, USA J. Zhao - University of Ottawa, Canada Y.F. Zheng - Ohio State University, USA SUBMISSION OF PAPERS Initial Papers Submit your paper at: http://edas.info/newPaper.php?c=7292& All submissions should be in Adobe Acrobat (.pdf) format. The IASTED Secretariat must receive your paper by February 23, 2009. Receipt of paper submission will be confirmed by email. Complete the online initial paper submission form designating an author who will attend the conference and providing four key words to indicate the subject area of your paper. One of the key words must be taken from the list of topics provided under Scope. Initial paper submissions should be approximately six pages. Formatting instructions are available at: http://www.iasted.org/formatting-initial.htm All papers submitted to this conference will be double blind reviewed by at least two reviewers. Acceptance will be based primarily on originality and contribution. All papers submitted to IASTED conferences must be previously unpublished and may not be considered for publication elsewhere at any time during IASTED's review period. Authors are limited to a maximum of three paper submissions. Authors are responsible for having their papers checked for style and grammar prior to submission to IASTED. Papers may be rejected if the language is not satisfactory. Notification of acceptance will be sent via email by March 23, 2009. Final manuscripts are due by May 8, 2009. Registration and final payment are due by May 22, 2009. Late registration fees or paper submissions will result in the papers being excluded from the conference proceedings. TUTORIALS Proposals for three-hour tutorials should be submitted online by February 23, 2009. Tutorials are to be submitted via the following website address: http://www.iasted.org/tutorialsubmit-671.html A tutorial proposal should clearly indicate the topic, background knowledge expected of the participants, objectives, time allocations for the major course topics, and the qualifications of the instructor(s). SPECIAL SESSIONS Persons wishing to organize a special session should submit a proposal via email to: calgary at iasted.org. Proposals should include a session title, a list of the topics covered, and the qualifications and brief biography of the session organizer(s). Papers submitted to the special session must be received by February 23, 2009, unless otherwise stipulated by the Special Session Organizer. A minimum of five papers must be registered and fully paid in order for this session to be included in the conference program. More information on special sessions is available at: http://www.iasted.org/conferences/SpecialSession-671.html JOURNALS Expanded and enhanced versions of papers published in the conference proceedings can also be considered for inclusion in one of the IASTED journals. Information on the submission of papers to journals is available at: http://www.actapress.com/SubmissionInfo.aspx Whole proceedings as well as single papers can now be purchased online. Please visit ACTA Press: http://www.actapress.com/ IMPORTANT DEADLINES Submissions due February 23, 2009 Notification of acceptance March 23, 2009 Final manuscript due May 8, 2009 Registration and full payment May 22, 2009 For more information, or to be placed on our mailing list, please contact: IASTED Secretariat - EuroIMSA 2009 Building B6, Suite 101, 2509 Dieppe Ave. SW Calgary, Alberta Canada T3E 7J9 Tel: 403-288-1195 Fax: 403-247-6851 E-mail: calgary at iasted.org Website: http://www.iasted.org/ -- Susan Gold Skype: tahoegold "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: -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: image/jpeg Size: 1206 bytes Desc: not available Url : From bbrathwaite2001 at yahoo.com Fri Feb 20 08:29:09 2009 From: bbrathwaite2001 at yahoo.com (Brenda Brathwaite) Date: Fri, 20 Feb 2009 05:29:09 -0800 (PST) Subject: [game_edu] Clint Hocking, Jason Rohrer and more coming to SCAD Savannah Message-ID: <725375.3630.qm@web56002.mail.re3.yahoo.com> For those of you on the east coast, we've just put up our conference info for GDX in Savannah on April 16-17. Registration is only $50 for the general public for two days. Speakers are still being announced (as I get their bios and profiles in), but the line up is impressive already: * Keynote Day 1: Jason Rohrer * Keynote Day 2: Clint Hocking * Audio Keynote: George "The Fat Man" Sanger * Susanne Meiler (lead environment artist, Destineer) * Mark Nelson (game designer and writer, Big Huge Games) * Jason Arnone (art manager, Harmonix) * Chris Rickwood (audio designer, musician, Rickwood Music) * Ian Bogost (designer, critic, voracious book writer, GA Tech) * Jon Jones (game artist, outsourcing expert) * Lee Sheldon (game designer and writer, independent) * Richard Dansky (designer and writer, Red Storm) * Darius Kazemi (metrics guru and guy in orange shirt, Orbus Gameworks) * Ian Schreiber (game designer and all purpose geek, Free Rule Design) More are still to be announced. If you're within driving distance of SCAD, please come join us. Well over 90% of the speakers are regular presenters at the Game Developers Conference, and you'll find nothing else like this in the south. Feel free to contact me with any questions. Brenda -------------- next part -------------- An HTML attachment was scrubbed... URL: From ai864 at yahoo.com Fri Feb 20 14:19:38 2009 From: ai864 at yahoo.com (Ian Schreiber) Date: Fri, 20 Feb 2009 11:19:38 -0800 (PST) Subject: [game_edu] Clint Hocking, Jason Rohrer and more coming to SCAD Savannah In-Reply-To: <725375.3630.qm@web56002.mail.re3.yahoo.com> Message-ID: <918181.63605.qm@web39702.mail.mud.yahoo.com> I went to GDX last year and cannot recommend it enough (and not just because I'm speaking). ? The great thing about GDX is that it's small, which means it's a much more relaxed atmosphere than (say) GDC, and you've got the time to really get to know people and spend some time with them. I've got to hang out with quality people at GDX for an hour or three without being interrupted; at GDC, you can't have a five-minute conversation without seeing ten other people you have to go say 'hi' to :) ? - Ian --- On Fri, 2/20/09, Brenda Brathwaite wrote: From: Brenda Brathwaite Subject: [game_edu] Clint Hocking, Jason Rohrer and more coming to SCAD Savannah To: game_edu at igda.org Date: Friday, February 20, 2009, 8:29 AM For those of you on the east coast, we've just put up our conference info for GDX in Savannah on April 16-17. Registration is only $50 for the general public for two days. Speakers are still being announced (as I get their bios and profiles in), but the line up is impressive already: Keynote Day 1: Jason Rohrer Keynote Day 2: Clint Hocking Audio Keynote: George "The Fat Man" Sanger Susanne Meiler (lead environment artist, Destineer) Mark Nelson (game designer and writer, Big Huge Games) Jason Arnone (art manager, Harmonix) Chris Rickwood (audio designer, musician, Rickwood Music) Ian Bogost (designer, critic, voracious book writer, GA Tech) Jon Jones (game artist, outsourcing expert) Lee Sheldon (game designer and writer, independent) Richard Dansky (designer and writer, Red Storm) Darius Kazemi (metrics guru and guy in orange shirt, Orbus Gameworks) Ian Schreiber (game designer and all purpose geek, Free Rule Design) More are still to be announced. If you're within driving distance of SCAD, please come join us. Well over 90% of the speakers are regular presenters at the Game Developers Conference, and you'll find nothing else like this in the south. Feel free to contact me with any questions. Brenda _______________________________________________ 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 len at acagamic.com Sat Feb 21 19:20:39 2009 From: len at acagamic.com (Lennart Nacke) Date: Sun, 22 Feb 2009 01:20:39 +0100 Subject: [game_edu] Papers on the effects of play Message-ID: <989412750902211620v1e45ba56we594d8397044502b@mail.gmail.com> Hi Malcolm, On 2/19/2009 6:47 AM,Malcolm Ryan wrote: > of games as teaching problem solving skills, but I am actually looking > more for their effects on self-esteem and relationships. Have a look at these papers (the first 2 might be most relevant for you): Gajadhar, B., de Kort, Y., and Ijsselsteijn, W. (2008). Shared fun is doubled fun: Player enjoyment as a function of social setting. Fun and Games. Springer LNCS 5294/2008. pages 106-117. download at: http://www.springerlink.com/content/57v31j1647702118 The ideal elf: identity exploration in World of Warcraft. Bessi?re, Katherine / Seay, A Fleming / Kiesler, Sara , Cyberpsychology & behavior. 10 (4), p.530-535, Aug 2007 abstract: http://www.ncbi.nlm.nih.gov/pubmed/17711361?dopt=Abstract R.L. Mandryk, K.M. Inkpen, and T.W. Calvert (2006). Using Psychophysiological Techniques to Measure User Experience with Entertainment Technologies. Behaviour and Information Technology (Special Issue on User Experience), Vol. 25, No.2, March-April 2006, pg. 141-158. download at: http://www.reganmandryk.com/pubs/mandryk_bit2006.pdf Ravaja, N. / Turpeinen, M. / Saari, T. / Puttonen, S. / Keltikangas-Jarvinen, L. The Psychophysiology of James Bond: Phasic Emotional Responses to Violent Video Game Events, Emotion, 8 (1), p.114-120, Feb 2008 http://dx.doi.org/10.1037/1528-3542.8.1.114 Salminen, M., & Ravaja, N. (2008). Increased oscillatory theta activation evoked by violent digital game events. Neuroscience Letters, 435, 69-75. http://www.ncbi.nlm.nih.gov/pubmed/18325669?dopt=Abstract Nacke, L. and Lindley, C. A. 2008. Flow and immersion in first-person shooters: measuring the player's gameplay experience. In Proceedings of the 2008 Conference on Future Play: Research, Play, Share (Toronto, Ontario, Canada, November 03 - 05, 2008). Future Play '08. ACM, New York, NY, 81-88. DOI= http://doi.acm.org/10.1145/1496984.1496998 Ferguson, C.J. Evidence for publication bias in video game violence effects literature: A meta-analytic review, Aggression and Violent Behavior, 12 (4), p.470-482, Jul 2007. http://dx.doi.org/10.1016/j.avb.2007.01.001 Also, the publication section of the EU-funded FUGA project has numerous papers on effects of gameplay, see http://project.hkkk.fi/fuga/ and also http://gamescience.bth.se/research/publications/ Cheers Lennart -- Lennart Nacke, PhD Candidate Game and Media Arts Laboratory Department of Interaction and System Design Blekinge Institute of Technology From kimatiu at gmail.com Sat Feb 21 22:13:55 2009 From: kimatiu at gmail.com (Kim Gregson) Date: Sat, 21 Feb 2009 22:13:55 -0500 Subject: [game_edu] Papers on the effects of play In-Reply-To: <989412750902211620v1e45ba56we594d8397044502b@mail.gmail.com> References: <989412750902211620v1e45ba56we594d8397044502b@mail.gmail.com> Message-ID: <1441945f0902211913k4687532x8683fa5822400b0b@mail.gmail.com> HI Lennart, Great references - thanks for sharing! I'm teching a seminar on fun (and games). I'm going to add several of these to the syllabus. Kim On Sat, Feb 21, 2009 at 7:20 PM, Lennart Nacke wrote: > Hi Malcolm, > > On 2/19/2009 6:47 AM,Malcolm Ryan wrote: > > of games as teaching problem solving skills, but I am actually looking > > more for their effects on self-esteem and relationships. > > Have a look at these papers (the first 2 might be most relevant for you): > > Gajadhar, B., de Kort, Y., and Ijsselsteijn, W. (2008). Shared fun is > doubled fun: Player enjoyment as a function of social setting. Fun and > Games. Springer LNCS 5294/2008. pages 106-117. > download at: http://www.springerlink.com/content/57v31j1647702118 > > The ideal elf: identity exploration in World of Warcraft. > Bessi?re, Katherine / Seay, A Fleming / Kiesler, Sara , > Cyberpsychology & behavior. 10 (4), p.530-535, Aug 2007 > abstract: http://www.ncbi.nlm.nih.gov/pubmed/17711361?dopt=Abstract > > R.L. Mandryk, K.M. Inkpen, and T.W. Calvert (2006). Using > Psychophysiological Techniques to Measure User Experience with > Entertainment Technologies. Behaviour and Information Technology > (Special Issue on User Experience), Vol. 25, No.2, March-April 2006, > pg. 141-158. > download at: http://www.reganmandryk.com/pubs/mandryk_bit2006.pdf > > Ravaja, N. / Turpeinen, M. / Saari, T. / Puttonen, S. / > Keltikangas-Jarvinen, L. The Psychophysiology of James Bond: Phasic > Emotional Responses to Violent Video Game Events, Emotion, 8 (1), > p.114-120, Feb 2008 > http://dx.doi.org/10.1037/1528-3542.8.1.114 > > Salminen, M., & Ravaja, N. (2008). Increased oscillatory theta > activation evoked by violent digital game events. Neuroscience > Letters, 435, 69-75. > http://www.ncbi.nlm.nih.gov/pubmed/18325669?dopt=Abstract > > Nacke, L. and Lindley, C. A. 2008. Flow and immersion in first-person > shooters: measuring the player's gameplay experience. In Proceedings > of the 2008 Conference on Future Play: Research, Play, Share (Toronto, > Ontario, Canada, November 03 - 05, 2008). Future Play '08. ACM, New > York, NY, 81-88. DOI= http://doi.acm.org/10.1145/1496984.1496998 > > Ferguson, C.J. Evidence for publication bias in video game violence > effects literature: A meta-analytic review, Aggression and Violent > Behavior, 12 (4), p.470-482, Jul 2007. > http://dx.doi.org/10.1016/j.avb.2007.01.001 > > Also, the publication section of the EU-funded FUGA project has > numerous papers on effects of gameplay, > see http://project.hkkk.fi/fuga/ and also > http://gamescience.bth.se/research/publications/ > > Cheers > > Lennart > -- > Lennart Nacke, PhD Candidate > Game and Media Arts Laboratory > Department of Interaction and System Design > Blekinge Institute of Technology > _______________________________________________ > 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 wessmaniac at gmail.com Sun Feb 22 14:40:43 2009 From: wessmaniac at gmail.com (David Wessman) Date: Sun, 22 Feb 2009 12:40:43 -0700 Subject: [game_edu] Teaching Level Design Message-ID: <8a8b05100902221140j6a18aad2xc4af049c06e9db38@mail.gmail.com> Hello all, For those of you teaching level design courses, I'd like to share information and see if there's much agreement on methods and course materials. I've taught with and without a textbook, though I prefer using a well-organized textbook. I usually start with paper exercises, and then move on to increasingly sophisticated editors. The most recent book I've used is Beginning Game Level Design by John Feil and Marc Scattergood (2005). It's an adequate text that comes with Sandbox (the level editor for Far Cry.) The lessons are therefore slanted toward FPS games, despite its attempt to be somewhat editor and genre agnostic. Unfortunately, it's feeling out of date now, and I haven't found a good replacement yet. I'd be grateful for any suggestions. The last level design class I taught required students to learn three different editors and create a basic level in each. I allowed students to choose the editors they wanted to learn, since they were going to be teaching themselves the hands on use of the tools. I only stipulated that one of the editors had to be for FPS games (most students chose UE3 or Sandbox 2), one had to be for an RTS or RPG (most students chose Warcraft III for the RTS, and either Neverwinter Nights 1 or 2 or TES: Oblivion for the RPG), and the third could be anything they wished (many chose the opposite of what they chose for the 2nd, and several chose Trackmania or Little Big Planet.) I guided them through the theory and practice, but they had to figure out the tools on their own. Part of this involved finding whatever help they could from community and publisher websites, and sharing that with their classmates. This led to the creation of a school Wiki page devoted to design tools in the hopes of creating an institutional body of knowledge that will help ease the learning curve on future students. One of the things the class struggled with was the paucity of beginner-level tutorials. There's a fair amount of friendly advice and tutorials out there on how to do many of the trickier things, but hardly any handholding for the students who've never touched a game editor before. The best part of the class was the student presentations of their levels and their reports on the strengths and weaknesses of the various tools. This afforded the class an opportunity to compare and contrast the tools in terms of features and functionality, but more importantly in terms of ease of use and reliability. Perhaps the most valuable lessons they learned are the importance of good work habits and good tools. So, here are a few questions for you: Do any of you use a similar approach? Do any of you teach level design using a single editor for an entire course? What are your favorite editors for teaching level design? Thanks for reading, David Wessman -------------- next part -------------- An HTML attachment was scrubbed... URL: From Nic.Colley at cpcc.edu Sun Feb 22 16:46:40 2009 From: Nic.Colley at cpcc.edu (Nic Colley) Date: Sun, 22 Feb 2009 16:46:40 -0500 Subject: [game_edu] Teaching Level Design References: <8a8b05100902221140j6a18aad2xc4af049c06e9db38@mail.gmail.com> Message-ID: <19BFE549B069CE4DB1250D0FF7CB78A302D223A1@CEVS6-CENTRAL.cpcc.edu> Do any of you use a similar approach? No I do not. Your approach is interesting but I do not follow anything close to it. Do any of you teach level design using a single editor for an entire course? Yes. I use unreal ed. What are your favorite editors for teaching level design? Unreal Ed. Not to say that never winter nights editor or others are good, Unreal Ed has one of most supported communities as well as the ability for a student to see a level built and placed right onto the ps3. Their eyes light up once they reach do that. I run two level design courses, intro and advanced. The introduction class, I have the students learn how to build geometry, terrain, place lights, AI paths, and how to import from 3ds max or Maya into unreal ed. As they are learning this, I start the class by designing a game as a group effort. A GDD is filled out and once the 4th week hits, we start sketching the levels. After the 5th week, most of the students are now able to build a basic level in unreal, minus AI and a few other topics. I assign levels too each student, if it is a sizable level then two students will tackle it together. The emphasis on this approach is a team approach, consistent theme, and play testing. The midterm is push a few weeks back from the normal ones as most students are about half way into developing. Around the 8th week, the students turn in the levels. We playtest them as a whole and see how they flow, how enemies could have been placed for better challenge, and to see if they captured that 30 seconds of fun. After the results are given, I cut them loose on their next levels. These levels are their finals for the class. 50% of the grade is on completion of the project with the other 50% on attendance and class work. The second semester, I have students go over cut scenes, as far as where to place them given the story, how to make them, particles effects, kismet, materials, advanced lights, puzzles and other topics that add to the levels initially designed. I am able to really cut loose with the students when it comes to light placement, staging of characters, and so on as I am the lighting and technical director for my church. I stress to them during both semesters to pay attention to resource management as the ps3 can only handle so much. They playtest the levels throughout both semesters to ensure that there is no lag on the levels and that they stream properly. I do not have my students buy any books for either class, until the buzz guys finally release their books (I think they are on their 3rd push back on the release date), even then maybe not. For me, there is not a book good enough for my students to buy. A lot of books hit and miss on a lot of theory, but when together they are awesome. So instead of them buying tons of books, I find what I need and teach off of that. To change between editors throughout the semester is good but for me they are not able to fully dive into the tools and experiment with level design. Jumping from editor to editor seems to hectic for me. If they learn the theory then the level's can be developed for any type or genre of game. I always welcome critiques. Thanks, Nic Colley ________________________________ Faculty, Simulation & Game Development Program Nic.Colley at cpcc.edu 704-330-6348 ________________________________ From: David Wessman [mailto:wessmaniac at gmail.com] Sent: Sun 22-Feb-09 2:40 PM To: IGDA Game Education Listserv Subject: [game_edu] Teaching Level Design Hello all, For those of you teaching level design courses, I'd like to share information and see if there's much agreement on methods and course materials. I've taught with and without a textbook, though I prefer using a well-organized textbook. I usually start with paper exercises, and then move on to increasingly sophisticated editors. The most recent book I've used is Beginning Game Level Design by John Feil and Marc Scattergood (2005). It's an adequate text that comes with Sandbox (the level editor for Far Cry.) The lessons are therefore slanted toward FPS games, despite its attempt to be somewhat editor and genre agnostic. Unfortunately, it's feeling out of date now, and I haven't found a good replacement yet. I'd be grateful for any suggestions. The last level design class I taught required students to learn three different editors and create a basic level in each. I allowed students to choose the editors they wanted to learn, since they were going to be teaching themselves the hands on use of the tools. I only stipulated that one of the editors had to be for FPS games (most students chose UE3 or Sandbox 2), one had to be for an RTS or RPG (most students chose Warcraft III for the RTS, and either Neverwinter Nights 1 or 2 or TES: Oblivion for the RPG), and the third could be anything they wished (many chose the opposite of what they chose for the 2nd, and several chose Trackmania or Little Big Planet.) I guided them through the theory and practice, but they had to figure out the tools on their own. Part of this involved finding whatever help they could from community and publisher websites, and sharing that with their classmates. This led to the creation of a school Wiki page devoted to design tools in the hopes of creating an institutional body of knowledge that will help ease the learning curve on future students. One of the things the class struggled with was the paucity of beginner-level tutorials. There's a fair amount of friendly advice and tutorials out there on how to do many of the trickier things, but hardly any handholding for the students who've never touched a game editor before. The best part of the class was the student presentations of their levels and their reports on the strengths and weaknesses of the various tools. This afforded the class an opportunity to compare and contrast the tools in terms of features and functionality, but more importantly in terms of ease of use and reliability. Perhaps the most valuable lessons they learned are the importance of good work habits and good tools. So, here are a few questions for you: Do any of you use a similar approach? Do any of you teach level design using a single editor for an entire course? What are your favorite editors for teaching level design? Thanks for reading, David Wessman -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/ms-tnef Size: 8857 bytes Desc: not available Url : From platinumarts at gmail.com Sun Feb 22 18:47:06 2009 From: platinumarts at gmail.com (Platinum Arts) Date: Sun, 22 Feb 2009 18:47:06 -0500 Subject: [game_edu] Teaching Level Design Message-ID: I'm of course a bit biased being the project lead, but with my game design students, from school age to college level we use my project Platinum Arts Sandbox free 3D Game Maker. It features in game real time editing and allows for a lot of different types of gameplay from races, to rpg, to jumping games, etc. A great feature too is that it has cooperative editing so that I can actually create alongside the students. I'm currently developing a kid friendly RPG with several highschool students of mine. The homepage is: http://kids.platinumarts.net I started working on Sandbox specifically for the reason of creating a program that made it as easy as possible for kids and adults to create their own games and worlds. For a tutorial you can watch the video here: http://www.youtube.com/watch?v=g44Ww2bg2_E I put together a basic gameplay video here: http://www.youtube.com/watch?v=oiZ9-l-DxFs For more specific features you can check here: http://kids.platinumarts.net/what-is-sandbox.html Lots of other teachers from anound the world have reported lots of success with this program in their classroom. Also I have had families tell me that they've been working on projects together, which is nice. I have seen work from kids as young as six. I personally have used it to teach at summer camps, and at a Middle School, Highschool, and College. Hope this helps :) Take care. -mike PS forgot to mention Sandbox is free and open source so there is no limit to the extent students can explore the software and add their own stuff. -------------- next part -------------- An HTML attachment was scrubbed... URL: From alex at gamesforchange.org Mon Feb 23 14:49:01 2009 From: alex at gamesforchange.org (Alex Quinn) Date: Mon, 23 Feb 2009 14:49:01 -0500 Subject: [game_edu] Knight News Game Award at the 2009 Games for Change Festival Message-ID: Games for Change is pleased to announce the Knight News Game Award at the 2009 Sixth Annual Games for Change Festival. This year we will recognize the best news games from the past several years in an award ceremony at the Game Expo on May 28th, sponsored by the Knight Foundation. For more information about the award, please see: http://www.gamesforchange.org/knightcontest And for more information about the festival, please see: http://www.gamesforchange.org/fest2009 Thank you and we hope to see you in May! Alex -------------------------- Alex Quinn, Executive Director, Games for Change alex at gamesforchange.org www.gamesforchange.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Mon Feb 23 15:09:32 2009 From: goldfile at gmail.com (S. Gold) Date: Mon, 23 Feb 2009 12:09:32 -0800 Subject: [game_edu] Serious Games Message-ID: The Fourth Annual I/ITSEC Serious Games Showcase & Challenge Call for Serious Games Entries http://www.iitsec.org/; http://www.sgschallenge.com November 30 - December 3, 2009, Orlando, Florida, USA Serious Game developers are invited to submit their original PC-based serious game to the Fourth Annual I/ITSEC Serious Games Showcase & Challenge. The goal of the Serious Games Showcase & Challenge is to promote innovative game-based solutions to training problems. Finalists in the Serious Game Showcase & Challenge will be selected by a panel of serious games leaders in the military, industry, and academic fields, and will be invited to showcase their serious game at I/ITSEC 2009, where over 17,000 attendees will view and vote on each of the finalists. The Challenge is open to a wide range of contestants; categories include student, government, and business. Prizes will be awarded to top contestants in those categories. Entered games can include modifications to existing games and virtual worlds as well as original development. All entries will be judged in four primary areas: Use of Gaming Characteristics, Solution to a Stated Problem; Technical Quality; and Playability/Usability. For the purpose of the Challenge, entries will be considered a serious game if they have gaming attributes, involve an assigned challenge, and employ some form of positive and/or negative reward system. Check www.sgschallenge.com for important details. ACT NOW! Sponsorships are available for the 2009 event contact Ms Debbie Dyson DDyson at NDIA.ORG -- Sincerely Serious Games Showcase & Challenge -- Susan Gold Skype: tahoegold "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 lmoreno at avhsd.org Mon Feb 23 16:31:00 2009 From: lmoreno at avhsd.org (Leo Moreno) Date: Mon, 23 Feb 2009 13:31:00 -0800 Subject: [game_edu] Teaching Level Design In-Reply-To: <8a8b05100902221140j6a18aad2xc4af049c06e9db38@mail.gmail.com> References: <8a8b05100902221140j6a18aad2xc4af049c06e9db38@mail.gmail.com> Message-ID: <49A2A511.9DDE.005C.0@avhsd.org> At my side of the world, there are obvious challenges that restrict us at the HS level...mostly dealing time allotment. What has worked for us (in progress): Class of 32 student are split into two groups of 'companies', each company competes with each other to see who will get published by the school (the school aka Teacher, puts out the criteria just like a real company). With each company, the students are divided into the different production phases (Pre / Production / Post) with two students managing each company (one student is the Project Manager, the other the Production Manager). The first quarter the instructor completely focuses on the use of the software used in each of the relative industries while each additional quarter a few days a week are allotted for instruction time to cover general topics and academics. Students work towards their company designing a game three days a week submitting work based on a time line. The managers work directly with the instructor for support and advice while presenting bi-monthly on progression in front of the class. In general the teams work exclusively on their own, the instructor job is initial software training, game production theory, time line management. Our biggest challenge is time, with only one hour a day five days a week with other academia required of us, we are constantly remaking ourselves. On the basis of software, we originally went the route of industry available editors (UT / Quake) but the learning curve for students to learn the software did not allot time to even finish post-production. We then went with free Indie type of engines which resulted in finishing a game from pre to post production but with little game play or fun out of them. This year we went with FPS Creator. This restricts us to FPS games, but like the industry seems to be the dominate genre especially for HS students. The software is not Halo3, but good enough to make Halo1 type of games with the ability to fully customize the engine from its default kiosk mode. With very little money for industry software (Maya, Photoshop, etc). We had to be creative at the same time find tools that still allow fast learning curve but still powerful enough for creation. Other than FPSCreator, we use Google Sketchup (free), GIMP (free photoshop alternative), iClone3 (cutscenes), Blender (free) as the backbones with a sprinkle of many other free software. My focus of the class is for every student to create content towards the game just as in a real company with a full fledged working game marketed. I recruit students that have skills in the areas needed for each design phase rather than the techies or gamers (artist, story writers, web designers, marketers, etc). Every student wants to make their own game, but they are either incomplete or downright not fun. The student learns less as they have to work on all aspects of the production therefore learning how use the software vs content creation. Next year we will focus on producing only learning type of games for elementary which will remove the oh so military & horror type of games that FPS is associated with. The perspective is what we want from FPS but not the shoot-em-up. Leonard A. Moreno - InfoTech Instructor FalconTech Pathway Regional Occupational Programs Palmdale High School (661) 273-3181 x.362 http://infotech.phsfalcons.org "No Child Left Unplugged" >>> David Wessman 2/22/2009 11:40 AM >>> Hello all, For those of you teaching level design courses, I'd like to share information and see if there's much agreement on methods and course materials. I've taught with and without a textbook, though I prefer using a well-organized textbook. I usually start with paper exercises, and then move on to increasingly sophisticated editors. The most recent book I've used is Beginning Game Level Design by John Feil and Marc Scattergood (2005). It's an adequate text that comes with Sandbox (the level editor for Far Cry.) The lessons are therefore slanted toward FPS games, despite its attempt to be somewhat editor and genre agnostic. Unfortunately, it's feeling out of date now, and I haven't found a good replacement yet. I'd be grateful for any suggestions. The last level design class I taught required students to learn three different editors and create a basic level in each. I allowed students to choose the editors they wanted to learn, since they were going to be teaching themselves the hands on use of the tools. I only stipulated that one of the editors had to be for FPS games (most students chose UE3 or Sandbox 2), one had to be for an RTS or RPG (most students chose Warcraft III for the RTS, and either Neverwinter Nights 1 or 2 or TES: Oblivion for the RPG), and the third could be anything they wished (many chose the opposite of what they chose for the 2nd, and several chose Trackmania or Little Big Planet.) I guided them through the theory and practice, but they had to figure out the tools on their own. Part of this involved finding whatever help they could from community and publisher websites, and sharing that with their classmates. This led to the creation of a school Wiki page devoted to design tools in the hopes of creating an institutional body of knowledge that will help ease the learning curve on future students. One of the things the class struggled with was the paucity of beginner-level tutorials. There's a fair amount of friendly advice and tutorials out there on how to do many of the trickier things, but hardly any handholding for the students who've never touched a game editor before. The best part of the class was the student presentations of their levels and their reports on the strengths and weaknesses of the various tools. This afforded the class an opportunity to compare and contrast the tools in terms of features and functionality, but more importantly in terms of ease of use and reliability. Perhaps the most valuable lessons they learned are the importance of good work habits and good tools. So, here are a few questions for you: Do any of you use a similar approach? Do any of you teach level design using a single editor for an entire course? What are your favorite editors for teaching level design? Thanks for reading, David Wessman From jparker at ucalgary.ca Mon Feb 23 17:28:55 2009 From: jparker at ucalgary.ca (Jim Parker) Date: Mon, 23 Feb 2009 15:28:55 -0700 Subject: [game_edu] Live Performance in Second Life - March 16 In-Reply-To: <49A2A511.9DDE.005C.0@avhsd.org> References: <8a8b05100902221140j6a18aad2xc4af049c06e9db38@mail.gmail.com> <49A2A511.9DDE.005C.0@avhsd.org> Message-ID: <49A32327.1020404@ucalgary.ca> Hi all I teach a 2nd year Drama class, and this year we are putting on a very short play in Second Life. The play is 'Guppies' by Clem Martini, designed and performed by the Drama 364 class at the University of Calgary. I thought that it might interest some to see how a game environment can be used to teach University level topics in set design and stage production. Invite your class, share with other teachers! Date of performance - March 16 11:00 AM Mountain time, 10 am pacific, 1 PM eastern at the New Media Campus arts centre at http://slurl.com/secondlife/NMC%20Arts/73/51/32. We are there from 10-11:45 Mtn Mon and Wed doing rehearsals and working on technical details. Jim Leo Moreno wrote: > At my side of the world, there are obvious challenges that restrict us at the HS level...mostly dealing time allotment. What has worked for us (in progress): > > Class of 32 student are split into two groups of 'companies', each company competes with each other to see who will get published by the school (the school aka Teacher, puts out the criteria just like a real company). With each company, the students are divided into the different production phases (Pre / Production / Post) with two students managing each company (one student is the Project Manager, the other the Production Manager). The first quarter the instructor completely focuses on the use of the software used in each of the relative industries while each additional quarter a few days a week are allotted for instruction time to cover general topics and academics. Students work towards their company designing a game three days a week submitting work based on a time line. The managers work directly with the instructor for support and advice while presenting bi-monthly on progression in front of the class. > > In general the teams work exclusively on their own, the instructor job is initial software training, game production theory, time line management. Our biggest challenge is time, with only one hour a day five days a week with other academia required of us, we are constantly remaking ourselves. On the basis of software, we originally went the route of industry available editors (UT / Quake) but the learning curve for students to learn the software did not allot time to even finish post-production. We then went with > free Indie type of engines which resulted in finishing a game from pre to post production but with little game play or fun out of them. > > This year we went with FPS Creator. This restricts us to FPS games, but like the industry seems to be the dominate genre especially for HS students. The software is not Halo3, but good enough to make Halo1 type of games with the ability to fully customize the engine from its default kiosk mode. With very little money for industry software (Maya, Photoshop, etc). We had to be creative at the same time find tools that still allow fast learning curve but still powerful enough for creation. Other than FPSCreator, we use Google Sketchup (free), GIMP (free photoshop alternative), iClone3 (cutscenes), Blender (free) as the backbones with a sprinkle of many other free software. > > > My focus of the class is for every student to create content towards the game just as in a real company with a full fledged working game marketed. I recruit students that have skills in the areas needed for each design phase rather than the techies or gamers (artist, story writers, web designers, marketers, etc). Every student wants to make their own game, but they are either incomplete or downright not fun. The student learns less as they have to work on all aspects of the production therefore learning how use the software vs content creation. Next year we will focus on producing only learning type of games for elementary which will remove the oh so military & horror type of games that FPS is associated with. The perspective is what we want from FPS but not the shoot-em-up. > > Leonard A. Moreno - InfoTech Instructor > FalconTech Pathway > Regional Occupational Programs > Palmdale High School > (661) 273-3181 x.362 > http://infotech.phsfalcons.org > "No Child Left Unplugged" > > > >>>> David Wessman 2/22/2009 11:40 AM >>> >>>> > Hello all, > For those of you teaching level design courses, I'd like to share > information and see if there's much agreement on methods and course > materials. I've taught with and without a textbook, though I prefer using a > well-organized textbook. I usually start with paper exercises, and then move > on to increasingly sophisticated editors. > > The most recent book I've used is Beginning Game Level Design by John Feil > and Marc Scattergood (2005). It's an adequate text that comes with Sandbox > (the level editor for Far Cry.) The lessons are therefore slanted toward FPS > games, despite its attempt to be somewhat editor and genre agnostic. > Unfortunately, it's feeling out of date now, and I haven't found a good > replacement yet. I'd be grateful for any suggestions. > > The last level design class I taught required students to learn three > different editors and create a basic level in each. I allowed students to > choose the editors they wanted to learn, since they were going to be > teaching themselves the hands on use of the tools. I only stipulated that > one of the editors had to be for FPS games (most students chose UE3 or > Sandbox 2), one had to be for an RTS or RPG (most students chose Warcraft > III for the RTS, and either Neverwinter Nights 1 or 2 or TES: Oblivion for > the RPG), and the third could be anything they wished (many chose the > opposite of what they chose for the 2nd, and several chose Trackmania or > Little Big Planet.) > > I guided them through the theory and practice, but they had to figure out > the tools on their own. Part of this involved finding whatever help they > could from community and publisher websites, and sharing that with their > classmates. This led to the creation of a school Wiki page devoted to design > tools in the hopes of creating an institutional body of knowledge that will > help ease the learning curve on future students. One of the things the class > struggled with was the paucity of beginner-level tutorials. There's a fair > amount of friendly advice and tutorials out there on how to do many of the > trickier things, but hardly any handholding for the students who've never > touched a game editor before. > > The best part of the class was the student presentations of their levels and > their reports on the strengths and weaknesses of the various tools. This > afforded the class an opportunity to compare and contrast the tools in terms > of features and functionality, but more importantly in terms of ease of use > and reliability. Perhaps the most valuable lessons they learned are the > importance of good work habits and good tools. > > So, here are a few questions for you: > Do any of you use a similar approach? > Do any of you teach level design using a single editor for an entire course? > What are your favorite editors for teaching level design? > > Thanks for reading, > David Wessman > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > > -- -- Home ......................................................................... One day Alice came to a fork in the road and saw a Cheshire cat in a tree. "Which road do I take?" she asked. "Where do you want to go?" was his response. "I don't know," Alice answered. "Then," said the cat, "it doesn't matter." ......................................................................... Dr. J. R. Parker, Digital Media Laboratory Professor of Play http://www.ucalgary.ca/~jparker Faculty of Fine Arts (Drama) jparker@ ucalgary. ca University of Calgary 403-220-6784 AB606/AB611 From goldfile at gmail.com Tue Feb 24 12:16:45 2009 From: goldfile at gmail.com (S. Gold) Date: Tue, 24 Feb 2009 09:16:45 -0800 Subject: [game_edu] Game Sound Technology and Player Interaction: Concepts and Developments Message-ID: CALL FOR CHAPTER PROPOSALS Proposal Submission Deadline: March 16th 2009 Game Sound Technology and Player Interaction: Concepts and Developments A book edited by Dr. Mark Grimshaw University of Bolton, United Kingdom To be published by IGI Global: http://www.igi-global.com/requests/details.asp?ID=578 This publication is part of the Advances in Knowledge Management (AKM) Book Series found at http://www.igi-global.com/akm Introduction The heart of this book is the relationship between player and game sound; how this is both effected and affected by technology and how this relationship itself impacts upon the design of computer game sound and the development of technology. It deals with both technical and theoretical aspects in a way that that stimulates ideas and broadens the potential readership base beyond computer games. ?Game sound? here is limited to diegetic computer game sound which, in effect, removes musical soundtracks and other non-diegetic sound from the discussion. Broad themes will include: * computer game sound technology * the relationship between computer game sound and other similar media (such as film) * the relationship between the sound and the image of the game * the relationship between the sound and the game play * sound/player interaction * player mediation of computer games through sound * audio-only games * relationship of game sound to other disciplines (virtual environments, acoustic ecology for example) Each contribution will go beyond descriptive contextualization and provide insight and innovative thinking that will be used at the end of the book to formulate a conceptual framework for computer game sound. Objective of the Book The overall objective is to provide a readable and accessible book on computer game sound that marries technical description to theoretical reflection. The common thread throughout the book will be the relationship between player and game sound. Specific objectives include: * to define and contextualize computer game sound * to review the current state of research in the field * to place the relationship between player and game sound at the heart of current debates * to point out the potential of game sound research to other disciplines * to map out territory for future practice and debate The book?s mission is to stimulate thought and generate new practices and ideas for both practitioners and theoreticians of game sound and related fields. Contributing authors will be encouraged to be innovative in their ideas rather than merely descriptive of current practice. Target Audience Specific target audiences include students and researchers in the area of game sound and practicing game sound designers. Further audiences for the book would be those working within wider fields such as audio interface design, virtual reality and virtual environments as there is a considerable area of overlap. The book is also likely to be of interest to persons working on human computer interfaces and researching the social aspects of technology use. Recommended topics include, but are not limited to, the following (which may be combined in chapters): Hardware and software Sound synthesis and audio samples Similarity and difference in practice across game genres Sound stimulus Psychophysiology, emotion, meaning and sound Authenticity, realism and verisimilitude Audio icons and earcons in games Sonification Spatializing sound and localization Sound and image Sound and no image (audio-only games) Player(s) and soundscape(s) Sonic environment Engagement and flow Sonic interaction Immersion Virtual reality Relational agents Biofeedback Submission Procedure Researchers and practitioners are invited to submit on or before March 16, 2009, a 2-3 page chapter proposal clearly explaining the mission and concerns of his or her proposed chapter. Authors of accepted proposals will be notified by March 31, 2009 about the status of their proposals and sent chapter guidelines. Full chapters are expected to be submitted by April 28, 2009. All submitted chapters will be reviewed on a double-blind review basis. Contributors may also be requested to serve as reviewers for this project and, in September 2009, will be required to participate in an on-line discussion on the topic of computer game sound, an edited version of which will provide the final chapter. Publisher This book is scheduled to be published by IGI Global (formerly Idea Group Inc.), publisher of the ?Information Science Reference? (formerly Idea Group Reference), ?Medical Information Science Reference,? and ?IGI Publishing? imprints. For additional information regarding the publisher, please visit www.igi-global.com . This publication is anticipated to be released in 2010. Editorial Advisory Board Professor Craig Lindley (Professor of Digital Game Development, Game and Media Arts Laboratory, Department of Technoculture, Humanities and Planning at Blekinge Institute of Technology (BTH), Sweden) Professor Sean Cubitt (Professor of Media and Communications, School of Culture & Communication, University of Melbourne) Professor Theo van Leeuwen (Dean of the Faculty of Humanities and Social Sciences, University of Technology, Sydney) Dr Gareth Schott (Dept. Screen and Media Studies, University of Waikato, New Zealand) Important Dates: March 16, 2009: Proposal Submission Deadline March 31, 2009: Notification of Acceptance April 28, 2009: Full Chapter Submission August 30, 2009: Review Result Returned September 30, 2009: Final Chapter Submission November 30, 2009: Final deadline Inquiries and submissions can be forwarded electronically (Word document) to: Dr. Mark Grimshaw School of Games Computing & Creative Technologies University of Bolton Tel.: +44 1204 903083 ? Fax: +44 1204 3 903500 E-mail: m.n.grimshaw at bolton.ac.uk -- Dr. Mark Grimshaw Reader in Creative Technologies School of Games Computing & Creative Technologies University of Bolton Work: http://www.bolton.ac.uk/gcct/ Personal: http://www.wikindx.com -- Susan Gold Skype: tahoegold "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 toby.barnes at pixel-lab.co.uk Wed Feb 25 04:22:47 2009 From: toby.barnes at pixel-lab.co.uk (Toby Barnes) Date: Wed, 25 Feb 2009 09:22:47 +0000 Subject: [game_edu] X48: UK Based XNA Game Camp, supported by Microsoft & Channel 4 Message-ID: Pixel-Lab launch X48, an XNA GameCamp for emerging game design and development talent from the UK? supported by Microsoft and Channel 4. 80 students, 2 days, 1 goal? On Friday 20th March 2009, videogame design and development students from all over the UK will relocate to the University of Derby's cutting edge Computer Games Lab for the first XNA GameCamp. Produced by Pixel-Lab for Microsoft and Channel 4, X48 will see which games the next generation of industry talent can create in less than 48 hours. Using Microsoft's XNA Game Studio 3.0 the teams will build game prototypes on a theme to be unveiled during Friday morning's initiation. Competitors will gain valuable experience in time-bound development, and X48 will provide them with the chance to show their creations to a Microsoft-led panel of judges at the closing ceremony. Channel 4, Microsoft and students alike will benefit from being in a hotbed of emerging talent and like-minded developers from around the country. During the two days, University of Derby will be providing the hardware and software needed to develop the games at their Kedleston Road site, as well as providing teams with sleeping and refreshments facilities. The event's theme this year will give students a challenge to make innovative new games that look beyond the traditional puzzle game or first person shooter. This could create conversations around games that don't normally happen, and maybe even lead to new audiences. The event is free to attend, but registration is on a first come first served basis at http://x48.eventbrite.com Alice Taylor, Commissioning Editor for Education at Channel 4: "Channel 4 Education is excited to be sponsoring X48. We're fully behind encouraging collaboration and competition between young and emerging British indie gaming talent, and fully approve of the freewheelin' creative environment that X48 is going to produce. We'll be setting the theme of the challenge, and keeping an eye out for both talent and games that we can continue to support or develop post-event." Andrew Sithers, Academic Lead at Microsoft UK: "X48 is a great opportunity to bring like-minded students together and inspire them to create games using XNA. Partnering with Channel 4 and the University of Derby brings together technology, creativity and talent at an event that will pit the UK's best student game developers against the clock." "The UK is seen as a hotbed of talent in game design, and X48 will be a testament to that, giving students not only the chance to talk to commissioners but also create a game that may make it to market" said Toby Barnes, Managing Director at Pixel-Lab. John Sear, Programme Leader in Computer Games Programming at the University of Derby: "It's a huge honour for the University of Derby to be collaborating with Microsoft UK again. It shows the standing we have nationally in the area of computer games education." "Our labs are designed around working in a real world game studio and are the ideal environment for students to be productive and creative in. I'm sure the teams will produce some fantastic games over the weekend." Ends Notes For The Editor Website: www.x48gamecamp.com Logos and images for press use: www.x48gamecamp.com/press-resources Contact: Richard Birkin Richard.birkin at pixel-lab.co.uk | 07973480098 Twitter: x48 About Microsoft Founded in 1975, Microsoft (Nasdaq "MSFT") is the worldwide leader in software, services and solutions that help people and businesses realize their full potential. www.microsoft.com About XNA Microsoft XNA Game Studio is a revolutionary toolset and technology that makes creating great video games for Windows-based computers and the Xbox 360 console (with an active XNA Creators Club membership) easier than ever. www.xna.com About Channel 4 "Channel 4 Education broke new ground in 2008 by moving its television spend online: its budget of ?6m was spent with British indie talent, in producing video, websites, services and games for 14-19 year olds, including the BAFTA-winning Bow Street Runner. 2009 has started with Routes (www.routesgame.com) and a number of web, PC and cross-platform games soon to follow. Channel 4 Education aims to grow and support UK- based indie gaming talent in producing highly entertaining games and other services that have, at their heart, something fascinating to learn from." www.channel4.com About Pixel-Lab X48 is produced by Pixel-Lab, a computer games and digital media development agency working across the UK's computer game and digital media industries. Pixel-Lab advises, develops and delivers strategies to support growth in the games industry from skills development to support infrastructure. Pixel-Lab also works with organisations outside the industry, enabling them to harness the power of play. Pixel-Lab are developing a number of new programmes that put innovation and talent development at the heart of the game development process. www.pixel-lab.co.uk Toby Barnes Managing Director ? Pixel-Lab Mobile: +44 (0) 7525 000 365 E-Mail: toby.barnes at pixel-lab.co.uk LinkedIn: http://www.linkedin.com/in/tobybarnes Pixel-Lab Digital Media & Games Development Agency Katapult House, 28 Ashbourne Road, Derby, DE22 3AD VOIP/P. +44 (0) 2071 934 058 W. www.pixel-lab.co.uk Pixel-Lab Ltd is a company limited by shares. Registered in England and Wales. Reg No. 05526667. VAT No. 864 9374 75 This communication, and any file(s) transmitted with it, contains information that is confidential, and is for the exclusive use of the individual(s) or entity to which it is addressed. If you are not the intended recipient, the use of the information by disclosure, copying or distribution is prohibited and may be unlawful. If you have received this e-mail in error please contact the sender immediately, and also delete the communication from your system. Any views or opinions presented are solely those of the author and do not necessarily represent those of Pixel-Lab Ltd. unless otherwise specifically stated. -------------- next part -------------- An HTML attachment was scrubbed... URL: From langdell at gmail.com Fri Feb 27 15:08:02 2009 From: langdell at gmail.com (Tim Langdell) Date: Fri, 27 Feb 2009 12:08:02 -0800 Subject: [game_edu] New IGDA Board Members References: Message-ID: <0f9601c99917$186cf0a0$0301a8c0@PC> I was just voted onto the IGDA Board -- my very many thanks to all those who voted! Tim -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Fri Feb 27 17:10:45 2009 From: goldfile at gmail.com (S. Gold) Date: Fri, 27 Feb 2009 14:10:45 -0800 Subject: [game_edu] ESA Foundation Computer and Video Game Scholarship Program Message-ID: ESA Foundation Computer and Video Game Scholarship Program In 2007 the ESA Foundation established a scholarship program to assist women and minority students who are pursuing degrees leading to careers in Computer & Video Game Arts. This year we are pleased to extend this opportunity to graduating high school seniors, doubling the amount of awards granted from 15 to 30. The scholarships are offered each year for full-time study at accredited four-year colleges and universities. Up to 30 scholarships of $3,000 each will be awarded annually, 15 to graduating high school seniors and 15 to current college students. The number of awards given in each category will be determined by the number of qualified applicants. This scholarship program is administered by International Scholarship and Tuition Services, Inc. To apply, please visit https://www.applyists.net and use the access key ?ESAF? between March 1 and May 15, 2009 for the 2009-2010 academic year. Applicants must be: Women or minority students, Pursuing degrees leading to careers in computer and video game arts, Enrolled in a full-time undergraduate course of study at an accredited four-year college or university, and Maintaining a grade point average of 2.75 or above on a 4.0 scale (or its equivalent) For more information about the ESA Foundation, please visit http://theesa.com/foundation. -- Susan Gold Skype: tahoegold "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 swatjester at gmail.com Fri Feb 27 17:23:24 2009 From: swatjester at gmail.com (Dan Rosenthal) Date: Fri, 27 Feb 2009 17:23:24 -0500 Subject: [game_edu] ESA Foundation Computer and Video Game Scholarship Program In-Reply-To: References: Message-ID: Graduate students (facing some of the highest debt burdens) get the shaft again I see. -Dan On Feb 27, 2009, at 5:10 PM, S. Gold wrote: > ESA Foundation Computer and Video Game Scholarship Program > In 2007 the ESA Foundation established a scholarship program to > assist women and minority students who are pursuing degrees leading > to careers in Computer & Video Game Arts. This year we are pleased > to extend this opportunity to graduating high school seniors, > doubling the amount of awards granted from 15 to 30. > > The scholarships are offered each year for full-time study at > accredited four-year colleges and universities. Up to 30 > scholarships of $3,000 each will be awarded annually, 15 to > graduating high school seniors and 15 to current college students. > The number of awards given in each category will be determined by > the number of qualified applicants. > > This scholarship program is administered by International > Scholarship and Tuition Services, Inc. To apply, please visit https://www.applyists.net > and use the access key ?ESAF? between > March 1 and May 15, 2009 for the 2009-2010 academic year. > > Applicants must be: > Women or minority students, > Pursuing degrees leading to careers in computer and video > game arts, > Enrolled in a full-time undergraduate course of study at an > accredited four-year college or university, and > Maintaining a grade point average of 2.75 or above on a 4.0 > scale (or its equivalent) > > > For more information about the ESA Foundation, please visit http://theesa.com/foundation > . > -- > Susan Gold > Skype: tahoegold > > "To live is the rarest thing in the world. Most people exist, that > is all." Oscar Wilde > _______________________________________________ > 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 ataghaviburris at occc.edu Fri Feb 27 18:29:58 2009 From: ataghaviburris at occc.edu (Taghavi-Burris, Akram) Date: Fri, 27 Feb 2009 17:29:58 -0600 Subject: [game_edu] ESA Foundation Computer and Video Game Scholarship Program In-Reply-To: References: Message-ID: <89FCFDAF-232F-486E-BAC2-61E9EA61B3E1@occc.edu> Are there any scholarships for community college students in game design? --Akram Taghavi-Burris Professor of Computer Aided Technology Oklahoma City Comunity College On Feb 27, 2009, at 4:10 PM, "S. Gold" > wrote: ESA Foundation Computer and Video Game Scholarship Program In 2007 the ESA Foundation established a scholarship program to assist women and minority students who are pursuing degrees leading to careers in Computer & Video Game Arts. This year we are pleased to extend this opportunity to graduating high school seniors, doubling the amount of awards granted from 15 to 30. The scholarships are offered each year for full-time study at accredited four-year colleges and universities. Up to 30 scholarships of $3,000 each will be awarded annually, 15 to graduating high school seniors and 15 to current college students. The number of awards given in each category will be determined by the number of qualified applicants. This scholarship program is administered by International Scholarship and Tuition Services, Inc. To apply, please visit https://www.applyists.net <https://www.applyists.net/> and use the access key ?ESAF? between March 1 and May 15, 2009 for the 2009-2010 academic year. Applicants must be: Women or minority students, Pursuing degrees leading to careers in computer and video game arts, Enrolled in a full-time undergraduate course of study at an accredited four-year college or university, and Maintaining a grade point average of 2.75 or above on a 4.0 scale (or its equivalent) For more information about the ESA Foundation, please visit http://theesa.com/foundation. -- Susan Gold Skype: tahoegold "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 ai864 at yahoo.com Fri Feb 27 18:39:58 2009 From: ai864 at yahoo.com (Ian Schreiber) Date: Fri, 27 Feb 2009 15:39:58 -0800 (PST) Subject: [game_edu] ESA Foundation Computer and Video Game Scholarship Program In-Reply-To: <89FCFDAF-232F-486E-BAC2-61E9EA61B3E1@occc.edu> Message-ID: <40742.52883.qm@web39701.mail.mud.yahoo.com> Are there even any community college programs in game design? Every time I've tried to think of what a game design degree should look like, I can barely fit it into four years. ? Or did you mean game development in general? --- On Fri, 2/27/09, Taghavi-Burris, Akram wrote: From: Taghavi-Burris, Akram Subject: Re: [game_edu] ESA Foundation Computer and Video Game Scholarship Program To: "IGDA Game Education Listserv" Date: Friday, February 27, 2009, 6:29 PM Are there any scholarships for community college students in game design? --Akram Taghavi-Burris Professor of Computer Aided Technology Oklahoma City Comunity College On Feb 27, 2009, at 4:10 PM, "S. Gold" wrote: ESA Foundation Computer and Video Game Scholarship Program In 2007 the ESA Foundation established a scholarship program to assist women and minority students who are pursuing degrees leading to careers in Computer & Video Game Arts. This year we are pleased to extend this opportunity to graduating high school seniors, doubling the amount of awards granted from 15 to 30. The scholarships are offered each year for full-time study at accredited four-year colleges and universities. Up to 30 scholarships of $3,000 each will be awarded annually, 15 to graduating high school seniors and 15 to current college students. The number of awards given in each category will be determined by the number of qualified applicants. This scholarship program is administered by International Scholarship and Tuition Services, Inc. To apply, please visit https://www.applyists.net ?and use the access key ?ESAF? between March 1 and May 15, 2009 for the 2009-2010 academic year. Applicants must be: ????????Women or minority students, ????????Pursuing degrees leading to careers in computer and video game arts, ????????Enrolled in a full-time undergraduate course of study at an accredited four-year college or university, and ????????Maintaining a grade point average of 2.75 or above on a 4.0 scale (or its equivalent) For more information about the ESA Foundation, please visit http://theesa.com/foundation. -- Susan Gold Skype: tahoegold "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde _______________________________________________ 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 lmoreno at avhsd.org Fri Feb 27 18:44:17 2009 From: lmoreno at avhsd.org (Leo Moreno) Date: Fri, 27 Feb 2009 15:44:17 -0800 Subject: [game_edu] ESA Foundation Computer and Video Game Scholarship Program In-Reply-To: <40742.52883.qm@web39701.mail.mud.yahoo.com> References: <89FCFDAF-232F-486E-BAC2-61E9EA61B3E1@occc.edu> <40742.52883.qm@web39701.mail.mud.yahoo.com> Message-ID: <49A80A52.9DDE.005C.0@avhsd.org> It gets even more challenging when you try to integrate it into a high school level program into Computer Science! Leonard A. Moreno - InfoTech Instructor FalconTech Pathway Regional Occupational Programs Palmdale High School (661) 273-3181 x.362 http://infotech.phsfalcons.org "No Child Left Unplugged" >>> Ian Schreiber 2/27/2009 3:39 PM >>> Are there even any community college programs in game design? Every time I've tried to think of what a game design degree should look like, I can barely fit it into four years. Or did you mean game development in general? --- On Fri, 2/27/09, Taghavi-Burris, Akram wrote: From: Taghavi-Burris, Akram Subject: Re: [game_edu] ESA Foundation Computer and Video Game Scholarship Program To: "IGDA Game Education Listserv" Date: Friday, February 27, 2009, 6:29 PM Are there any scholarships for community college students in game design? --Akram Taghavi-Burris Professor of Computer Aided Technology Oklahoma City Comunity College On Feb 27, 2009, at 4:10 PM, "S. Gold" wrote: ESA Foundation Computer and Video Game Scholarship Program In 2007 the ESA Foundation established a scholarship program to assist women and minority students who are pursuing degrees leading to careers in Computer & Video Game Arts. This year we are pleased to extend this opportunity to graduating high school seniors, doubling the amount of awards granted from 15 to 30. The scholarships are offered each year for full-time study at accredited four-year colleges and universities. Up to 30 scholarships of $3,000 each will be awarded annually, 15 to graduating high school seniors and 15 to current college students. The number of awards given in each category will be determined by the number of qualified applicants. This scholarship program is administered by International Scholarship and Tuition Services, Inc. To apply, please visit https://www.applyists.net and use the access key ?ESAF? between March 1 and May 15, 2009 for the 2009-2010 academic year. Applicants must be: Women or minority students, Pursuing degrees leading to careers in computer and video game arts, Enrolled in a full-time undergraduate course of study at an accredited four-year college or university, and Maintaining a grade point average of 2.75 or above on a 4.0 scale (or its equivalent) For more information about the ESA Foundation, please visit http://theesa.com/foundation. -- Susan Gold Skype: tahoegold "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu From jparker at ucalgary.ca Fri Feb 27 18:54:06 2009 From: jparker at ucalgary.ca (Jim Parker) Date: Fri, 27 Feb 2009 16:54:06 -0700 Subject: [game_edu] ESA Foundation Computer and Video Game Scholarship Program In-Reply-To: <49A80A52.9DDE.005C.0@avhsd.org> References: <89FCFDAF-232F-486E-BAC2-61E9EA61B3E1@occc.edu> <40742.52883.qm@web39701.mail.mud.yahoo.com> <49A80A52.9DDE.005C.0@avhsd.org> Message-ID: <49A87D1E.1050704@ucalgary.ca> Computer Science? Why there? Many more relevant things in the arts. Frankly, programming is programming, but game design is more about narrative, art, music and design. Many CS departments are not interested in games because they have too many non CS things connected. (sadly) Push on your drama department ... Jim Leo Moreno wrote: > It gets even more challenging when you try to integrate it into a high > school level program into Computer Science! > > Leonard A. Moreno - InfoTech Instructor > FalconTech Pathway > Regional Occupational Programs > Palmdale High School > (661) 273-3181 x.362 > http://infotech.phsfalcons.org > "No Child Left Unplugged -- -- Home ......................................................................... One day Alice came to a fork in the road and saw a Cheshire cat in a tree. "Which road do I take?" she asked. "Where do you want to go?" was his response. "I don't know," Alice answered. "Then," said the cat, "it doesn't matter." ......................................................................... Dr. J. R. Parker, Digital Media Laboratory Professor of Play http://www.ucalgary.ca/~jparker Faculty of Fine Arts (Drama) jparker@ ucalgary. ca University of Calgary 403-220-6784 AB606/AB611 From erin.n.hoffman at gmail.com Fri Feb 27 19:02:33 2009 From: erin.n.hoffman at gmail.com (Erin Hoffman) Date: Fri, 27 Feb 2009 16:02:33 -0800 Subject: [game_edu] ESA Foundation Computer and Video Game Scholarship Program In-Reply-To: <49A87D1E.1050704@ucalgary.ca> References: <89FCFDAF-232F-486E-BAC2-61E9EA61B3E1@occc.edu> <40742.52883.qm@web39701.mail.mud.yahoo.com> <49A80A52.9DDE.005C.0@avhsd.org> <49A87D1E.1050704@ucalgary.ca> Message-ID: Ian -- it's a little out of date, and brief by necessity, but I wrote an Escapist article on the community college game curriculum scene: http://www.escapistmagazine.com/articles/view/issues/issue_99/553-Tighten-Those-Graphics I think overall what this indicates is that the ESA scholarship is a great first step when it comes to scholarships being awarded for game studies, but there are other branches of study that could also use specific attention. --Erin On Fri, Feb 27, 2009 at 3:54 PM, Jim Parker wrote: > Computer Science? Why there? Many more relevant things in the arts. Frankly, > programming is programming, but game design is more about narrative, art, > music and design. Many CS departments are not interested in games because > they have too many non CS things connected. (sadly) > > Push on your drama department ... > > Jim > > Leo Moreno wrote: >> >> It gets even more challenging when you try to integrate it into a high >> school level program into Computer Science! >> >> Leonard A. Moreno - InfoTech Instructor >> FalconTech Pathway >> Regional Occupational Programs >> Palmdale High School >> (661) 273-3181 x.362 >> http://infotech.phsfalcons.org >> "No Child Left Unplugged > > -- > -- > Home > ......................................................................... > One day Alice came to a fork in the road and saw a Cheshire cat in a tree. > "Which road do I take?" she asked. "Where do you want to go?" was his > response. "I don't know," Alice answered. "Then," said the cat, "it doesn't > matter." > ......................................................................... > > Dr. J. R. Parker, ? ? ? ? ? ? ? ? ? ?Digital Media Laboratory > Professor of Play ? ? ? ? ? ? ? ? ? ?http://www.ucalgary.ca/~jparker > Faculty of Fine Arts (Drama) ? ? ? ? jparker@ ucalgary. ca > University of Calgary ? ? ? ? ? ? ? ?403-220-6784 ? ? ?AB606/AB611 > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > From snowballz.game at gmail.com Fri Feb 27 20:16:13 2009 From: snowballz.game at gmail.com (Michael Lubker) Date: Fri, 27 Feb 2009 19:16:13 -0600 Subject: [game_edu] game_edu Digest, Vol 52, Issue 20 In-Reply-To: References: Message-ID: <76b841590902271716q73259773hb583f962f05f3fdf@mail.gmail.com> Austin Community College has a great game dev program... (AA or Certificates) http://www.austincc.edu/techcert/gaming.php ~M On Fri, Feb 27, 2009 at 6:02 PM, wrote: > Send game_edu mailing list submissions to > ? ? ? ?game_edu at igda.org > > To subscribe or unsubscribe via the World Wide Web, visit > ? ? ? ?http://seven.pairlist.net/mailman/listinfo/game_edu > or, via email, send a message with subject or body 'help' to > ? ? ? ?game_edu-request at igda.org > > You can reach the person managing the list at > ? ? ? ?game_edu-owner at igda.org > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of game_edu digest..." > > > ---------------------------------------------------------------------- > ? ? ? ? ? ? ?IGDA Education SIG > ---------------------------------------------------------------------- > > Today's Topics: > > ? 1. Re: ESA Foundation Computer and Video Game Scholarship > ? ? ?Program From ataghaviburris at occc.edu Sat Feb 28 13:07:06 2009 From: ataghaviburris at occc.edu (Taghavi-Burris, Akram) Date: Sat, 28 Feb 2009 12:07:06 -0600 Subject: [game_edu] ESA Foundation Computer and Video Game Scholarship Program In-Reply-To: <40742.52883.qm@web39701.mail.mud.yahoo.com> References: <89FCFDAF-232F-486E-BAC2-61E9EA61B3E1@occc.edu>, <40742.52883.qm@web39701.mail.mud.yahoo.com> Message-ID: <41D50481A9F0A3468AB685D921C91BED4128C7E557@EXCHANGE2007.occc.edu> The reason I brought up the question is because I'm program director for the Game Design Program at the Oklahoma City Community College. Our A.A.S degree and certificate is offered in our Computer Aided Technology department. Our department is a cross between computer science and art. We teach CAD, GIS, Multimedia, Computer Animation and Game Design. Both the CS and Art departments didn't feel like Game Design was a valid degree, but we ran with it. Currently we have over 25 declared majors and the program just started last fall so we're really excited. An outline of our program can be found at: http://catblog.occc.edu/wordpress/degree-options/game/ Feel free to give me you thoughts on the program. The degree focuses on design (graphics) not actual game programing, however we suggest sutdents take programing as an elective. -- Ms. Akram Taghavi-Burris Professor of Computer Aided Technology Program Director of CAT : Game Design Oklahoma City Community College 7777 South May Ave Oklahoma City , Oklahoma 73159 ataghaviburris at occc.edu 405.682.1611 x 7498 ________________________________________ From: game_edu-bounces at igda.org [game_edu-bounces at igda.org] On Behalf Of Ian Schreiber [ai864 at yahoo.com] Sent: Friday, February 27, 2009 5:39 PM To: IGDA Game Education Listserv Subject: Re: [game_edu] ESA Foundation Computer and Video Game Scholarship Program Are there even any community college programs in game design? Every time I've tried to think of what a game design degree should look like, I can barely fit it into four years. Or did you mean game development in general? --- On Fri, 2/27/09, Taghavi-Burris, Akram wrote: From: Taghavi-Burris, Akram Subject: Re: [game_edu] ESA Foundation Computer and Video Game Scholarship Program To: "IGDA Game Education Listserv" Date: Friday, February 27, 2009, 6:29 PM Are there any scholarships for community college students in game design? --Akram Taghavi-Burris Professor of Computer Aided Technology Oklahoma City Comunity College On Feb 27, 2009, at 4:10 PM, "S. Gold" > wrote: ESA Foundation Computer and Video Game Scholarship Program In 2007 the ESA Foundation established a scholarship program to assist women and minority students who are pursuing degrees leading to careers in Computer & Video Game Arts. This year we are pleased to extend this opportunity to graduating high school seniors, doubling the amount of awards granted from 15 to 30. The scholarships are offered each year for full-time study at accredited four-year colleges and universities. Up to 30 scholarships of $3,000 each will be awarded annually, 15 to graduating high school seniors and 15 to current college students. The number of awards given in each category will be determined by the number of qualified applicants. This scholarship program is administered by International Scholarship and Tuition Services, Inc. To apply, please visit https://www.applyists.net <https://www.applyists.net/> and use the access key ?ESAF? between March 1 and May 15, 2009 for the 2009-2010 academic year. Applicants must be: Women or minority students, Pursuing degrees leading to careers in computer and video game arts, Enrolled in a full-time undergraduate course of study at an accredited four-year college or university, and Maintaining a grade point average of 2.75 or above on a 4.0 scale (or its equivalent) For more information about the ESA Foundation, please visit http://theesa.com/foundation. -- Susan Gold Skype: tahoegold "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu From richard at moyaentertainment.com Sat Feb 28 14:21:25 2009 From: richard at moyaentertainment.com (richard at moyaentertainment.com) Date: Sat, 28 Feb 2009 19:21:25 +0000 Subject: [game_edu] ESA Foundation Computer and Video GameScholarship Program In-Reply-To: <41D50481A9F0A3468AB685D921C91BED4128C7E557@EXCHANGE2007.occc.edu> References: <89FCFDAF-232F-486E-BAC2-61E9EA61B3E1@occc.edu>, <40742.52883.qm@web39701.mail.mud.yahoo.com><41D50481A9F0A3468AB685D921C91BED4128C7E557@EXCHANGE2007.occc.edu> Message-ID: <414506810-1235848921-cardhu_decombobulator_blackberry.rim.net-470871555-@bxe1017.bisx.prod.on.blackberry> Is Computer Aided Technology (Design) an antiquated term or is it just me? Rich Sent on the Now Network? from my Sprint?? BlackBerry -----Original Message----- From: "Taghavi-Burris, Akram" Date: Sat, 28 Feb 2009 12:07:06 To: IGDA Game Education Listserv Subject: Re: [game_edu] ESA Foundation Computer and Video Game Scholarship Program The reason I brought up the question is because I'm program director for the Game Design Program at the Oklahoma City Community College. Our A.A.S degree and certificate is offered in our Computer Aided Technology department. Our department is a cross between computer science and art. We teach CAD, GIS, Multimedia, Computer Animation and Game Design. Both the CS and Art departments didn't feel like Game Design was a valid degree, but we ran with it. Currently we have over 25 declared majors and the program just started last fall so we're really excited. An outline of our program can be found at: http://catblog.occc.edu/wordpress/degree-options/game/ Feel free to give me you thoughts on the program. The degree focuses on design (graphics) not actual game programing, however we suggest sutdents take programing as an elective. -- Ms. Akram Taghavi-Burris Professor of Computer Aided Technology Program Director of CAT : Game Design Oklahoma City Community College 7777 South May Ave Oklahoma City , Oklahoma 73159 ataghaviburris at occc.edu 405.682.1611 x 7498 ________________________________________ From: game_edu-bounces at igda.org [game_edu-bounces at igda.org] On Behalf Of Ian Schreiber [ai864 at yahoo.com] Sent: Friday, February 27, 2009 5:39 PM To: IGDA Game Education Listserv Subject: Re: [game_edu] ESA Foundation Computer and Video Game Scholarship Program Are there even any community college programs in game design? Every time I've tried to think of what a game design degree should look like, I can barely fit it into four years. Or did you mean game development in general? --- On Fri, 2/27/09, Taghavi-Burris, Akram wrote: From: Taghavi-Burris, Akram Subject: Re: [game_edu] ESA Foundation Computer and Video Game Scholarship Program To: "IGDA Game Education Listserv" Date: Friday, February 27, 2009, 6:29 PM Are there any scholarships for community college students in game design? --Akram Taghavi-Burris Professor of Computer Aided Technology Oklahoma City Comunity College On Feb 27, 2009, at 4:10 PM, "S. Gold" > wrote: ESA Foundation Computer and Video Game Scholarship Program In 2007 the ESA Foundation established a scholarship program to assist women and minority students who are pursuing degrees leading to careers in Computer & Video Game Arts. This year we are pleased to extend this opportunity to graduating high school seniors, doubling the amount of awards granted from 15 to 30. The scholarships are offered each year for full-time study at accredited four-year colleges and universities. Up to 30 scholarships of $3,000 each will be awarded annually, 15 to graduating high school seniors and 15 to current college students. The number of awards given in each category will be determined by the number of qualified applicants. This scholarship program is administered by International Scholarship and Tuition Services, Inc. To apply, please visit https://www.applyists.net <https://www.applyists.net/> and use the access key ???ESAF??? between March 1 and May 15, 2009 for the 2009-2010 academic year. Applicants must be: Women or minority students, Pursuing degrees leading to careers in computer and video game arts, Enrolled in a full-time undergraduate course of study at an accredited four-year college or university, and Maintaining a grade point average of 2.75 or above on a 4.0 scale (or its equivalent) For more information about the ESA Foundation, please visit http://theesa.com/foundation. -- Susan Gold Skype: tahoegold "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde _______________________________________________ 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 ai864 at yahoo.com Sat Feb 28 16:19:41 2009 From: ai864 at yahoo.com (Ian Schreiber) Date: Sat, 28 Feb 2009 13:19:41 -0800 (PST) Subject: [game_edu] ESA Foundation Computer and Video Game Scholarship Program In-Reply-To: <41D50481A9F0A3468AB685D921C91BED4128C7E557@EXCHANGE2007.occc.edu> Message-ID: <875324.27479.qm@web39703.mail.mud.yahoo.com> >Feel free to give me you thoughts on the program. The degree focuses on design >(graphics) not actual game programing, however we suggest sutdents take >programing as an elective. ? Wait, wait... ? Does the degree focus on design, or graphics? Those are two very different things. Any use of the word "design" implies game design: creating the rules of the game. Design is not visual art, nor is it programming. See latest iteration of the IGDA curriculum framework for details. ? I bring this up here because these are the very kinds of things that are potentially confusing, both for students and for the game companies that will ultimately decide whether to hire those students. ? - Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From odonnc at rpi.edu Sat Feb 28 17:02:52 2009 From: odonnc at rpi.edu (Casey O'Donnell) Date: Sat, 28 Feb 2009 17:02:52 -0500 Subject: [game_edu] ESA Foundation Computer and Video Game Scholarship Program In-Reply-To: <875324.27479.qm@web39703.mail.mud.yahoo.com> References: <41D50481A9F0A3468AB685D921C91BED4128C7E557@EXCHANGE2007.occc.edu> <875324.27479.qm@web39703.mail.mud.yahoo.com> Message-ID: <2b6b9250902281402g6039c231j6b8ff5ac233aafed@mail.gmail.com> Ian, this is a perfect point, that terminology matters a great deal and many programs have been created at all sorts of institutions that don't realize the complexity of what they've gotten into. I tend to point people to the IGDA EDU SIG's work on the curriculum framework and other SIG efforts. You would actually be surprised (or maybe you wouldn't) that a lot of people have created "game design"/"game development" programs that don't know the IGDA, let alone the fact that there is a difference in the terms. I'm not saying that is the case for folks on this list, because you're on the IGDA EDU SIG list. ;) It is simply an observation more broadly and it really frustrates me. Cheers. Casey On Sat, Feb 28, 2009 at 4:19 PM, Ian Schreiber wrote: > Does the degree focus on design, or graphics? Those are two very different > things. Any use of the word "design" implies game design: creating the rules > of the game. Design is not visual art, nor is it programming. See latest > iteration of the IGDA curriculum framework for details. > > I bring this up here because these are the very kinds of things that are > potentially confusing, both for students and for the game companies that > will ultimately decide whether to hire those students. > -- Casey O'Donnell, Ph.D. Assistant Professor, Department of Telecommunications Grady College, University of Georgia http://www.caseyodonnell.org From ataghaviburris at occc.edu Sat Feb 28 18:06:32 2009 From: ataghaviburris at occc.edu (Taghavi-Burris, Akram) Date: Sat, 28 Feb 2009 17:06:32 -0600 Subject: [game_edu] ESA Foundation Computer and Video Game Scholarship Program In-Reply-To: <875324.27479.qm@web39703.mail.mud.yahoo.com> References: <41D50481A9F0A3468AB685D921C91BED4128C7E557@EXCHANGE2007.occc.edu>, <875324.27479.qm@web39703.mail.mud.yahoo.com> Message-ID: <41D50481A9F0A3468AB685D921C91BED4128C7E559@EXCHANGE2007.occc.edu> Your right they aren't exactly the same. Our program I would say, in that case is a design program, our core course include Evolution of Video Game Technology, which covers history of games, rules of games and planning of games, while the Game Development and Design concepts focuses on game play and how events and and actions work with in a game. Game Level design puts all these concepts together to build an unreal level. I hope that makes more sense. Our program is new and was kind of put together before I got there, but I really want to be with it on terminology. I want companies to take our program seriously and for students to be able to level our school and get a job. Thanks again for the comments. -- Ms. Akram Taghavi-Burris Professor of Computer Aided Technology Program Director of CAT : Game Design Oklahoma City Community College 7777 South May Ave Oklahoma City , Oklahoma 73159 ataghaviburris at occc.edu 405.682.1611 x 7498 ________________________________________ From: game_edu-bounces at igda.org [game_edu-bounces at igda.org] On Behalf Of Ian Schreiber [ai864 at yahoo.com] Sent: Saturday, February 28, 2009 3:19 PM To: IGDA Game Education Listserv Subject: Re: [game_edu] ESA Foundation Computer and Video Game Scholarship Program >Feel free to give me you thoughts on the program. The degree focuses on design >(graphics) not actual game programing, however we suggest sutdents take >programing as an elective. Wait, wait... Does the degree focus on design, or graphics? Those are two very different things. Any use of the word "design" implies game design: creating the rules of the game. Design is not visual art, nor is it programming. See latest iteration of the IGDA curriculum framework for details. I bring this up here because these are the very kinds of things that are potentially confusing, both for students and for the game companies that will ultimately decide whether to hire those students. - Ian