From ataghaviburris at occc.edu Sun Mar 1 08:52:09 2009 From: ataghaviburris at occc.edu (Taghavi-Burris, Akram) Date: Sun, 1 Mar 2009 07:52:09 -0600 Subject: [game_edu] Oklahoma Electronic Game Expo Message-ID: <41D50481A9F0A3468AB685D921C91BED4128C7E55C@EXCHANGE2007.occc.edu> Speaking about Oklahoma and community colleges, the Oklahoma City Community College will be holding the 2nd annual Oklahoma Electronic Game Expo (OEGE), Saturday April 11, 2009. This event started out as small affair and was set up by our student organization, since then it's grown and our whole department has had to get involved. OEGE highlights Oklahoma as a creative outlet for not only video games but all forms of digital art. Oklahoma is an ideal location for developing gaming and other digital art productions and the Oklahoma City Community College offers degrees in a variety of areas including, computer animation, multimedia , game design, web design, graphic design, film and video production; providing Oklahoma with the creative and talented workforce for these very industries. OEGE is free and open to the public, all event funds come directly from the exhibitor fees and fees for entering the game tournament. A portion of the game tournament fees will be donated to Child?s Play Charity (http://www.childsplaycharity.org/) while the rest of the fees and that of the exhibitor fees will be used to build next years event, and hopefully pay for our students to attend international computer graphics and game conventions, such as ACM SigGraph If you'll be in the area on April 11, drop by the event, also we are still looking for exhibitors, sponsors, donations and guest speakers. If your interested in exhibiting, sponsoring, donating or speaking, please review the following forms: http://oege.catblog.occc.edu/wordpress/wp-content/blogs.dir/4/files/Info/2009_ExhibitorInfo.pdf For more general information visit our website at: http://oege.catblog.occc.edu/wordpress/ Remember that the goal is to get video game and other creative industries to look at Oklahoma to build their business. Thanks for your support. P.S. any suggestions and ideas for the event are welcome! -- 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 Nic.Colley at cpcc.edu Sun Mar 1 15:41:14 2009 From: Nic.Colley at cpcc.edu (Nic Colley) Date: Sun, 1 Mar 2009 15:41:14 -0500 Subject: [game_edu] ESA Foundation Computer and Video Game ScholarshipProgram References: <40742.52883.qm@web39701.mail.mud.yahoo.com> Message-ID: <19BFE549B069CE4DB1250D0FF7CB78A302D223B7@CEVS6-CENTRAL.cpcc.edu> www.cpcc.edu/sgd Thanks, Nic Colley ________________________________ Faculty, Simulation & Game Development Program Nic.Colley at cpcc.edu 704-330-6348 ________________________________ From: Ian Schreiber [mailto:ai864 at yahoo.com] Sent: Fri 27-Feb-09 6:39 PM To: IGDA Game Education Listserv Subject: Re: [game_edu] ESA Foundation Computer and Video Game ScholarshipProgram 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 Nic.Colley at cpcc.edu Sun Mar 1 15:41:53 2009 From: Nic.Colley at cpcc.edu (Nic Colley) Date: Sun, 1 Mar 2009 15:41:53 -0500 Subject: [game_edu] ESA Foundation Computer and Video Game Scholarship Program 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: <19BFE549B069CE4DB1250D0FF7CB78A302D223B8@CEVS6-CENTRAL.cpcc.edu> I agree. A lot of CS programs are using Game Design as a pull in. A lot of instructors think that teaching how to make games is easy but they are wrong. On top of that, most of them do not know how to make a game, let alone play games. Another bad part about CS programs doing this is that they do not let artist, musicians, or any other part of the creative aspect of it do well in the course due to their non-programming experience. Thanks, Nic Colley ________________________________ Faculty, Simulation & Game Development Program Nic.Colley at cpcc.edu 704-330-6348 ________________________________ From: Jim Parker [mailto:jparker at ucalgary.ca] Sent: Fri 27-Feb-09 6:54 PM To: IGDA Game Education Listserv Subject: Re: [game_edu] ESA Foundation Computer and Video Game Scholarship Program 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 wessmaniac at gmail.com Sun Mar 1 18:29:09 2009 From: wessmaniac at gmail.com (David Wessman) Date: Sun, 1 Mar 2009 16:29:09 -0700 Subject: [game_edu] ESA Foundation Computer and Video Game Scholarship Program In-Reply-To: <19BFE549B069CE4DB1250D0FF7CB78A302D223B8@CEVS6-CENTRAL.cpcc.edu> 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> <19BFE549B069CE4DB1250D0FF7CB78A302D223B8@CEVS6-CENTRAL.cpcc.edu> Message-ID: <8a8b05100903011529u690baacaj4e37e5fe281de128@mail.gmail.com> First, thanks to the ESA Foundation for increasing the number of scholarships they offer! That's awesome! Now for my two cents on the conversation Susan's announcement has triggered: Nic's observation is too sadly true! I've also seen it in the other direction as well, though. The Art schools that think they can teach game design because they've been teaching digital graphics, 3D modeling and animation, and that favorite catch-all "multimedia design." Neither approach is correct or sufficient, as anyone who's actually made a game knows. I have found that most instructors understand this, (even if they haven't worked in the industry), but it is the institutions they work in that resist this reality. It's understandable...an engineering school doesn't want to "soften" things by accommodating the game designers, artists, writers and sound designers. The art school doesn't want to add an engineering department. And nobody seems to want to add a proper audio department! At major universities that cover everything it turns into a big turf battle...who's going to "own" game design? At UAT where I teach, the school's heritage is that of a tech school. They started with game programming because they were already offering various software degrees. (They actually started as a CAD school 25 years ago.) They added game design degrees back in 2000 or 2002, and have recently added a game art and animation degree. Next year they're starting a serious games degree. There is still too much stovepiping, and the game faculty is working hard to integrate the programs better to be mutually supporting. This is being approached primarily through course design and trying to ensure that more of the course work involves multidisciplinary team projects. We're also working with the general ed faculty to find ways of crossing barriers there as well. Why not have a game project in a history class, or a historically accurate simulation game in a game design class, for example? Nic also commented on the practice of using "game design" terminology as a pull in for programs that are not truly about game design. I think this is reprehensible. Not only does it frustrate and anger anyone sucked in by it, but the inevitable result is that it damages the value of all game design degrees. Industry remains wary of these programs for a reason. Thanks for reading, David Wessman On Sun, Mar 1, 2009 at 1:41 PM, Nic Colley wrote: > I agree. A lot of CS programs are using Game Design as a pull in. A lot of > instructors think that teaching how to make games is easy but they are > wrong. On top of that, most of them do not know how to make a game, let > alone play games. > > Another bad part about CS programs doing this is that they do not let > artist, musicians, or any other part of the creative aspect of it do well in > the course due to their non-programming experience. > > Thanks, > Nic Colley > ________________________________ > > Faculty, Simulation & Game Development Program > Nic.Colley at cpcc.edu > 704-330-6348 > -------------- next part -------------- An HTML attachment was scrubbed... URL: From malcolmr at cse.unsw.edu.au Sun Mar 1 19:34:52 2009 From: malcolmr at cse.unsw.edu.au (Malcolm Ryan) Date: Mon, 2 Mar 2009 11:34:52 +1100 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: <8AC748FF-82D5-42E7-B868-2C43D5BBAF14@cse.unsw.edu.au> I agree that game development is not game design, and that game design doesn't belong in CS (even though, by necessity, that is where I teach it). However I'd like to make a case in favour of programmers as game designers. Game design is procedural art. A game is not just a static thing like a picture or a fixed sequence like a film, but a process; a collection of dynamics that arise from the player's interaction with the rules. And in my experience computer programmers are more proficient in this kind of procedural thinking than artists who work in non-interactive media. They are used to the kind of problem solving which asks "What mechanical elements should I use to build processes to produce a particular experience?". This is a fundamental problem of game design. I might even say _the_ fundamental problem. It is what sets a game apart from a collection of animations, music and story. Of course at the end of the day what we want to foster is a skill set that combines elements of all these disciplines taught proudly under the banner of "Games" and not making excuses for itself as part of CS or drama or animation or whatever. In the meantime, I guess we work in whatever corners we can get a foothold and try to throw our arms open to as many would-be designers as we can find, whatever they background. Malcolm On 28/02/2009, at 10:54 AM, 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 ai864 at yahoo.com Sun Mar 1 20:38:45 2009 From: ai864 at yahoo.com (Ian Schreiber) Date: Sun, 1 Mar 2009 17:38:45 -0800 (PST) Subject: [game_edu] ESA Foundation Computer and Video Game Scholarship Program In-Reply-To: <8AC748FF-82D5-42E7-B868-2C43D5BBAF14@cse.unsw.edu.au> Message-ID: <702785.96511.qm@web39701.mail.mud.yahoo.com> I think you could make a case for placing game design just about anywhere. It's one of the most interdisciplinary fields I've ever encountered. ? You're making the rules that govern a living world. You could argue that this is essentially what is studied in a school of law... or theology. ? A game designer doesn't build the game, but they make the specs and design docs that other people follow in order to build it. That is essentially what an architect does with buildings, so we could be in the school of architecture (especially when you consider the use of architecture in level design). ? A game designer is like a party host; we invite the player in to our world and try our best to make sure they have a good time. Game design could grow out of the field of hospitality services. ? Game design has a huge amount of crossover with education; so much has already been written about flow theory, and how the "fun" of games comes from learning and skill mastery. So we could be in the school of education. ? Game design is about creating a specific mental state in the player, so an understanding of how the brain works would help greatly. We could be in the department of psychology or neuroscience. ? Game design involves taking a lot of separate mechanics and putting them together in a way that the whole is more appealing than the sum of the parts. This is essentially what a chef does too, so there is crossover between the skills that make someone great in the kitchen and great on a development team. Game design could arguably be part of the culinary arts. ? I realize some of these are more of a stretch than others. My point is that it doesn't really matter where it goes, because it can really go anywhere... as long as the people teaching it know what they're doing, and as long as the department can play nice with all the other departments that are dealing with other aspects of game development. ? - Ian --- On Sun, 3/1/09, Malcolm Ryan wrote: From: Malcolm Ryan Subject: Re: [game_edu] ESA Foundation Computer and Video Game Scholarship Program To: "IGDA Game Education Listserv" Date: Sunday, March 1, 2009, 7:34 PM I agree that game development is not game design, and that game design doesn't belong in CS (even though, by necessity, that is where I teach it). However I'd like to make a case in favour of programmers as game designers. Game design is procedural art. A game is not just a static thing like a picture or a fixed sequence like a film, but a process; a collection of dynamics that arise from the player's interaction with the rules. And in my experience computer programmers are more proficient in this kind of procedural thinking than artists who work in non-interactive media. They are used to the kind of problem solving which asks "What mechanical elements should I use to build processes to produce a particular experience?". This is a fundamental problem of game design. I might even say _the_ fundamental problem. It is what sets a game apart from a collection of animations, music and story. Of course at the end of the day what we want to foster is a skill set that combines elements of all these disciplines taught proudly under the banner of "Games" and not making excuses for itself as part of CS or drama or animation or whatever. In the meantime, I guess we work in whatever corners we can get a foothold and try to throw our arms open to as many would-be designers as we can find, whatever they background. Malcolm On 28/02/2009, at 10:54 AM, 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 _______________________________________________ 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 jparker at ucalgary.ca Sun Mar 1 20:40:51 2009 From: jparker at ucalgary.ca (Jim Parker) Date: Sun, 01 Mar 2009 18:40:51 -0700 Subject: [game_edu] ESA Foundation Computer and Video Game Scholarship Program In-Reply-To: <8AC748FF-82D5-42E7-B868-2C43D5BBAF14@cse.unsw.edu.au> 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> <8AC748FF-82D5-42E7-B868-2C43D5BBAF14@cse.unsw.edu.au> Message-ID: <49AB3923.8050303@ucalgary.ca> I don't necessarily *oppose* programmers as game designers. However, in the first case many CS programs are not creating programmers any more in favour of 'computer scientists', who are mathematicians in effect. My experience with this 'new generation' of computer scientists is not completely positive. Many lack the ability to connect with the other disciplines that are essential to game development and design, the disciplines from which CS was built and where CS grads used to go. Much of the work that was done by programmers 10 years ago is done by canned code these days - there's some left, of course. Next, I would say that stage designers (as an example) are much more experienced at extracting production details from a script than are computer scientists. They could in fact determine the places where new programming had to be done and give it to the programmers, just as art and music are parceled out to relevant professionals. There is creativity in those tasks as well, of course, and some feeds back to the global design. The majority of CS majors think in too linear a fashion and have too limited exposure to the other disciplines to make a significant contribution. Having said that, my own background is in computer science. I'm just saying that it's rare for a CS person to be a good game designer. My opinion, of course! Jim Malcolm Ryan wrote: > I agree that game development is not game design, and that game design > doesn't belong in CS (even though, by necessity, that is where I teach > it). However I'd like to make a case in favour of programmers as game > designers. > > Game design is procedural art. A game is not just a static thing like > a picture or a fixed sequence like a film, but a process; a collection > of dynamics that arise from the player's interaction with the rules. > And in my experience computer programmers are more proficient in this > kind of procedural thinking than artists who work in non-interactive > media. They are used to the kind of problem solving which asks "What > mechanical elements should I use to build processes to produce a > particular experience?". This is a fundamental problem of game design. > I might even say _the_ fundamental problem. It is what sets a game > apart from a collection of animations, music and story. > > Of course at the end of the day what we want to foster is a skill set > that combines elements of all these disciplines taught proudly under > the banner of "Games" and not making excuses for itself as part of CS > or drama or animation or whatever. In the meantime, I guess we work in > whatever corners we can get a foothold and try to throw our arms open > to as many would-be designers as we can find, whatever they background. > > Malcolm > > On 28/02/2009, at 10:54 AM, 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 > > _______________________________________________ > 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 darius.igda at inglang.com Mon Mar 2 03:39:30 2009 From: darius.igda at inglang.com (darius.igda at inglang.com) Date: Mon, 2 Mar 2009 00:39:30 -0800 Subject: [game_edu] The New "World Processor" (was ESA Foundation Computer and Video Game Scholarship) Message-ID: <1235983170.49ab9b4259b28@webmail.registerapi.com> Hello all, I very much like how Ian expressed his point. However, I have a slightly different perspective, if you could indulge me for using a parable. Suppose we were alive when the first hardware dedicated word processors and desktop publishing software packages were released and schools considered this the next 'wave of the future for writing'. (Well, I was alive then, but that's beside the point.) So the different school departments debated which of them should teach "word processing". Since most documents were written in English, the English dept. thought they should teach this new "word processing". But, since most of the written works created by authors (in all languages) with these new "word processors" were fictional works created purely for entertainment, the Multilingual Creative Writing dept. thought they should teach "word processing". But, they insisted the software be called "entertainment designing/developing software for words", and, for other uses of "word processors", such should be call "serious entertainment designing/developing software for words". The CS dept. thought they should teach "word processing" since all "word processors" were created by software programmers and the software had key-stroke macros and scripts which would make everyone's writing faster and more accurate. The Engineering dept. described how "word processing" documents were essential for explaining the "how" and "why" of their engineering diagrams. So they wanted to teach "word processing for engineers". Because "word processing" words were the same as hand written words really, the distinguishing feature of "word processors" were the new resizeable, color fonts and layout of illustrations and photos, the Art dept. wanted to teach "word processing" to create the right emotional visual effects. Since all words and expressions originated in the mind before ever being expressed in the real world and one needed to train the mind and hand in this new, non-linear form of thinking, the Psychology dept. wanted to teach "word processing". Business folks could use "word processing" to communicate more quickly between businesses and the government as well, so the MBA dept. wanted to teach "word processing". The Law dept. was afraid that if just anyone used "word processors" it would lead to confusion, so they want to teach everyone concise, precise ways of using the "word processors". Because most documents created by "word processors" needed to be printed and published, the Typography, Printing, and Publishing dept. believed they should teach "word processing". Universities wanted to teach "word processing" to improve scientific papers and set the "word processing" curriculum standards for other schools. The best "word processing" professionals knew that this was an extremely technical, complex, and multi-disciplined field and so desired it to be a school of learning in its own right, an equal among peers. ... So, most students learned "word processing" because they thought that if they could be the best users of "word processors" they could get lucrative jobs in Hollywood as writers. [Strike that.] The schools taught "word processing" because they wanted to be known as centers of the best and most creative "word processing" students and attract all the businesses to the area that needed "word processing". And they lived happily ^E^E^E^E^E^E productively ever after. The End key. _________ Well, it didn't work like that. Word Processors, and systems which provided that function, are a "communication medium". They became prevalent in all industries and fields of study for storing, sending, and printing the written word. One learned on the job and/or from friends just the bits to make one's life a little better. I assert that immersive, interactive, rule-based, emotive, shared, creative worlds are a new communication medium, the "meta-medium" which encompasses all the others. Hence, this medium will be used in all industries and fields of study (emphasizing one aspect or another of the medium capabilities as needed in the spectrum between "game", "simulation", and "performance"). It will store, send, and share expressions of operations, processes, and rules of known and imagined systems and systems-of-systems. "Metaverse world creation tools" will appear in our productivity suites along with the word processors, spreadsheets, slide show presentations, database management, non-linear video editors/players, and social networking tools. The metaverse world tools will then gradually absorb and supercede the functionality of the other tools in the suite. Folks will learn just enough to self publish on You-World, their Wlog (mirror-world-blog), or add a little to the shared corporate history/forecast simulation. In reality, accounting/ERP systems are simulations but only expressed in numbers, words, and graphs to represent place, time, performance, expectations, etc. In time, one's avatar will just be a logo for, representation of, and doorway to one's own system of worlds and the operations, processes, and reflections of ideas expressed therein for others to visit. Or so it seems imho. So, how do we teach that? Cheers, Darius Clarke edusims.com ________________ Ian Sun Mar 1 20:38:45 EST 2009 I think you could make a case for placing game design just about anywhere. It's one of the most interdisciplinary fields I've ever encountered. You're making the rules that govern a living world. You could argue that this is essentially what is studied in a school of law... or theology. A game designer doesn't build the game, but they make the specs and design docs that other people follow in order to build it. That is essentially what an architect does with buildings, so we could be in the school of architecture (especially when you consider the use of architecture in level design). A game designer is like a party host; we invite the player in to our world and try our best to make sure they have a good time. Game design could grow out of the field of hospitality services. Game design has a huge amount of crossover with education; so much has already been written about flow theory, and how the "fun" of games comes from learning and skill mastery. So we could be in the school of education. Game design is about creating a specific mental state in the player, so an understanding of how the brain works would help greatly. We could be in the department of psychology or neuroscience. Game design involves taking a lot of separate mechanics and putting them together in a way that the whole is more appealing than the sum of the parts. This is essentially what a chef does too, so there is crossover between the skills that make someone great in the kitchen and great on a development team. Game design could arguably be part of the culinary arts. I realize some of these are more of a stretch than others. My point is that it doesn't really matter where it goes, because it can really go anywhere... as long as the people teaching it know what they're doing, and as long as the department can play nice with all the other departments that are dealing with other aspects of game development. - Ian From mkspph at rit.edu Mon Mar 2 08:35:23 2009 From: mkspph at rit.edu (Marla Schweppe) Date: Mon, 02 Mar 2009 08:35:23 -0500 Subject: [game_edu] It's an interdisciplinary field Message-ID: It?s an interdisciplinary field, so in my mind it doesn?t really make sense to put all of ?games? into one program. A lot of where the curriculum will end up at a given school depends on where the expertise is in the faculty as well. Here, for example, we have aspects of game curriculum in a number of different departments. The Information Technology department has a program in Game Development and Design. They teach students to build game engines and design the interaction in the game. In the School of Film and Animation students work a lot on narrative, animation, and film language. In Computer Graphics Design (BFA in 3D Digital Graphics) students design and build game assets (levels, characters, lighting, materials) using references from different time periods, artists, styles, etc. In Computer Science, students do graphics programming. In New Media, students focus on 2D game design. All of the programs allow some flexibility so that students can take electives in other programs. Then students have the opportunity to work on interdisciplinary teams like in the real world. Since it is so interdisciplinary, is it really reasonable to assume that everything about creating games will be in one department or one program? Probably not. An interdisciplinary approach to an interdisciplinary field seems more appropriate. Professor Marla.Schweppe at rit.edu RIT, 73 Lomb Memorial Drive, Rochester, NY 14623 - 585-475-2754 -------------- next part -------------- An HTML attachment was scrubbed... URL: From sroberts at cim.depaul.edu Mon Mar 2 09:12:31 2009 From: sroberts at cim.depaul.edu (Roberts, Scott) Date: Mon, 2 Mar 2009 08:12:31 -0600 Subject: [game_edu] It's an interdisciplinary field In-Reply-To: References: Message-ID: <6FC69A39E7AED545B86312C4B1639CD2525E9565A3@wagner.cti.depaul.edu> Game Development doesn't "belong" anywhere. It's a field that rivals the music and film industries in its cultural and financial influence. Film programs had a similar history of evolutionary struggle, but now they either exist as independent entities within universities, or they've out-muscled their siblings due to size and dominate their colleges/schools. In a similar way, game development programs have been born in all the numerous areas that have been described in other posts. Once they start, however, a smart administration will encourage involvement by faculty in as many disciplines as possible. And hopefully, depending on location, should involve practicing professionals. We were lucky enough to have film and CS in the same building, so it's been a little easier to include CS, engineers, animators, screenwriters, sound, designers, producers and game studies faculty without much fuss. But I disagree with the argument that it belongs in theater, CS, art, film, etc. It'll take awhile, but eventually enrollment numbers will give this educational field enough muscle to escape those categories. Numbers are one thing that administrations don't ignore, so utilize that political strength. And Darius, thanks for that great parable! Scott Scott Roberts Associate Professor School of Cinema & Interactive Media DePaul University sroberts at CIM.depaul.edu http://GameDev.DePaul.edu/ -------------- next part -------------- An HTML attachment was scrubbed... URL: From sroberts at cim.depaul.edu Mon Mar 2 09:30:31 2009 From: sroberts at cim.depaul.edu (Roberts, Scott) Date: Mon, 2 Mar 2009 08:30:31 -0600 Subject: [game_edu] It's an interdisciplinary field In-Reply-To: <6FC69A39E7AED545B86312C4B1639CD2525E9565A3@wagner.cti.depaul.edu> References: <6FC69A39E7AED545B86312C4B1639CD2525E9565A3@wagner.cti.depaul.edu> Message-ID: <6FC69A39E7AED545B86312C4B1639CD2525E9565AD@wagner.cti.depaul.edu> Sorry, I forgot to include this quote that says it all in far fewer words: "Bloom where you are planted." --Mary Engelbreit (via Hillary) Scott -------------- next part -------------- An HTML attachment was scrubbed... URL: From jparker at ucalgary.ca Mon Mar 2 10:11:05 2009 From: jparker at ucalgary.ca (Jim Parker) Date: Mon, 02 Mar 2009 08:11:05 -0700 Subject: [game_edu] It's an interdisciplinary field In-Reply-To: References: Message-ID: <49ABF709.9080807@ucalgary.ca> Thanks to Darius for the appropriate story! The key for me would be how to get a University to grasp this and to do something sensible. As the tale shows, Universities cubbyhole folks, and this is the wrong approach for some subjects (like ours). Any experience with convincing schools to do this? (RIT is in some sense unique here) Jim Marla Schweppe wrote: > It?s an interdisciplinary field, so in my mind it doesn?t really make > sense to put all of ?games? into one program. A lot of where the > curriculum will end up at a given school depends on where the > expertise is in the faculty as well. > > Here, for example, we have aspects of game curriculum in a number of > different departments. The *Information Technology *department has a > program in *Game Development and Design*. They teach students to build > game engines and design the interaction in the game. In the *School of > Film and Animation* students work a lot on narrative, animation, and > film language. In *Computer Graphics Design* (BFA in 3D Digital > Graphics) students design and build game assets (levels, characters, > lighting, materials) using references from different time periods, > artists, styles, etc. In *Computer Science*, students do graphics > programming. In *New Media,* students focus on 2D game design. All of > the programs allow some flexibility so that students can take > electives in other programs. Then students have the opportunity to > work on interdisciplinary teams like in the real world. > > Since it is so interdisciplinary, is it really reasonable to assume > that everything about creating games will be in one department or one > program? Probably not. An interdisciplinary approach to an > interdisciplinary field seems more appropriate. > > Professor Marla.Schweppe at rit.edu > RIT, 73 Lomb Memorial Drive, Rochester, NY 14623 - 585-475-2754 > > ------------------------------------------------------------------------ > > _______________________________________________ > 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 ai864 at yahoo.com Mon Mar 2 10:25:19 2009 From: ai864 at yahoo.com (Ian Schreiber) Date: Mon, 2 Mar 2009 07:25:19 -0800 (PST) Subject: [game_edu] It's an interdisciplinary field In-Reply-To: <49ABF709.9080807@ucalgary.ca> Message-ID: <442309.6653.qm@web39706.mail.mud.yahoo.com> Your point is well taken, Darius. ? The catch is this: new departments don't spring fully-formed into being out of nothing. They have to start in some other department, then split into their own in time. ? An example of this is Computer Science. If memory serves, the field of CS originally started out in most places as an extension of the Philosophy department (since so much of it dealt with truth values and predicate calculus that was already studied in Philosophy). Once it became clear that there were just not enough shared courses between the two, they split and CS became its own department. ? I agree that Game Design is its own field, borrowing from many but putting its own unique spin on things, and it should be a department in its own right. The question is, before we get there, where is the best place to grow it out of? (Perhaps the answer is, anything, as long as we keep the endpoint in mind.) ? - Ian --- On Mon, 3/2/09, Jim Parker wrote: From: Jim Parker Subject: Re: [game_edu] It's an interdisciplinary field To: "IGDA Game Education Listserv" Date: Monday, March 2, 2009, 10:11 AM Thanks to Darius for the appropriate story! The key for me would be how to get a University to grasp this and to do something sensible. As the tale shows, Universities cubbyhole folks, and this is the wrong approach for some subjects (like ours). Any experience with convincing schools to do this? (RIT is in some sense unique here) Jim Marla Schweppe wrote: > It?s an interdisciplinary field, so in my mind it doesn?t really make sense to put all of ?games? into one program. A lot of where the curriculum will end up at a given school depends on where the expertise is in the faculty as well. > > Here, for example, we have aspects of game curriculum in a number of different departments. The *Information Technology *department has a program in *Game Development and Design*. They teach students to build game engines and design the interaction in the game. In the *School of Film and Animation* students work a lot on narrative, animation, and film language. In *Computer Graphics Design* (BFA in 3D Digital Graphics) students design and build game assets (levels, characters, lighting, materials) using references from different time periods, artists, styles, etc. In *Computer Science*, students do graphics programming. In *New Media,* students focus on 2D game design. All of the programs allow some flexibility so that students can take electives in other programs. Then students have the opportunity to work on interdisciplinary teams like in the real world. > > Since it is so interdisciplinary, is it really reasonable to assume that everything about creating games will be in one department or one program? Probably not. An interdisciplinary approach to an interdisciplinary field seems more appropriate. > > Professor Marla.Schweppe at rit.edu > RIT, 73 Lomb Memorial Drive, Rochester, NY 14623 - 585-475-2754 > > ------------------------------------------------------------------------ > > _______________________________________________ > 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 _______________________________________________ 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 pawlicki at cs.rochester.edu Mon Mar 2 10:51:46 2009 From: pawlicki at cs.rochester.edu (pawlicki at cs.rochester.edu) Date: Mon, 2 Mar 2009 10:51:46 -0500 (EST) Subject: [game_edu] The New "World Processor" (was ESA Foundation Computer and Video Game Scholarship) In-Reply-To: <1235983170.49ab9b4259b28@webmail.registerapi.com> References: <1235983170.49ab9b4259b28@webmail.registerapi.com> Message-ID: <61678.65.37.26.244.1236009106.squirrel@www.cs.rochester.edu> It's kind of a nice story, but there is an ironic twist. While we do learn a lot of word processing "on the job", it turns out that you can take courses formal about it at college. At most institutions of higher education, what we would call "word processing" is taught by the computer science (or information technology) departments. It goes under the heading "CS0" or "computer literacy". All major publishers have textbooks which support it (usually MSword, a few have OpenOffice). Computer Science departments consider these courses "service courses". They typically are not for CS majors. However, the use of these "productivity tools" (word processors, spreadsheets, data bases) is recognized as being useful to all disciplines, that CS departments teach them. So, if we accept the analogy, then one would argue that 20 years from now everyone at the university would learn the "world processor" from the CS departments - if they hadn't picked it up in high school - and then be users of it in their respective disciplines. Ted PS: I actually *WAS* alive when the first hardware dedicated word processors and desktop publishing software packages were released. It wasn't that long ago. > Hello all, > > I very much like how Ian expressed his point. > > However, I have a slightly different perspective, if you could indulge me > for > using a parable. > > Suppose we were alive when the first hardware dedicated word processors > and > desktop publishing software packages were released and schools considered > this > the next 'wave of the future for writing'. (Well, I was alive then, but > that's > beside the point.) > > So the different school departments debated which of them should teach > "word > processing". > > Since most documents were written in English, the English dept. thought > they > should teach this new "word processing". > > But, since most of the written works created by authors (in all languages) > with > these new "word processors" were fictional works created purely for > entertainment, the Multilingual Creative Writing dept. thought they should > teach "word processing". But, they insisted the software be called > "entertainment designing/developing software for words", and, for other > uses of > "word processors", such should be call "serious entertainment > designing/developing software for words". > > The CS dept. thought they should teach "word processing" since all "word > processors" were created by software programmers and the software had > key-stroke macros and scripts which would make everyone's writing faster > and > more accurate. > > The Engineering dept. described how "word processing" documents were > essential > for explaining the "how" and "why" of their engineering diagrams. So they > wanted to teach "word processing for engineers". > > Because "word processing" words were the same as hand written words > really, the > distinguishing feature of "word processors" were the new resizeable, color > fonts and layout of illustrations and photos, the Art dept. wanted to > teach > "word processing" to create the right emotional visual effects. > > Since all words and expressions originated in the mind before ever being > expressed in the real world and one needed to train the mind and hand in > this > new, non-linear form of thinking, the Psychology dept. wanted to teach > "word > processing". > > Business folks could use "word processing" to communicate more quickly > between > businesses and the government as well, so the MBA dept. wanted to teach > "word > processing". > > The Law dept. was afraid that if just anyone used "word processors" it > would > lead to confusion, so they want to teach everyone concise, precise ways of > using the "word processors". > > Because most documents created by "word processors" needed to be printed > and > published, the Typography, Printing, and Publishing dept. believed they > should > teach "word processing". > > Universities wanted to teach "word processing" to improve scientific > papers and > set the "word processing" curriculum standards for other schools. > > The best "word processing" professionals knew that this was an extremely > technical, complex, and multi-disciplined field and so desired it to be a > school of learning in its own right, an equal among peers. > > ... > > So, most students learned "word processing" because they thought that if > they > could be the best users of "word processors" they could get lucrative jobs > in > Hollywood as writers. [Strike that.] > > The schools taught "word processing" because they wanted to be known as > centers > of the best and most creative "word processing" students and attract all > the > businesses to the area that needed "word processing". > > And they lived happily ^E^E^E^E^E^E productively ever after. The End key. > _________ > > Well, it didn't work like that. > > Word Processors, and systems which provided that function, are a > "communication > medium". They became prevalent in all industries and fields of study for > storing, sending, and printing the written word. One learned on the job > and/or > from friends just the bits to make one's life a little better. > > I assert that immersive, interactive, rule-based, emotive, shared, > creative > worlds are a new communication medium, the "meta-medium" which encompasses > all > the others. Hence, this medium will be used in all industries and fields > of > study (emphasizing one aspect or another of the medium capabilities as > needed > in the spectrum between "game", "simulation", and "performance"). It will > store, send, and share expressions of operations, processes, and rules of > known > and imagined systems and systems-of-systems. > > "Metaverse world creation tools" will appear in our productivity suites > along > with the word processors, spreadsheets, slide show presentations, database > management, non-linear video editors/players, and social networking tools. > The > metaverse world tools will then gradually absorb and supercede the > functionality of the other tools in the suite. > > Folks will learn just enough to self publish on You-World, their Wlog > (mirror-world-blog), or add a little to the shared corporate > history/forecast > simulation. In reality, accounting/ERP systems are simulations but only > expressed in numbers, words, and graphs to represent place, time, > performance, > expectations, etc. > > In time, one's avatar will just be a logo for, representation of, and > doorway to > one's own system of worlds and the operations, processes, and reflections > of > ideas expressed therein for others to visit. > > Or so it seems imho. So, how do we teach that? > > Cheers, > Darius Clarke > edusims.com > ________________ > Ian > Sun Mar 1 20:38:45 EST 2009 > > I think you could make a case for placing game design just about anywhere. > It's > one of the most interdisciplinary fields I've ever encountered. > > You're making the rules that govern a living world. You could argue that > this is > essentially what is studied in a school of law... or theology. > > A game designer doesn't build the game, but they make the specs and design > docs > that other people follow in order to build it. That is essentially what an > architect does with buildings, so we could be in the school of > architecture > (especially when you consider the use of architecture in level design). > > A game designer is like a party host; we invite the player in to our world > and > try our best to make sure they have a good time. Game design could grow > out of > the field of hospitality services. > > Game design has a huge amount of crossover with education; so much has > already > been written about flow theory, and how the "fun" of games comes from > learning > and skill mastery. So we could be in the school of education. > > Game design is about creating a specific mental state in the player, so an > understanding of how the brain works would help greatly. We could be in > the > department of psychology or neuroscience. > > Game design involves taking a lot of separate mechanics and putting them > together in a way that the whole is more appealing than the sum of the > parts. > This is essentially what a chef does too, so there is crossover between > the > skills that make someone great in the kitchen and great on a development > team. > Game design could arguably be part of the culinary arts. > > I realize some of these are more of a stretch than others. My point is > that it > doesn't really matter where it goes, because it can really go anywhere... > as > long as the people teaching it know what they're doing, and as long as the > department can play nice with all the other departments that are dealing > with > other aspects of game development. > > - Ian > > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > From debsol at gmail.com Mon Mar 2 11:07:43 2009 From: debsol at gmail.com (deb s) Date: Mon, 2 Mar 2009 11:07:43 -0500 Subject: [game_edu] It's an interdisciplinary field In-Reply-To: <442309.6653.qm@web39706.mail.mud.yahoo.com> References: <49ABF709.9080807@ucalgary.ca> <442309.6653.qm@web39706.mail.mud.yahoo.com> Message-ID: A middle ground is to create an interdisciplinary degree program that isn't it's own new department, but also isn't housed in just one department. That's what we did at Montgomery College (MD) with our web development degrees and later with our gaming degrees. Both pull classes from CS, CG, and many other departments. At one point we even had some classes under an interdisciplinary course code designator (IS for "Interdisciplinary Studies", but that got complicated and wasn't necessary). The IGDA framework was very helpful to us when we were designing the program. Also, there was a post a while back about community colleges and how to fit a gaming degree into a "two year" program. At MC, we don't think of it as a two year program. We have partnerships with upper level institutions (like U of Baltimore) for our students to transfer easily into their programs, so we think of our gaming degree as the first two years of a four year degree. We have three tracks (programming, art & animation, design & production) and provide foundation level courses in 3D, programming, level design, and other topics depending on the track chosen. We make a point of advising students that most employers are looking for at least a four year degree (and in the case of more advanced programming careers, a masters or higher), and that they should plan on transferring to get a bachelors after completing the MC program. I think many community college programs are looked at as just two years of tech skill training (not that there is anything wrong with that), but our program is not like that. Finally, just like game dev, designing a game dev program is an iterative process. It's not always possible to get it perfect the first time. And as more and more students join the program, you can offer more specialized and interesting classes and develop and refine degree tracks, etc. Deb www.studygaming.com On Mon, Mar 2, 2009 at 10:25 AM, Ian Schreiber wrote: > > The catch is this: new departments don't spring fully-formed into being out > of nothing. They have to start in some other department, then split into > their own in time. From oltyan at gmail.com Mon Mar 2 11:30:34 2009 From: oltyan at gmail.com (Chris Oltyan) Date: Mon, 2 Mar 2009 11:30:34 -0500 Subject: [game_edu] It's an interdisciplinary field In-Reply-To: References: <49ABF709.9080807@ucalgary.ca> <442309.6653.qm@web39706.mail.mud.yahoo.com> Message-ID: <69089c000903020830u32687a75lb036bb930bf7f609@mail.gmail.com> CMU has a partnership between the College of Fine arts and the CS department for their masters in Entertainment Technology. If we have any ETC'ers around I'm sure they'd be able to speak on how the program has evolved over time, but its very much a multi-dicipline program where designers, programmers, artists, and musicians all collaborate to create the requirements of their courses. I've been very impressed with how the program is handled and the quality of the students coming out of there. On Mon, Mar 2, 2009 at 11:07 AM, deb s wrote: > A middle ground is to create an interdisciplinary degree program that > isn't it's own new department, but also isn't housed in just one > department. ?That's what we did at Montgomery College (MD) with our > web development degrees and later with our gaming degrees. ?Both pull > classes from CS, CG, and many other departments. ?At one point we even > had some classes under an interdisciplinary course code designator (IS > for "Interdisciplinary Studies", but that got complicated and wasn't > necessary). ?The IGDA framework was very helpful to us when we were > designing the program. > > Also, there was a post a while back about community colleges and how > to fit a gaming degree into a "two year" program. ?At MC, we don't > think of it as a two year program. ?We have partnerships with upper > level institutions (like U of Baltimore) for our students to transfer > easily into their programs, so we think of our gaming degree as the > first two years of a four year degree. ?We have three tracks > (programming, art & animation, design & production) and provide > foundation level courses in 3D, programming, level design, and other > topics depending on the track chosen. ?We make a point of advising > students that most employers are looking for at least a four year > degree (and in the case of more advanced programming careers, a > masters or higher), and that they should plan on transferring to get a > bachelors after completing the MC program. ?I think many community > college programs are looked at as just two years of tech skill > training (not that there is anything wrong with that), but our program > is not like that. > > Finally, just like game dev, designing a game dev program is an > iterative process. ?It's not always possible to get it perfect the > first time. ?And as more and more students join the program, you can > offer more specialized and interesting classes and develop and refine > degree tracks, etc. > > Deb > www.studygaming.com > > On Mon, Mar 2, 2009 at 10:25 AM, Ian Schreiber wrote: >> > The catch is this: new departments don't spring fully-formed into being out >> of nothing. They have to start in some other department, then split into >> their own in time. > _______________________________________________ > 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 sjsivak at gmail.com Mon Mar 2 11:43:20 2009 From: sjsivak at gmail.com (Seth Sivak) Date: Mon, 2 Mar 2009 11:43:20 -0500 Subject: [game_edu] It's an interdisciplinary field In-Reply-To: <69089c000903020830u32687a75lb036bb930bf7f609@mail.gmail.com> References: <49ABF709.9080807@ucalgary.ca> <442309.6653.qm@web39706.mail.mud.yahoo.com> <69089c000903020830u32687a75lb036bb930bf7f609@mail.gmail.com> Message-ID: <73bf13440903020843g7d5e1c86xe38d1e0484cb1dbc@mail.gmail.com> I am a current ETC student and I would agree that CMU has a very unique way for handling inter-disciplinary collaboration and projects. All students take the same courses, regardless of undergraduate major. After the first semester the projects are 3/4 of the curriculum and they include teams with various backgrounds. Our project (www.activeadventuregame.com) had seven people with these undergraduate majors: Mechanical Engineering, Computer Science, Fine Art, Media Art, Tv/Video, Physics and Business Management. Even during the first semester, which is all classes, the Building Virtual Worlds class requires group projects with interdisciplinary teams and tight deadlines. This sort of curriculum is really only possible as a graduate school, but so far I have no complaints. I certainly feel that I have learned a great deal about teamwork and how to understand the different roles in a team enough to effectively communicate. Seth On Mon, Mar 2, 2009 at 11:30 AM, Chris Oltyan wrote: > CMU has a partnership between the College of Fine arts and the CS > department for their masters in Entertainment Technology. If we have > any ETC'ers around I'm sure they'd be able to speak on how the program > has evolved over time, but its very much a multi-dicipline program > where designers, programmers, artists, and musicians all collaborate > to create the requirements of their courses. I've been very impressed > with how the program is handled and the quality of the students coming > out of there. > > On Mon, Mar 2, 2009 at 11:07 AM, deb s wrote: > > A middle ground is to create an interdisciplinary degree program that > > isn't it's own new department, but also isn't housed in just one > > department. That's what we did at Montgomery College (MD) with our > > web development degrees and later with our gaming degrees. Both pull > > classes from CS, CG, and many other departments. At one point we even > > had some classes under an interdisciplinary course code designator (IS > > for "Interdisciplinary Studies", but that got complicated and wasn't > > necessary). The IGDA framework was very helpful to us when we were > > designing the program. > > > > Also, there was a post a while back about community colleges and how > > to fit a gaming degree into a "two year" program. At MC, we don't > > think of it as a two year program. We have partnerships with upper > > level institutions (like U of Baltimore) for our students to transfer > > easily into their programs, so we think of our gaming degree as the > > first two years of a four year degree. We have three tracks > > (programming, art & animation, design & production) and provide > > foundation level courses in 3D, programming, level design, and other > > topics depending on the track chosen. We make a point of advising > > students that most employers are looking for at least a four year > > degree (and in the case of more advanced programming careers, a > > masters or higher), and that they should plan on transferring to get a > > bachelors after completing the MC program. I think many community > > college programs are looked at as just two years of tech skill > > training (not that there is anything wrong with that), but our program > > is not like that. > > > > Finally, just like game dev, designing a game dev program is an > > iterative process. It's not always possible to get it perfect the > > first time. And as more and more students join the program, you can > > offer more specialized and interesting classes and develop and refine > > degree tracks, etc. > > > > Deb > > www.studygaming.com > > > > On Mon, Mar 2, 2009 at 10:25 AM, Ian Schreiber wrote: > >> > The catch is this: new departments don't spring fully-formed into > being out > >> of nothing. They have to start in some other department, then split into > >> their own in time. > > _______________________________________________ > > 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 -------------- An HTML attachment was scrubbed... URL: From sroberts at cim.depaul.edu Mon Mar 2 12:07:42 2009 From: sroberts at cim.depaul.edu (Roberts, Scott) Date: Mon, 2 Mar 2009 11:07:42 -0600 Subject: [game_edu] It's an interdisciplinary field In-Reply-To: <49ABF709.9080807@ucalgary.ca> References: <49ABF709.9080807@ucalgary.ca> Message-ID: <6FC69A39E7AED545B86312C4B1639CD2525E9565DC@wagner.cti.depaul.edu> Luckily we're not in a powerless position. There's a reason that game programs are popping up everywhere and in various departments: high student interest. This is a valuable political commodity that needs to be leveraged by committed faculty. Other fields would kill to have the level of interest that this field has. One danger of this is that multiple departments will lay claim to parts of game development, chopping it up and making coordination more difficult (see other posts to the thread) and dispersing clout. If this happens you've got an uphill battle to get areas to give up enrollment, and your position is seriously weakened. Just imagine if film programs had been sliced into screenwriting (English), directing (theater), cinematography (art) and film studies (communication)? One strategy of convincing administration of a coordinated approach is to use successful programs as evidence of how it's done. RIT's approach of a transcendent structure is one way, as long as you have chairs/deans who are going to allow faculty some freedom. At DePaul we fight hard to keep the programming, design and art sides together under the same umbrella (and dean). Ian mentioned that CS programs initially grew from Philosophy Depts., but at DePaul it grew from Math. I don't think it matters too much. Where we start has an influence on the path you take at the beginning, but as Ian put it, "The question is, before we get there, where is the best place to grow it out of? (Perhaps the answer is, anything, as long as we keep the endpoint in mind.)" An optimal end result is something that I don't think we've fully seen anywhere yet, since this educational area is still in its infancy. But that's why it's so exciting, right? Scott Scott Roberts Associate Professor School of Cinema & Interactive Media DePaul University sroberts at CIM.depaul.edu http://GameDev.DePaul.edu/ -----Original Message----- From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf Of Jim Parker Sent: Monday, March 02, 2009 9:11 AM To: IGDA Game Education Listserv Subject: Re: [game_edu] It's an interdisciplinary field Thanks to Darius for the appropriate story! The key for me would be how to get a University to grasp this and to do something sensible. As the tale shows, Universities cubbyhole folks, and this is the wrong approach for some subjects (like ours). Any experience with convincing schools to do this? (RIT is in some sense unique here) Jim Marla Schweppe wrote: > It's an interdisciplinary field, so in my mind it doesn't really make > sense to put all of 'games' into one program. A lot of where the > curriculum will end up at a given school depends on where the > expertise is in the faculty as well. > > Here, for example, we have aspects of game curriculum in a number of > different departments. The *Information Technology *department has a > program in *Game Development and Design*. They teach students to build > game engines and design the interaction in the game. In the *School of > Film and Animation* students work a lot on narrative, animation, and > film language. In *Computer Graphics Design* (BFA in 3D Digital > Graphics) students design and build game assets (levels, characters, > lighting, materials) using references from different time periods, > artists, styles, etc. In *Computer Science*, students do graphics > programming. In *New Media,* students focus on 2D game design. All of > the programs allow some flexibility so that students can take > electives in other programs. Then students have the opportunity to > work on interdisciplinary teams like in the real world. > > Since it is so interdisciplinary, is it really reasonable to assume > that everything about creating games will be in one department or one > program? Probably not. An interdisciplinary approach to an > interdisciplinary field seems more appropriate. > > Professor Marla.Schweppe at rit.edu > RIT, 73 Lomb Memorial Drive, Rochester, NY 14623 - 585-475-2754 > > ------------------------------------------------------------------------ > > _______________________________________________ > 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 _______________________________________________ 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 Judy.Perhamus at rcc.edu Mon Mar 2 14:48:39 2009 From: Judy.Perhamus at rcc.edu (Judy.Perhamus at rcc.edu) Date: Mon, 2 Mar 2009 11:48:39 -0800 Subject: [game_edu] Digital Art Instructor tenure track position at Riverside Community College District / Norco, California References: Message-ID: The Riverside Community College District / Norco campus is currently advertising a full-time tenure- rack position for a Digital Art Instructor. The position closes on March 16, 2009. RCCD is part of the California Community College System which consists of 110 community colleges in 72 districts within California. Norco, California is located in Southern California at the intersection of the I-91 and I-15 corridors. The Norco campus is growing with a head count of just over 10,000 students. The Digital Art Instructor position combines traditional art skills with digital art including 3D Modeling and Animation in support of the newly state approved Game Art certificate and Game Art A.A. degree. Teaching experience is required. Game studio experience is desired. A Master's degree in studio fine art or the equivalent is required. For more details regarding the position or to apply for the position, please visit https://jobs.rcc.edu/applicants/jsp/shared/frameset/Frameset.jsp?time=1236016023017 Also visit our Norco Game Art website at www.rcc.edu/norcogameart for more information about the program. Feel free to contact me if you want more information about the Norco campus or the Game Art program. Contact Susan Boling in Human Resources for questions regarding the equivalency evaluation process, salary and benefits. Susan Boling can be reached at susan.boling at rcc.edu or at (951) 222- 8356. -- Judy Judy Perhamus Perry Associate Professor, Computer Information Systems Riverside Community College 2001 Third Street, Norco, CA 92860 (951) 372-7099 judy.perhamus at rcc.edu ________________________________ -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/ms-tnef Size: 5525 bytes Desc: not available Url : From goldfile at gmail.com Tue Mar 3 02:33:24 2009 From: goldfile at gmail.com (S. Gold) Date: Mon, 02 Mar 2009 23:33:24 -0800 Subject: [game_edu] IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI in GAMES (TCIAIG) Message-ID: Call for Papers IEEE Transactions on Computational Intelligence and AI in Games http://ieee-cis.org/pubs/tciaig/ We invite paper submissions on all aspects of AI and CI related to games. The journal is proud of a thorough yet rapid review process with an average time to first decision of less than six weeks. best wishes, Simon M. Lucas Editor-in-Chief IEEE T-CIAIG email: sml at essex.ac.uk Scope -------- The IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI in GAMES (TCIAIG), published four times a year, publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to video games, mathematical games, human-computer interactions in games, and games involving physical objects. Emphasis will also be placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It will also include using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI will be considered. Every effort is made to ensure minimum delay from submission to publication. Authors have a key role to play in minimising the delay between initial submission and publication, largely by ensuring that manuscripts are of high quality both in terms of content and presentation. Use of a proof-reading service is highly recommended for any authors who are not native English speakers. For manuscripts that are accepted without revision it is entirely feasible that they could be published within twelve weeks of the initial submission. -- 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 goldfile at gmail.com Tue Mar 3 11:21:52 2009 From: goldfile at gmail.com (S. Gold) Date: Tue, 03 Mar 2009 08:21:52 -0800 Subject: [game_edu] Game Developer Survey Message-ID: I received this survey and hopefully you can assist the researchers by participating in this survey: > Dear Susan, > > You are receiving this email, because we either know each other directly or > we have been referred to you by another game industry professional or > fellow IGDA colleague. > > We would appreciate it a lot, if you could take the time to answer the > International Game Developer Survey at: > > http://gamescience.bth.se/gamedevsurvey > > Please also distribute this survey widely to your colleagues in the game > industry (please, do NOT post this to public email lists, but rather send > it to your game industry colleagues directly). It is very much appreciated > if this creates a chain mail effect by having your colleagues forward this > survey to their colleagues and so on, making sure to reach the widest > possible audience of game developers worldwide while maintaining target > audience integrity. > > The survey is conducted as part of an EU-funded project researching fun in > games (FUGA). We hope to get deep insights into current international game > development trends with this. It also serves as a reality check for our > research project outcomes. The more professional game developers answer the > survey, the more accurate our results will be. (You will also have the > opportunity to leave an email address at the end of the survey to be > informed about its results.) > > We thank you wholeheartedly for your time to forward this to all your game > industry colleagues and your own participation, of course. > > On behalf of all FUGA researchers, > > Lennart > > -- > Lennart Nacke, PhD Candidate > Game and Media Arts Laboratory > Blekinge Institute of Technology > Box 214, SE-37424 Karlshamn > http://gamescience.bth.se > http://www.hse.fi/fuga > > > -- 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 N.H.Wearn at staffs.ac.uk Tue Mar 3 12:13:32 2009 From: N.H.Wearn at staffs.ac.uk (WEARN Nia H) Date: Tue, 3 Mar 2009 17:13:32 -0000 Subject: [game_edu] Teaching Level Design In-Reply-To: <49A2A511.9DDE.005C.0@avhsd.org> References: <8a8b05100902221140j6a18aad2xc4af049c06e9db38@mail.gmail.com> <49A2A511.9DDE.005C.0@avhsd.org> Message-ID: <58DBCA2401ADB743B76FE01060EB3427013CCC7E@crwnmail4.staff.staffs.ac.uk> Sorry to catch onto this thread a little late, but I've busy tweaking our Level Design theory lectures to check in on the list - the irony isn't lost on me. We have a strong element of Level Design in the first year of our Undergraduate Degree - we've separated out the theory and the practical so they spend a module in each semester (12 weeks of study - so 24 in all) looking at 'Games Engines and Physics'. In previous years we've focused on Single Player Maps with Hammer and Multiplayer Maps with Team Fortress 2 (last year) and currently UnrealEd. Next Year we'll be moving solely to UnrealEd - and swapping the two focuses around (multiplayer first semester, single player 2nd semester) - Hammer has some nice aspects to it, but it's unwieldy and updating it can cause major issues - it's also looking a little old now. For the theory side they look at the effects architecture, flow, circulation, theme, style, harmony etc have on the player in a level. We also look at wider aspects and level design in different genres (Platform Games, Multiplayer Games etc). We look at industry pipelines, planning and visualizations in Google SketchUp. In later years we leave it more up to the students to explore engines, there's a module in different aspects all the way through (animation, lighting etc) and there's a group project in the 2nd year of study which requires something in engine at the end of it. I think the only area we really fall down on is RTS games. We discuss balance in levels etc but we haven't found an easily accessible engine to put it into practice. On the subject of books probably my favorite is 'Designing character-based console games', Mark Davies, ISBN: 1584505214, The information in this email is confidential and is intended solely for the addressee. Access to this email by anyone else is unauthorised. If you are not the intended recipient, any disclosure, copying, distribution or any action taken or omitted to be taken in reliance on it, except for the purpose of delivery to the addressee, is prohibited and may be unlawful. Kindly notify the sender and delete the message and any attachment from your computer. From drew at waxebb.com Thu Mar 5 09:50:47 2009 From: drew at waxebb.com (drew davidson) Date: Thu, 5 Mar 2009 09:50:47 -0500 Subject: [game_edu] will wright keynoting siggraph 09 In-Reply-To: References: Message-ID: fyi... will wright will be delivering a keynote for siggraph 09... for more information: http://www.siggraph.org/s2009/media/releases/release7.php thanks, drew From penny.debyl at gmail.com Fri Mar 6 06:59:10 2009 From: penny.debyl at gmail.com (Penny de Byl) Date: Fri, 6 Mar 2009 12:59:10 +0100 Subject: [game_edu] Study of Game Engine Use by Educators Message-ID: <7711DFFB77284AD9A464BB8EEBFD3F6A@LT0902086> Hi All, If I could ask 15 minutes of your time to fill out the survey at: http://surveys.penslayer.com/index.php?sid=32492 I'm gathering data from all educators using games for teaching and learning. The aim of the study is to determine the level of technical expertise among educators and to investigate the functionalities they require in a game engine. The results of the study will help guide game engine developers towards creating more educator friendly game engines which are easy to use for creating new and custom games for learning and teaching. Your assistance would be greatly appreciated. Cheers, Penny Dr Penny de Byl Associate Professor of Serious Games Breda University of Applied Sciences http://www.aliveed.com/ Reduitlaan 41 (Pakhuis) 4814 DC Breda, The Netherlands ''One of the most difficult tasks men can perform, however much others may despise it, is the invention of good games and it cannot be done by men out of touch with their instinctive selves.'' - Carl Jung 1977 -------------- next part -------------- An HTML attachment was scrubbed... URL: From penny.debyl at gmail.com Fri Mar 6 09:18:51 2009 From: penny.debyl at gmail.com (Penny de Byl) Date: Fri, 6 Mar 2009 15:18:51 +0100 Subject: [game_edu] [GAMESNETWORK] Study of Game Engine Use by Educators References: <7711DFFB77284AD9A464BB8EEBFD3F6A@LT0902086> <006c01c99e5a$20f5ba70$62e12f50$%wiemker@post.rwth-aachen.de> Message-ID: <44CAA6EE8CB5489D97347EFEA0A34AAB@LT0902086> My apologies to those who have already attempted to fill out the survey. It should be back up and running now and the question regarding game engine use has been simplified. If you have already filled in part of the survey could you please bear with me and try again as it is the final part which is most important. Your participation is greatly appreciated. Dr Penny de Byl Associate Professor of Serious Games Breda University of Applied Sciences http://www.aliveed.com/ Reduitlaan 41 (Pakhuis) 4814 DC Breda, The Netherlands ''One of the most difficult tasks men can perform, however much others may despise it, is the invention of good games and it cannot be done by men out of touch with their instinctive selves.'' - Carl Jung 1977 ----- Original Message ----- From: "Markus Wiemker" To: "'Penny de Byl'" Sent: Friday, March 06, 2009 1:50 PM Subject: RE: [GAMESNETWORK] Study of Game Engine Use by Educators Hi Penny, unfortunately the question about the engines work not well, I think it's better only mark the engines you know. All the best :) Markus --- Markus Wiemker markus at wiemker.org www.wiemker.org From: Games Research Network [mailto:GAMESNETWORK at uta.fi] On Behalf Of Penny de Byl Sent: Friday, March 06, 2009 12:59 PM To: GAMESNETWORK at uta.fi Subject: [GAMESNETWORK] Study of Game Engine Use by Educators Hi All, If I could ask 15 minutes of your time to fill out the survey at: http://surveys.penslayer.com/index.php?sid=32492 I'm gathering data from all educators using games for teaching and learning. The aim of the study is to determine the level of technical expertise among educators and to investigate the functionalities they require in a game engine. The results of the study will help guide game engine developers towards creating more educator friendly game engines which are easy to use for creating new and custom games for learning and teaching. Your assistance would be greatly appreciated. Cheers, Penny Dr Penny de Byl Associate Professor of Serious Games Breda University of Applied Sciences http://www.aliveed.com/ Reduitlaan 41 (Pakhuis) 4814 DC Breda, The Netherlands ''One of the most difficult tasks men can perform, however much others may despise it, is the invention of good games and it cannot be done by men out of touch with their instinctive selves.'' - Carl Jung 1977 -- Gamesnetwork, discussion list of Digital Games Research Association, www.digra.org Note: to unsubscribe, send "UNSUBSCRIBE GAMESNETWORK" to LISTSERV at UTA.FI from your subscribed email account. Web interface to subscribe and manage your subscription: https://listserv.uta.fi/cgi-bin/wa?SUBED1=GAMESNETWORK&A=1 . The list archive is available online at: https://listserv.uta.fi/archives/gamesnetwork.html From goldfile at gmail.com Fri Mar 6 15:39:01 2009 From: goldfile at gmail.com (S. Gold) Date: Fri, 06 Mar 2009 12:39:01 -0800 Subject: [game_edu] Game Engines Message-ID: With Penny?s post this morning I thought I would send out the results of another Game Engine Survey done by one of the SIG?s Advisory Board Members, Mark DeLoura. It is very thorough and even an easy read for those without a lot of Game Engine knowledge. With the proliferation of Game Engines on the market, I think the most interesting question is when do teams decide to use an engine over creating their own tech? http://www.satori.org/2009/03/the_engine_survey_general_resu.html 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: From ai864 at yahoo.com Fri Mar 6 17:07:40 2009 From: ai864 at yahoo.com (Ian Schreiber) Date: Fri, 6 Mar 2009 14:07:40 -0800 (PST) Subject: [game_edu] Game Engines In-Reply-To: Message-ID: <8701.78521.qm@web39707.mail.mud.yahoo.com> After reading Mark's survey results, I think the most relevant points involve: ? *?The prevalent "NIH syndrome" in the game industry, implying students working on their own project are likely to prefer to roll their own (the buy-versus-build tradeoff, and whether you're likely to save more time with an engine than you spend with the documentation, are great discussions to have with student teams). ? * Right now, rapid prototyping and rapid iteration are in vogue, suggesting that students about to graduate should be encouraged to use a more "agile" approach in their class projects. ? * You can and should prototype in paper. It's about as cost-effective as you're going to get in a classroom, and it has real industry relevance. ? The specific game engines being used?in this survey are less of an issue for student projects, I think. Some of these engines cost more in licensing fees than the students are likely to have available, and some of them are "heavyweight" enough that learning their ins and outs are not as cost-effective when you're dealing with a ten-student ten-week project. And a lot of lighter engines and tools that are used in class projects (Alice3D, Game Maker, Unity) weren't even included on the survey. ? Still, very useful to know the use of engines in industry. Thanks for sharing, Susan! ? - Ian --- On Fri, 3/6/09, S. Gold wrote: From: S. Gold Subject: [game_edu] Game Engines To: "IGDA Game Education Listserv" Date: Friday, March 6, 2009, 3:39 PM With Penny?s post this morning I thought I would send out the results of another Game Engine Survey done by one of the SIG?s Advisory Board Members, Mark DeLoura. It is very thorough and even an easy read for those without a lot of Game Engine knowledge. With the proliferation of Game Engines on the market, I think the most interesting question is when do teams decide to use an engine over creating their own tech? http://www.satori.org/2009/03/the_engine_survey_general_resu.html 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: From joel at lowpolycount.com Fri Mar 6 17:53:50 2009 From: joel at lowpolycount.com (Joel Gonzales) Date: Fri, 06 Mar 2009 17:53:50 -0500 Subject: [game_edu] Game Engines In-Reply-To: References: Message-ID: <49B1A97E.40508@lowpolycount.com> As Ian suggested, Discussing Not Invented Here is always a good topic in computer science. As for using an engine in a curriculum, it depends on what your goal is. Having one means that students spend more time making the game instead of how to display something to the screen or handling collisions. Still, that experience is useful because no engine will give you everything you need. RIT has a process that I think works. They gave you an engine when you start the curriculum and slowly take it away as your progress through your classes. -J http://www.lowpolycount.com S. Gold wrote: > With Penny?s post this morning I thought I would send out the results > of another Game Engine Survey done by one of the SIG?s Advisory Board > Members, Mark DeLoura. It is very thorough and even an easy read for > those without a lot of Game Engine knowledge. With the proliferation > of Game Engines on the market, I think the most interesting question > is when do teams decide to use an engine over creating their own tech? > > http://www.satori.org/2009/03/the_engine_survey_general_resu.html > > 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 > From carl at measurand.com Fri Mar 6 18:08:08 2009 From: carl at measurand.com (Carl Callewaert) Date: Fri, 6 Mar 2009 19:08:08 -0400 Subject: [game_edu] Game Engines References: <49B1A97E.40508@lowpolycount.com> Message-ID: <3BE12EA54BA9453A97AE9B7806184E75@centerfc6d24f7> how do or in which way do you take it slowly away? ----- Original Message ----- From: "Joel Gonzales" To: "IGDA Game Education Listserv" Sent: Friday, March 06, 2009 6:53 PM Subject: Re: [game_edu] Game Engines As Ian suggested, Discussing Not Invented Here is always a good topic in computer science. As for using an engine in a curriculum, it depends on what your goal is. Having one means that students spend more time making the game instead of how to display something to the screen or handling collisions. Still, that experience is useful because no engine will give you everything you need. RIT has a process that I think works. They gave you an engine when you start the curriculum and slowly take it away as your progress through your classes. -J http://www.lowpolycount.com S. Gold wrote: > With Penny?s post this morning I thought I would send out the results of > another Game Engine Survey done by one of the SIG?s Advisory Board > Members, Mark DeLoura. It is very thorough and even an easy read for those > without a lot of Game Engine knowledge. With the proliferation of Game > Engines on the market, I think the most interesting question is when do > teams decide to use an engine over creating their own tech? > > http://www.satori.org/2009/03/the_engine_survey_general_resu.html > > 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 > _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu From odonnc at rpi.edu Sat Mar 7 10:15:00 2009 From: odonnc at rpi.edu (Casey O'Donnell) Date: Sat, 7 Mar 2009 10:15:00 -0500 Subject: [game_edu] It's an interdisciplinary field In-Reply-To: <6FC69A39E7AED545B86312C4B1639CD2525E9565DC@wagner.cti.depaul.edu> References: <49ABF709.9080807@ucalgary.ca> <6FC69A39E7AED545B86312C4B1639CD2525E9565DC@wagner.cti.depaul.edu> Message-ID: <2b6b9250903070715m5a87dd46x432cc63463b7e1be@mail.gmail.com> On Mon, Mar 2, 2009 at 12:07 PM, Roberts, Scott wrote: > Luckily we're not in a powerless position.? There's a reason that game > programs are popping up everywhere and in various departments: high student > interest.? This is a valuable political commodity that needs to be leveraged > by committed faculty.? Other fields would kill to have the level of interest > that this field has. It is even more complicated for those of us attempting to build interdisciplinary programs amidst 8-16% budget cuts. Despite demand, the crushing weight of no money anywhere for just about anything at public institutions has me wondering if private institutions don't have a better idea... Any success stories of squeezing blood from stones is welcome. Things have gone alright thus far, but the continued uphill slog is wearing on ones soul. Cheers. -- Casey O'Donnell, Ph.D. Assistant Professor, Department of Telecommunications Grady College, University of Georgia http://www.caseyodonnell.org From goldfile at gmail.com Sat Mar 7 14:58:50 2009 From: goldfile at gmail.com (S. Gold) Date: Sat, 07 Mar 2009 11:58:50 -0800 Subject: [game_edu] IndieCade Call for Submissions Message-ID: IndieCade Call for Submissions: IndieCade invites independent game artists and designers from around the world to submit interactive media of all types ? from art to commercial, ARG to abstract, mind-bending to mobile, serious to shooter, as well as academic and student projects ? for consideration. Work-in-progress is encouraged. A diverse jury of creative and academic leaders will select entries for top prizes at the IndieCade 2009 Festival. All entries for the Festival will also receive consideration for presentation at all 2009 IndieCade international exhibitions including: IndieCade 2009 Events: IndieCade @ E3, Los Angeles (June 2-5) IndieCade Asia TBA IndieCade @ SIGGRAPH, New Orleans (Aug 5-7) IndieCade 2009 (Oct 1-10) IndieCade Europe, GameCity, UK (Oct 26-29) ? Submissions Deadline: April 30, 2009 at Midnight PST. For more information and to enter: www.IndieCade.com . IndieCade?s successful flagship 2008 festival held last October at Open Satellite contemporary gallery in Bellevue, Washington, was the first major international exhibition of independent videogames and videogame art in the area. Event organizers include IndieCade Founder Stephanie Barish, Chair Celia Pearce, and Festival Director Sam Roberts. -- 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 goldfile at gmail.com Mon Mar 9 15:50:16 2009 From: goldfile at gmail.com (S. Gold) Date: Mon, 09 Mar 2009 12:50:16 -0700 Subject: [game_edu] A lot of announcements Message-ID: 1) Research Associates University of Teesside (Digital Futures Institute / School of Computing) 2) Academic MindTrek 2009 Call for Papers, Tutorials and Workshops 3) CASA Workshop on 3D Advanced Media In Gaming And Simulation (3AMIGAS) Research Associates University of Teesside (Digital Futures Institute / School of Computing) Up to 3 Posts Salary up to ?23,449 - ?27,183 Full Time, fixed term until 30 April 2010 The School of Computing is currently host to two FP6 Integrated Projects on Multimodal Interfaces (CALLAS and COMPANIONS) and has recently been awarded an FP7 Network of Excellence on Interactive Storytelling (IRIS), for which it will act as co-ordinator. We are seeking to recruit several Research Associates and one post-doctoral Research Fellow to participate in the projects' research activities, and assist with the development of demonstration prototypes. Candidates should have skills in at least one of the following areas: Affective Computing, Augmented Reality, Multimodal Interaction, or Interactive Storytelling. Candidates at Research Fellow level should be in possession of a PhD in a relevant subject and have an appropriate publication track record. Successful applicants will join a dynamic research group, based in a recently developed building offering pleasant working conditions. If you wish to discuss these roles on an informal basis, please contact Professor Marc Cavazza at M.O.Cavazza at tees.ac.uk These posts are available on a full time or job share basis. Important note: the duration of contracts cannot exceed that of the projects from which these posts are funded and successful applicants may need to consider this when determining their starting date. Application forms and further details are available from the Human Resources Department, University of Teesside, Middlesbrough, Tees Valley, TS1 3BA. Tel 01642 342200 (24 hours) or email jobs at tees.ac.uk. Job Reference: 6018 Closing date: 12 March 2009 12noon Academic MindTrek 2009 Call for Papers, Tutorials and Workshops We are pleased to invite you to the Academic MindTrek conference from September 30th ? 2nd October, which brings together a cross-disciplinary crowd of people to investigate current and emerging topics of media in the ubiquitous arena. Media to be discussed range from business, social and technical to content-related topics. September 30th is the main Academic day, featuring the following three tracks: * Social Media Social media and Web 2.0 technologies are applied in ever diverse practices both in private and public communities. Traditional communication and expression modalities are challenged and totally new practices are constructed in the collaborative, interactive media space; * Ambient and Ubiquitous Media ?The medium is the message!? ? This conference track focuses on the definition of ambient and ubiquitous media with a cross-disciplinary viewpoint: ambient media between technology, art, and content. The focus of this track is on applications, theory, art-works, mixed reality concepts, the Web 3.0, and user experiences that make ubiquitous and ambient media tick; * Digital Games Digital play and games are currently undergoing many transformations: gaming devices are becoming truly connected, players are finding more possibilities for collaboration, and simultaneously games are being applied into novel uses and mobile use contexts. In addition, special academic sessions (e.g. tutorials, workshops, and multidisciplinary sessions) will be held on Oct 1st & 2nd, parallel to the MindTrek business conference. Academic speakers and authors are warmly welcome to attend the business conference tracks as part of the academic conference fee during these days as well. The MindTrek Association hosts MindTrek as a yearly conference, where the Academic MindTrek conference has been a part of this unique set of events comprising competitions, world famous keynote speakers, plenary sessions, media festivals, and workshops since 1997. It is a meeting place where experts and thinkers present results from their latest work regarding the development of Internet, interactive media, and the information society. MindTrek brings together researchers and practitioners from diverse disciplines that are involved in the development of media in various fields, ranging from sociology and the economy, to technology. The organizing committee invites you to submit original high quality full papers, long or short, addressing the special theme and the topics, for presentation at the conference and inclusion in the proceedings. We are interested in contributions in the topic areas social media, ambient/ubiquitous media, and games such as: - case-studies (successful, and especially unsuccessful ones) - oral presentation of fresh and innovative ideas - artistic installations and running system prototypes - user-experience studies and evaluations - technological novelties, evaluations, and solutions - scientific, business, or media oriented contributions - proposals for own workshops. Paper Proposals All submissions will be peer-reviewed double blinded, therefore please remove any information that could give an indication of the authorship. The scientific part of the conference is organized in cooperation with ACM SIGMM, and ?ACM SIGCHI. Conference proceedings will be published in the ACM Digital Library. Selected high quality papers will be published in international journals, as book chapters, edited books, or via open access journals. There will also be a reward for the overall best paper from the academic conference. Workshop Proposals Feel free to suggest workshops which are co-organized with MindTrek 2009. Workshop proposals should include the organizing committee, a 1 page description of the theme of the workshop, a short CV of organizers, duration, the proceedings publisher, and the schedule. Workshop organizers also have the possibility to add publications to the main conference proceedings. Tutorial Proposals Tutorial proposals should include a 2-page description of the tutorial, intended audience, a short CV, timetable, required equipment, references, and a track record of previous tutorials. The target length of tutorials is 2 hours. Submission Deadlines - 15th May 2009: submission of tutorial and workshop proposals - 31st May 2009: submissions of long papers (6-8 pages) - 15th June 2009: submission of short papers (3-4 pages) - 30th June 2009: submission of poster presentations (1 page) - 15th July 2009: submission of workshop papers for accepted workshops Key-Dates - 25th May 2009: notification of acceptance/rejection of workshop and tutorial proposals - 15th July 2009: notification of acceptance/rejection for long and short papers - 10th August 2009: camera ready papers, copyright forms, and conference registration - 30th September ? 2nd October 2009 MindTrek academic conference Conference Themes 1. Social Media - business models, service models, and policies - questions related to identity, motivation and values - blogs, wikis, collaboration and social platform designs in practice - user-created content and social networks - mashups - enterprise 2.0 and social computing in work organizations - evaluation and research methods of social media - ?old? and ?new? social media - social media and community design 2. Ambient and Ubiquitous Media - between Technology, Services, and Art - applications and services utilizing ubiquitous and pervasive technology - ubicom in eLearning, leisure, storytelling, art works, advertising, and mixed reality contexts - next generation user interfaces, ergonomics, multimodality, and human-computer interaction - art works for smart public or indoor spaces, mobile phones, museums, or cultural applications - context awareness, sensor perception, context sensitive internet, and smart daily objects - personalization, multimodal interaction, smart user interfaces, and ergonomics - ambient human computer interaction, experience design, usability, and audience research - software, hardware, middleware, and technologies for pervasive and ubiquitous - theoretical methods and algorithms in ubiquitous and ambient systems - business models, service models, media economics, regulations, x-commerce, and policies 3. Digital Games - theoretical and analytical studies of games and play - game design research - playful experiences in and around games: social play and funware - non-entertainment uses for games: serious games, persuasive games - games as services: new business models, service models - games and user-created content - pervasive and ubiquitous gaming - online, mobile, casual and cross-media gaming Paper Submission - Please follow the style guidelines on http://www.acm.org/sigs/publications/proceedings-templates for formatting your position paper and final paper. - Note that since the papers will be published by ACM, all authors need to sign an ACM copyright form. (For further guidelines see: http://www.acm.org/pubs/copyright_form.html) Submit papers here www.mindtrek.org/cfp Organizing Committee Artur Lugmayr (General Chair) Helj? Franssila, Olli Sotamaa, Jukka Vanhala (Conference Co-chairs) Pertti N?r?nen (Workshop and Tutorial Chair) Karen Thorburn (Local Arrangements Chair) Programme Committee Pradeep K.Atrey, The University of Winnipeg, CANADA Peter A. Bruck, CEO and Chief Researcher of Research Studios Austria, AUSTRIA Staffan Bj?rk, Chalmers University of Technology, SWEDEN Irek Defee, Tampere University of Technology (TUT), FINLAND Nicole Ellison, Michigan State University, USA Jussi Holopainen, Nokia, FINLAND Abdelmagid Salem Hammuda, Qatar University, QATAR Sal Humphreys, Queensland University of Technology, (QUT), AUSTRALIA Aki J?rvinen, IT University of Copenhagen, DENMARK Juha Kaario, NOKIA, FINLAND Jan Kallenbach, Helsinki University of Technology (HUT), FINLAND Jonas Kronlund, ELISA, FINLAND Kai Kuikkaniemi, HIIT - Helsinki Institute for Information Technology, FINLAND Cai Melakoski, TAMK University of Applied Sciences, FINLAND Frans M?yr?, University of Tampere (UTA), FINLAND Marko Nieminen, Helsinki University of Technology (HUT), FINLAND Marianna Obrist, ICT & S Centre, University of Salzburg, AUSTRIA Hannu Paunonen, Metso Automation, FINLAND Matthias Rauterberg, Eindhoven University of Technology, NETHERLANDS Calin Rusu, Technical University of Cluj-Napoca, ROMANIA Antti Salovaara, Helsinki Institute for Information Technology (HIIT), FINLAND Kirsi Silius, Tampere University of Technology (TUT), FINLAND Manfred Tscheligi, ICT & S Centre, University of Salzburg, AUSTRIA Kaisa V??n?nen-Vainio-Mattila, Tampere University of Technology (TUT), Finland Annika Waern, Swedish Institute of Computer Science, SWEDEN Karsten D.Wolf, University of Bremen, GERMANY Zhiwen Yu, Kyoto University, JAPAN Contact Questions concerning academic content, papers, tutorials, workshops, scientific contributions: Email: academic.chairs (at) mindtrek.org General questions concerning payments, administration, copyright forms, local arrangements, and the venue: Email: academic.info (at) mindtrek.org Submit papers here www.mindtrek.org/cfp Further Information http://www.mindtrek.org Supported by: City of Tampere, Nokia Oyj, Ubiquitous Computing Cluster, Tampere University of Technology, Tampere University, TAMK University of Applied Sciences, Technology Centre Hermia, Neogames, Digibusiness cluster, Sombiz and COSS The Finnish Centre for Open Source Solutions. Call for Papers CASA Workshop on 3D Advanced Media In Gaming And Simulation (3AMIGAS) 16 June 2009, Amsterdam, the Netherlands http://www.cs.uu.nl/events/3amigas/ submission deadline: 24 March 2009 in conjunction with the 22nd Annual Conference on Computer Animation and Social Agents (CASA) http://hmi.ewi.utwente.nl/CASA09 ================================================================= *Description* This workshop is about the creation and use of advanced 3D media in gaming and simulation. Simulations and games take place in virtual worlds. Such worlds can either be models of existing environments or can be fictitious. They can have a very realistic look-and-feel or they can be imaginary. To create adaptive game play and simulations, dynamic world models are required that can automatically be adapted to changing requirements. Virtual worlds are inhabited by virtual characters. These characters must behave in natural ways, based on the way they sense their environment and based on their own internal emotional state and relations to other characters. The virtual characters should be able to adapt to the situation at hand. They should react and plan their actions, and smart objects should react to interaction. In augmented worlds, natural navigation and interaction is a real challenge due to limitations in multimodal control and feedback technology and due to limitations in the understanding and true-to-life modeling. Traditional interfaces are generally not natural and demand substantial cognitive resources. All these issues are aspects of advanced 3D media. The event is organized and sponsored by the NWO/ICT-Regie project GATE, and the EU FP7 IST project FOCUS K3D. Autors are invited to submit a paper of 6-10 pages to 3amigas at cs.uu.nl, in the short paper format of CASA, see http://hmi.ewi.utwente.nl/casa09/formats. Topics include, but are not limited to: * Navigation in games and simulations * Smart objects * Formalization and representation of shape semantics * Virtual characters * Content-based 3D retrieval and classification * Automatic creation of imaginary worlds * Semantics-driven 3D visualization * 3D media ontologies * Automatic world generation based on real data * Semantics-based 3D modelling * Interaction in 3D worlds At the workshop there will be a presentation about the results of a survey of the use of knowledge intensive 3D media in Gaming and Simulation. All contributions will be reviewed by the program committee and the accepted ones will be presented during the workshop. The papers will be made available in an own workshop proceedings (with ISBN number), separate from the CASA proceedings. We will seek opportunities to publish the best papers for a journal special issue. Authors are free to publish their paper themselves. *Important dates* Submissions: 24 March 2009 Notifications: 24 April 2009 Camera-ready: 10 May 2009 Workshop: 16 June 2009 *Location* The workshop is held on 16 June in conjunction with the 22nd Annual Conference on Computer Animation and Social Agents (CASA), Amsterdam, the Netherlands. The 3AMIGAS workshop will take place at the Trippenhuis (the same location as the CASA conference). See the CASA website for travel and lodging information http://hmi.ewi.utwente.nl/casa09 *Registration* Participation is free of charge. Workshop participants must register at the workshop website http://www.cs.uu.nl/events/3amigas/ *Workshop Chairs* Arjan Egges, Wolfgang Huerst, Remco Veltkamp (Utrecht University, The Netherlands) *Program committee* Rafael Bidarra, Delft University of Technology, the Netherlands Catherine Houstis, CERETETH, Greece Nadia Magnenat-Thalmann, University of Geneva, Switzerland Michela Mortara, CNR-IMATI, Italy Roland Geraerts, Utrecht University Stijn Oomes, Delft University of Technology, the Netherlands Pietro Pala, University of Florence Laura Papaleo, Univ. Genoa, Italy Quak Ewald, SINTEF, Norway Patrick Salamin, EPFL, Switzerland Michela Spagnuolo, CNR-IMATI, Italy Andre Stork, Fraunhofer, Gemany Daniel Thalmann, EPFL, Switzerland Stephane Marchand Maillet, University of Geneva, Switzerland -- 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 mdeloura at satori.org Mon Mar 9 16:22:08 2009 From: mdeloura at satori.org (Mark DeLoura) Date: Mon, 9 Mar 2009 16:22:08 -0400 Subject: [game_edu] Game Engines Message-ID: <4B94BB6E78131E40BCA255D62EFBBEF54F0FBF1050@MBX74.ad2.softcom.biz> Ian Schreiber said: > The specific game engines being used in this survey are less of an issue for > student projects, I think. Some of these engines cost more in licensing fees > than the students are likely to have available, and some of them are > "heavyweight" enough that learning their ins and outs are not as > cost-effective when you're dealing with a ten-student ten-week project. > And a lot of lighter engines and tools that are used in class projects > (Alice3D, Game Maker, Unity) weren't even included on the survey. Hi Ian, Thanks for your comments on the engine survey I posted the results for on Gamasutra! There are a few more pieces of that to come. Just fyi, regarding engines included, you're right that I didn't include Alice or Game Maker in the survey, however Unity was included. Unfortunately it didn't fare well, I think largely because a high proportion of survey responders were PS3/X360 developers. Unity has yet to become available for those platforms, so its results on the survey were poor - that was one of the reasons I chose to only post the top fives (or so) for each question, it didn't seem fair to have some of the engines show poorly when in fact it was just due to platform availability. Thanks for reading! Best, ---Mark -- Mark DeLoura Videogame Technology Consultant San Francisco, California USA From carl at measurand.com Mon Mar 9 16:36:21 2009 From: carl at measurand.com (Carl Callewaert) Date: Mon, 9 Mar 2009 16:36:21 -0400 Subject: [game_edu] Game Engines References: <4B94BB6E78131E40BCA255D62EFBBEF54F0FBF1050@MBX74.ad2.softcom.biz> Message-ID: <74BD414E97004D5680CC74BAA3A1F244@centerfc6d24f7> for school project by 3d animation/gaming students that don't have programming courses I would use the Source Engine and Unity3D. carl ----- Original Message ----- From: "Mark DeLoura" To: Sent: Monday, March 09, 2009 4:22 PM Subject: Re: [game_edu] Game Engines > Ian Schreiber said: >> The specific game engines being used in this survey are less of an issue >> for >> student projects, I think. Some of these engines cost more in licensing >> fees >> than the students are likely to have available, and some of them are >> "heavyweight" enough that learning their ins and outs are not as >> cost-effective when you're dealing with a ten-student ten-week project. >> And a lot of lighter engines and tools that are used in class projects >> (Alice3D, Game Maker, Unity) weren't even included on the survey. > > Hi Ian, > Thanks for your comments on the engine survey I posted the results for on > Gamasutra! There are a few more pieces of that to come. > > Just fyi, regarding engines included, you're right that I didn't include > Alice or Game Maker in the survey, however Unity was included. > Unfortunately it didn't fare well, I think largely because a high > proportion of survey responders were PS3/X360 developers. Unity has yet to > become available for those platforms, so its results on the survey were > poor - that was one of the reasons I chose to only post the top fives (or > so) for each question, it didn't seem fair to have some of the engines > show poorly when in fact it was just due to platform availability. > > Thanks for reading! > Best, > ---Mark > > -- > Mark DeLoura > Videogame Technology Consultant > San Francisco, California USA > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu From goldfile at gmail.com Wed Mar 11 15:35:34 2009 From: goldfile at gmail.com (S. Gold) Date: Wed, 11 Mar 2009 12:35:34 -0700 Subject: [game_edu] Interactive Audio SIG to Provide Model for Preparing Undergraduate Audio Students Message-ID: The Interactive Audio Special Interest Group (IASIG) Game Audio Education Working Group (www.iasig.org/wg/eduwg) announces a new, four-year complete undergraduate curriculum in game audio. Details will be delivered this month at the 2009 Game Developers Conference in San Francisco. The IASIG Working Group developed the curriculum as part of its efforts to help colleges and universities better prepare students for a career in game audio. The effort involved collaborating with top university professors and audio experts at leading game companies to create an unprecedented blend of professional training and intellectual rigor in a scalable university degree program. The development of the curriculum follows last year's IASIG launch of an audio education wiki site as a resource for audio educators. Highlights of the curriculum include: * Comprehensive class descriptions covering fields such as Foley recording, object oriented programming, and adaptive audio implementation. * 4 unique tracks, emphasizing major roles of game audio professionals. * 55-page course roster, with syllabi for each class, including recommended industry textbooks and reference materials. * A modular format enabling educators to create their own scalable programs. The curriculum is intended to be a major step in helping to build outstanding game audio education programs around the globe that can provide game developers with well-qualified job candidates. The IASIG Game Audio Education Working Group will unveil details of the new curriculum at the 2009 Game Developers Conference in San Francisco, in two special events. * IASIG Pro Audio Party: GDC attendees with audio credentials are invited for free food and drinks, while networking with the curriculum creators as well as fellow industry pros and educators, courtesy of event sponsors F-Mod and Dolby Labs. Over $4,000 of audio products from Antares, iZotope, Samson, Wave Arts, and Zoom will also be raffled to lucky attendees. Location: Chieftain Pub, 198 5th Street (corner of Howard), San Francisco; Wednesday, March 25, 6-9 p.m. (Audio business card required for entry). * IASIG Town Hall Meeting: The official public launch and discussion of the Game Audio Curriculum will be at GDC on Friday, March 27, from 1:15-2:15 p.m, in Moscone West Room 2014. The meeting is open to anyone interested in learning more about IASIG projects, and will include time for attendees to suggest topics for new IASIG Working Groups. About the IASIG The Interactive Audio Special Interest Group (IASIG; www.iasig.org) exists to allow developers of audio software, hardware, and content to freely exchange ideas about interactive audio. The goal of the group is to improve the performance of interactive applications by influencing hardware and software design, as well as leveraging the combined skills of the audio community to make better tools. Since 1994, the IASIG has been influential in the development of audio standards, features, and APIs used in the leading gaming platforms, and has helped numerous companies define their product strategies. Anyone with a commercial interest in multimedia audio is encouraged to become a member of the IASIG and participate in IASIG discussions. -- 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 goldfile at gmail.com Wed Mar 11 23:06:40 2009 From: goldfile at gmail.com (S. Gold) Date: Wed, 11 Mar 2009 20:06:40 -0700 Subject: [game_edu] Getting ready for GDC Message-ID: Getting ready for GDC is always a bit of an ordeal for me. What makes me sad is that I know this year is going to be a lot smaller than years past, as the economy has hit us all very hard. Although I am not a really good blogger, I will try very hard this year to post as much as possible about the week and share the experience with everyone. Please check out http://igda.org/education over GDC. I have put up a few new links and even a blog entry. For those of you who are attending, we will have 30 of the Global Game Jam games at booths around the Expo. I want to thank Cogswell, RIT and the Dutch Pavilion for offering us space in their booths to put GGJ games and a banner. As you all know, booth space is very pricey and for any of them giving us the space is really a great opportunity for the SIG and the Global Game Jam to shine. BTW, Intel was very nice in giving us the computers to use during GDC. We are even holding a drawing for a GGJ survival pack for those that go around and play at least one game at each booth. I am working on putting together programming for several other conferences such as FuturePlay, Game Education Summit, DiGRA to name a few. I hope that we are able to provide our membership with professional development, tools and resources in areas closer and more affordable. Over the past week I have worked at building relationships with other organizations internationally to expand our influence and opportunities. If you are interested in helping me do this, please email and let me know. Your help and ideas are what will continue to grow the IGDA EdSIG. 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: From goldfile at gmail.com Fri Mar 13 18:17:38 2009 From: goldfile at gmail.com (S. Gold) Date: Fri, 13 Mar 2009 15:17:38 -0700 Subject: [game_edu] FW: Call for Papers: The Philosophy of Computer Games 2009 Message-ID: ------ Forwarded Message From: John Richard Sageng Date: Fri, 13 Mar 2009 13:47:40 +0100 Subject: Call for Papers: The Philosophy of Computer Games 2009 Please redistribute. THE PHILOSOPHY OF COMPUTER GAMES INTERNATIONAL CONFERENCE IN OSLO 2009 August 13-15, 2009 CALL FOR PAPERS We hereby invite scholars in any field who take a professional interest in the phenomenon of computer games to submit papers to the international conference "The Philosophy of Computer Games 2009", to be held in Oslo, Norway, on August 13-15, 2009. Accepted papers will have a clear focus on philosophy and philosophical issues in relation to computer games. They will also attempt to use specific examples rather than merely invoke "computer games" in general terms. We invite submissions focusing on, but not limited to, the following three headings: Fictionality and Interaction Computer games are often conceived as a setting for fictional narratives, facts, objects and events, although the interactive setting is thought to give fictionality a special character and to be intertwined with non-fictional aspects in various ways. We invite papers on relevant discussions of fictionality, narrative, fictional objects, simulation, virtuality, and kindred cognitive notions like make-believe, pretense, and imagination. Defining Computer Games Is it possible to point to some defining characteristic(s) of computer games? We are especially interested in discussions of formal definitions of computer games in terms of characteristics such as rules, play, representation, computation, affordances, interaction, negotiable consequences, and so on. We welcome both constructive and critical discussions, as long as they are directed at clearly articulated proposals. Ethical and Political Issues What are the ethical responsibilities of game-makers in relation to individual gamers and society in general? What role, if any, can games serve as a critical cultural corrective in relation to traditional forms of media and communicative practices, for example in economy and politics? Also, what is the nature of the ethical norms that apply within the gaming context, and what are the factors that allow or delimit philosophical justifications of their application there or elsewhere? Your abstract should not exceed 1000 words. If your submission falls under one of the three headings, please indicate which one. Send your abstract to submissions at gamephilosophy.org. All submitted abstracts will be subject to double blind peer review, and the program committee will make a final selection of papers for the conference on the basis of this. Full manuscripts must be submitted by August 8, and will be made available on the conference website. Deadline for submissions is June 1, 2009. Notification of accepted submissions will be sent out by June 10, 2009. Olav Asheim Miguel Sicart Frans M?yr? Patrick Coppock Sten Ludvigsen Ole Ertl?v Hansen Stephan G?ntzel Runje Klevjer John Richard Sageng Ragnhild Tronstad The conference is a collaboration between the following institutions: ? Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo, Norway ? Department of Media and Communication, University of Oslo, Norway ? Digital Games Research Center, University of Potsdam, Germany ? Department of Social, Cognitive and Quantitative Science at the University of Modena & Reggio Emilia, Italy ? Nordic Game Research Network ? Intermedia, University of Oslo, Norway ? Games Research Lab, University of Tampere, Finland ? Center for Computer Games Research at the IT-University of Copenhagen, Denmark ? Philosophical Project Centre (FPS), Oslo, Norway ? Department of Information Science and Media Studies, University of Bergen, Norway For more information and for pdf-version of the call, visit www.gamephilosophy.org ------ End of Forwarded Message -------------- next part -------------- An HTML attachment was scrubbed... URL: From crookall.simulation at googlemail.com Sat Mar 14 03:28:43 2009 From: crookall.simulation at googlemail.com (David Crookall (sim work) | http://www.isaga2009.org | http://sg.sagepub.com/) Date: Sat, 14 Mar 2009 08:28:43 +0100 Subject: [game_edu] ISAGA 2009 in Singapore - invitation to EduLearn Track Message-ID: <7.0.0.16.2.20090314082719.023882f8@googlemail.com> ISAGA 2009 in Singapore - EduLearn Track Dear Game_Edu Colleagues We hope that you'll be able to attend www.isaga2009.com, and especially run a session or present a paper in the Education & Learning Track. Your contribution to the EduLearn Track will help make it memorable and valuable to all participants. The attached file gives you more information. When you submit your abstract, please be sure to specify "for Education & Learning Track" at the head of the abstract text and also when you fill out the online submission form: http://www.isaga2009.ssagsg.org/html/registration.html Can we also trouble you to email this email and the attached to all your myriad contacts. That would be wonderful. Many thanks indeed. We look forward to meeting you in Singapore. Ma. Mercedes T. Rodrigo (Philippines) & David Crookall (France) - Track Co-Chairs PS - For all email related to the Education Track at www.isaga2009.org, please always CC both Co-Chairs: and . -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: ISAGA-2009_EduTrack_invitation_a.pdf Type: application/octet-stream Size: 138196 bytes Desc: not available Url : From constances at gmail.com Sat Mar 14 06:48:25 2009 From: constances at gmail.com (Constance Steinkuehler) Date: Sat, 14 Mar 2009 05:48:25 -0500 Subject: [game_edu] REAL-TIME RESEARCH at the Game Developers Conference Message-ID: REAL-TIME RESEARCH at the Game Developers Conference Game researchers, developers, and educators - this is an announcement about a special event happening for the first time at the GDC in San Francisco this year. Real-Time Research is an experiment in game scholarship, in which participants use the conference and its attendees as the testbed for improvised game research experiments. Organized by Eric Zimmerman, Constance Steinkuehler, Kurt Squire, Jason Della Roca, and Seann Dikkers, Real-Time Research premiered at the Games, Learning, and Society conference last summer and was a blast! Details on the GDC session can be found here: https://www.cmpevents.com/GD09/a.asp?option=C&V=11&SessID=9142 The kickoff RTR session takes place during the lunch break on the Tuesday of the conference. That's where the research starts that will eventually be presented at the second session on the last day of the conference. And here's a little secret: because the opening session is taking place in the IGDA meeting room, no one will be checking to see if you've got the right kind of badge to be attending. But you didn't hear that from us! If you are interested in interdisciplinary collaboration, unconventional research, and a unique session that turns the GDC into one big experiment, please come! You don't have to be an academic researcher to attend - game developers and others are encouraged to take part. Please direct questions about Real-Time Research to Seann Dikkers sdikkers at gmail.com. -- Constance Steinkuehler Assistant Professor, Curriculum & Instruction University of Wisconsin ? Madison http://www.constances.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From carlaeng at gmail.com Sun Mar 15 22:24:54 2009 From: carlaeng at gmail.com (Carla (Engelbrecht) Fisher) Date: Sun, 15 Mar 2009 22:24:54 -0400 Subject: [game_edu] Reminder: CFP due 3/16: Graduate Student Conference- TCETC 2009: Technology, Media, and Designs for Learning Message-ID: <8e97cfa60903151924m1b1a8a9dmd054505ba7b0b8ac@mail.gmail.com> Just a reminder that paper proposals are due Monday, 3/16 for the Teachers College Educational Technology Conference. 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 carlaeng at gmail.com Mon Mar 16 14:53:32 2009 From: carlaeng at gmail.com (Carla (Engelbrecht) Fisher) Date: Mon, 16 Mar 2009 14:53:32 -0400 Subject: [game_edu] Reminder: CFP due 3/16: Graduate Student Conference- TCETC 2009: Technology, Media, and Designs for Learning Message-ID: <8e97cfa60903161153p2bbafe30g69f1ab6900e4c42f@mail.gmail.com> Just a reminder that paper proposals are due Monday, 3/16 for the Teachers College Educational Technology Conference. 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 A.Nijholt at ewi.utwente.nl Mon Mar 16 17:06:13 2009 From: A.Nijholt at ewi.utwente.nl (A.Nijholt at ewi.utwente.nl) Date: Mon, 16 Mar 2009 22:06:13 +0100 Subject: [game_edu] 2nd Cal for Papers Intelligent Virtual Agents: IVA'09 Message-ID: 2nd Call For Papers Ninth International Conference on Intelligent Virtual Agents (IVA'09) http://iva09.dfki.de/ September 14-16, 2009 Amsterdam, The Netherlands Intelligent virtual agents (IVAs) are interactive characters that exhibit human-like qualities and communicate with humans or each other using natural human modalities such as speech and gesture. They are capable of real-time perception, cognition and action that allow them to participate in a dynamic social environment. IVA'09 is an interdisciplinary annual conference and the main forum for presenting research on modeling, developing and evaluating intelligent virtual agents with a focus on communicative abilities and social behavior. In addition to presentations on theoretical issues, the conference encourages the showcasing of working applications. Researchers from the fields of human-human and human-robot interaction are also welcome to share work which has a bearing on intelligent virtual agents. IVA'09 is held in cooperation with the Association for the Advancement of Artificial Intelligence (AAAI), the European Association for Computer Graphics (EG) and the Association for Computing Machinery (ACM SIGART and SIGCHI). SPECIAL TOPIC: "GAMES" IVA'09 particularly encourages submissions on this year's special topic of games. The game industry is the source of the world's largest selection of interactive characters. To date, the creation of these characters and their social behaviors has largely relied on carefully hand crafted techniques rather than automation. With larger environments, grander stories, more players and a greater demand for realism, hand crafted approaches are unlikely to scale. Imbuing characters with more intelligence and self-determination is an ongoing and so far unfulfilled goal of the game industry. IVA'09 is an opportunity to reveal, tackle and discuss the issues that relate to using intelligent virtual agents in games and aims to strengthen links and the exchange of knowledge between academia and the game industry. TOPICS OF INTEREST Design and modeling of IVAs - design criteria and design methodologies - evaluation methodologies and user studies - ethical considerations and social impact - applicable lessons from other fields (e.g. robotics) - dimensions of intelligence, cognition and behavior - models of personality and cultural awareness - models of social competence - models of multimodal perception and action - models of emotional communicative behavior Implementation of IVAs - software engineering issues - real-time integrated systems - portability and reuse - standards / measures to support interoperability - specialized tools, toolkits and tool chains - specialized modeling and animation technologies Applications of IVAs - future role and/or current experience in various fields including - computer games - art and entertainment - education and training - simulation and visualization - delivery platforms: desktop, single/multi- user, virtual/augmented/mixed reality Conceptual Frameworks for IVAs - learned, evolved or emergent behavior - improvisational or dramatic interaction - stages of autonomy (from avatars to agents) - massive simulations of crowds SUBMISSION DETAILS Prospective authors are invited to submit full papers (12-14 pages), short papers (6-7 pages), or poster papers (1-2 pages) in Springer Lecture Notes in Computer Science (LNCS) format. For details on how to submit your paper, consult the conference web site: http://iva09.dfki.de IMPORTANT DATES 17 April, 2009 Submission of short and long IVA09 papers 22 May, 2009 Notifications of acceptance 12 June, 2009 Camera-ready copies 01 June, 2009 GALA video submission 14-16 September, 2009 Conference ORGANIZATION Chairs Zs?fia Ruttkay, University of Twente, The Netherlands Michael Kipp, DFKI, Germany Anton Nijholt, University of Twente, The Netherlands Hannes H?gni Vilhj?lmsson, Reykjav?k University, Iceland Best Paper Chair Thomas Rist, FH Augsburg, Germany Submissions Chair Patrick Gebhard, DFKI, Germany Poster and Demo Chair Dirk Heylen, University of Twente, The Netherlands Local Organization Chair Betsy van Dijk, University of Twente, The Netherlands Senior Program Committee Elisabeth Andr?, University of Augsburg, Germany Ruth Aylett, Heriot-Watt University, UK Marc Cavazza, University of Teesside, UK Jonathan Gratch, University of Southern California, USA Stefan Kopp, Bielefeld University, Germany Jean-Claude Martin, LIMSI-CNRS, France Patrick Olivier, Newcastle University, UK Catherine Pelachaud, CNRS, TELECOM-ParisTech, France Helmut Prendinger, National Institute of Informatics, Japan MORE INFORMATION Please visit the conference web site: http://iva09.dfki.de/ Contact conference chair: iva09 at dfki.de GALA 2009 The Gathering of Animated Lifelike Agents will take place at IVA'09. Demonstrate your agent in action, or develop a sensitive viewer of a tennis match - and win the 350 Euro Jury Award! NEW this year is that each GALA submission should have a 2 page paper, which will be published in the IVA09 Springer proceedings. For details, see: http://irgen.ncl.ac.uk/gala/. GALA 2 page paper deadline 1 May 2009 GALA video deadline 1 June 2009 CO-LOCATION WITH ACII'09 IVA'09 will be co-located in Amsterdam with the complementary Affective Computing & Intelligent Interaction International Conference (ACII'09) (http://www.acii2009.nl/), held 10-12 September 2009. While this is a great opportunity to make the most of a trip to Amsterdam, the same paper cannot be submitted to both conferences: papers with a primary focus on embodied conversational agents and virtual agents are encouraged to submit to IVA'09; papers with a primary focus on emotion are encouraged to submit to ACII'09. LATEST NEWS - Two invited speakers are confirmed: Casey Hudson, project director at BioWare and Steve Di Paola, artist and scientist, associate professor at Simon Fraser University, Canada. - Accomodation may be reserved now. BE ON TIME to assure your hotel, as September will be overbooked in Amsterdam. -------------- next part -------------- An HTML attachment was scrubbed... URL: From monjio25 at gmail.com Fri Mar 27 13:56:55 2009 From: monjio25 at gmail.com (Monjoni Osso) Date: Fri, 27 Mar 2009 10:56:55 -0700 (PDT) Subject: [game_edu] Invitation to connect on LinkedIn Message-ID: <1985651171.491360.1238176615182.JavaMail.app@ech3-cdn12.prod> LinkedIn ------------ IGDA, I'd like to add you to my professional network on LinkedIn. - Monjoni PS: Here is the link: https://www.linkedin.com/e/isd/535002391/u_4B2fzm/ It is free to join and takes less than 60 seconds to sign up. This is an exclusive invitation from Monjoni Osso to IGDA Listserv. For security reasons, please do not forward this invitation. ------------------------------------------ What is LinkedIn and why should you join? http://learn.linkedin.com/what-is-linkedin ------ (c) 2009, LinkedIn Corporation -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Sun Mar 29 22:47:16 2009 From: goldfile at gmail.com (S. Gold) Date: Sun, 29 Mar 2009 19:47:16 -0700 Subject: [game_edu] GDC - CFP Message-ID: First of all, I am very excited to say that I have posted our keynote slides on our website (http://igda.org/education). I will try to post the workshop slides and materials in short order. I want to thank everyone who shared their expertise and knowledge with the SIG. We had four workshops, C++ Mini Games, Blender, MDA and Game Design Improv ? all these slides are forthcoming. Susan -- Dear colleagues and friends of the game research community, We are happy to announce that the new edition of "Eludamos. Journal for Computer Game Culture." is now online. The strong "perspectives" section offers intriguing observations on learning through passion, game competence, serious games and biographical aspects of gameplay experiences. Articles explore games' specific characteristics of self-imagining from a comparative media studies point of view, and alternate reality gaming. The academic game reviews are again informative as well as entertaining, ranging from insightful analyses of game classics to the latest AAA blockbuster. Call for Papers The call for papers for "Eludamos. Journal for Computer Game Culture" is now open, and again, we cordially invite submissions dealing with everything that is relevant to the field of game studies. Additionally, we are opening the call for a special issue of Eludamos, titled: "Next Gen." Guest editors are Thomas J. Apperley, Darshana Jayemanne and Christian McCrea. Console gaming has already had more than one ?Next Generation?. PC gamers feverishly upgrade their rigs with each new state of the art FPS. Periodisation is often a major preoccupation for critics and publics interested in other media, but in the case of videogames the rapid pace of technical development seems to set the agenda of generational change. Games are caught up, culturally as well as aesthetically and technically, in their own futurism: each generation claims to be both anticipation and fulfillment of an imagined horizon of experience. Simultaneously, older technologies find new uses and contexts within the very conditions of their supposed obsolescence. Gaming is constantly speculating on its own future and recalling its past in order to coordinate a restless present. Just how coherent are gaming?s generations, and is the adoption of such classifications from the wider culture useful or counter-productive for academic game studies? This special issue of Eludamos invites essays on the topic of generational change in gaming, from broad overviews of the critical usefulness of ?official? Next Generations to microhistories of individual game franchises or lineages, from agenda-setting successes to failed attempts that were too soon, too late, or just too bad. Possible avenues of exploration may include: The New Games journalism, advertising, hype and style in the gaming press Generational change in academia: Do we need a new Game Studies? Materiality: Histories of specific devices, console design and futurism. Audio and graphical standards and the historical status of claims to the realistic Audio and graphical standards and the historical status of claims to the cinematic Retrogaming, popping, speedruns, machinima, bitscene music Curatorship and exhibition of gaming history ? problems, opportunities, practices Family and gaming: playing across generations Globalisation and the uneven distribution of gaming?s generations E-waste and the unrecognised costs of generational change The issue is open to papers that go beyond these suggestions, and the editors encourage any innovative approach linking the topics of gaming and generations. All articles undergo a double blind peer review process except for papers submitted to the game review section. We expect all submissions to be in English and accept full papers only. For further specificiations about our submission guidelines please consult http://www.eludamos.org. Important dates 1st of August: submission deadline for the upcoming regular issue of Eludamos, as well as the special issue ?Next Gen? 25th of Oct. 2009: publication date We are looking forward to read from you soon! Please feel free to spread the word and to post this announcement on your blogs or to send it to potentially interested colleagues. -- 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 DPreston at collinscollege.edu Mon Mar 30 11:48:15 2009 From: DPreston at collinscollege.edu (DeAnne Preston) Date: Mon, 30 Mar 2009 08:48:15 -0700 Subject: [game_edu] Invitation to connect on LinkedIn In-Reply-To: <1985651171.491360.1238176615182.JavaMail.app@ech3-cdn12.prod> References: <1985651171.491360.1238176615182.JavaMail.app@ech3-cdn12.prod> Message-ID: <25493AC23EEC974CBCFF389D8924B87905573988@002emx001.cec.root.careered.com> Who are you - have we met? DeAnne Preston Collins College Career Services Advisor, Game Design New Direct Line: 480-446-1136 dpreston at collinscollege.edu ________________________________ From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf Of Monjoni Osso Sent: Friday, March 27, 2009 10:57 AM To: IGDA Listserv Subject: [game_edu] Invitation to connect on LinkedIn LinkedIn IGDA, I'd like to add you to my professional network on LinkedIn. - Monjoni PS: Here is the link: https://www.linkedin.com/e/isd/535002391/u_4B2fzm/ ________________________________ What is LinkedIn and why should you join? (c) 2009, LinkedIn Corporation -------------- next part -------------- An HTML attachment was scrubbed... URL: From boscoiup at gmail.com Mon Mar 30 21:45:56 2009 From: boscoiup at gmail.com (Jim Bosco) Date: Mon, 30 Mar 2009 21:45:56 -0400 Subject: [game_edu] Invitation to connect on LinkedIn In-Reply-To: <25493AC23EEC974CBCFF389D8924B87905573988@002emx001.cec.root.careered.com> References: <1985651171.491360.1238176615182.JavaMail.app@ech3-cdn12.prod> <25493AC23EEC974CBCFF389D8924B87905573988@002emx001.cec.root.careered.com> Message-ID: <723e22430903301845p5c3751bfv240b255399bd8c07@mail.gmail.com> Hi DeAnne, Not sure if your correspondence was meant for me? I belong to the IGDA List-serv... Completing my Doctorate in Curriculum and Instruction. ~Jim 2009/3/30 DeAnne Preston > Who are you ? have we met? > > > > *DeAnne Preston > Collins College* > > *Career Services Advisor, Game Design** > > * > > *New Direct Line: 480-446-1136* > > dpreston at collinscollege.edu > > > ------------------------------ > > *From:* game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] *On > Behalf Of *Monjoni Osso > *Sent:* Friday, March 27, 2009 10:57 AM > *To:* IGDA Listserv > *Subject:* [game_edu] Invitation to connect on LinkedIn > > > *LinkedIn* > > IGDA, > > I'd like to add you to my professional network on LinkedIn. > > - Monjoni > > PS: Here is the link: > https://www.linkedin.com/e/isd/535002391/u_4B2fzm/ > ------------------------------ > > What is LinkedIn and why should you join? > > ? 2009, LinkedIn Corporation > > > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > -- Jim Bosco Doctoral Candidate C&I 412-719-1214 www.shifted21.blogspot.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From jordanl at uga.edu Mon Mar 30 21:51:59 2009 From: jordanl at uga.edu (Jordan Lynn) Date: Mon, 30 Mar 2009 21:51:59 -0400 Subject: [game_edu] Invitation to connect on LinkedIn In-Reply-To: <723e22430903301845p5c3751bfv240b255399bd8c07@mail.gmail.com> References: <1985651171.491360.1238176615182.JavaMail.app@ech3-cdn12.prod> <25493AC23EEC974CBCFF389D8924B87905573988@002emx001.cec.root.careered.com> <723e22430903301845p5c3751bfv240b255399bd8c07@mail.gmail.com> Message-ID: I believe that the original sender of this message sent a LinkedIn invitation to the IGDA Listserv. Thus, everyone on the listserv got the invitation, and caused the confusion in these two replies. Just wanted to clear up the confusion. -Jordan 2009/3/30 Jim Bosco : > Hi DeAnne, > > Not sure if your correspondence was meant for me? > > I belong to the IGDA List-serv... > > Completing my Doctorate in Curriculum and Instruction. > > ~Jim > > 2009/3/30 DeAnne Preston >> >> Who are you ? have we met? >> >> >> >> DeAnne Preston >> Collins College >> >> Career Services Advisor, Game?Design >> >> New Direct Line: 480-446-1136 >> >> dpreston at collinscollege.edu >> >> >> >> ________________________________ >> >> From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On >> Behalf Of Monjoni Osso >> Sent: Friday, March 27, 2009 10:57 AM >> To: IGDA Listserv >> Subject: [game_edu] Invitation to connect on LinkedIn >> >> >> >> LinkedIn >> >> IGDA, >> >> I'd like to add you to my professional network on LinkedIn. >> >> - Monjoni >> >> PS: Here is the link: >> https://www.linkedin.com/e/isd/535002391/u_4B2fzm/ >> >> ________________________________ >> >> What is LinkedIn and why should you join? >> >> ? 2009, LinkedIn Corporation >> >> >> >> _______________________________________________ >> game_edu mailing list >> game_edu at igda.org >> http://seven.pairlist.net/mailman/listinfo/game_edu >> > > > > -- > Jim Bosco > Doctoral Candidate C&I > 412-719-1214 > www.shifted21.blogspot.com > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > From Nic.Colley at cpcc.edu Mon Mar 30 22:03:46 2009 From: Nic.Colley at cpcc.edu (Nic Colley) Date: Mon, 30 Mar 2009 22:03:46 -0400 Subject: [game_edu] Invitation to connect on LinkedIn References: <1985651171.491360.1238176615182.JavaMail.app@ech3-cdn12.prod><25493AC23EEC974CBCFF389D8924B87905573988@002emx001.cec.root.careered.com><723e22430903301845p5c3751bfv240b255399bd8c07@mail.gmail.com> Message-ID: <19BFE549B069CE4DB1250D0FF7CB78A302D22436@CEVS6-CENTRAL.cpcc.edu> Yes. Probably best that we don't send the invites like that. Thanks, Nic Colley ________________________________ Faculty, Simulation & Game Development Program Nic.Colley at cpcc.edu 704-330-6348 ________________________________ From: Jordan Lynn [mailto:jordanl at uga.edu] Sent: Mon 30-Mar-09 9:51 PM To: IGDA Game Education Listserv Subject: Re: [game_edu] Invitation to connect on LinkedIn I believe that the original sender of this message sent a LinkedIn invitation to the IGDA Listserv. Thus, everyone on the listserv got the invitation, and caused the confusion in these two replies. Just wanted to clear up the confusion. -Jordan 2009/3/30 Jim Bosco : > Hi DeAnne, > > Not sure if your correspondence was meant for me? > > I belong to the IGDA List-serv... > > Completing my Doctorate in Curriculum and Instruction. > > ~Jim > > 2009/3/30 DeAnne Preston >> >> Who are you - have we met? >> >> >> >> DeAnne Preston >> Collins College >> >> Career Services Advisor, Game Design >> >> New Direct Line: 480-446-1136 >> >> dpreston at collinscollege.edu >> >> >> >> ________________________________ >> >> From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On >> Behalf Of Monjoni Osso >> Sent: Friday, March 27, 2009 10:57 AM >> To: IGDA Listserv >> Subject: [game_edu] Invitation to connect on LinkedIn >> >> >> >> LinkedIn >> >> IGDA, >> >> I'd like to add you to my professional network on LinkedIn. >> >> - Monjoni >> >> PS: Here is the link: >> https://www.linkedin.com/e/isd/535002391/u_4B2fzm/ >> >> ________________________________ >> >> What is LinkedIn and why should you join? >> >> ? 2009, LinkedIn Corporation >> >> >> >> _______________________________________________ >> game_edu mailing list >> game_edu at igda.org >> http://seven.pairlist.net/mailman/listinfo/game_edu >> > > > > -- > Jim Bosco > Doctoral Candidate C&I > 412-719-1214 > www.shifted21.blogspot.com > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu From goldfile at gmail.com Mon Mar 30 22:51:03 2009 From: goldfile at gmail.com (S.Gold) Date: Mon, 30 Mar 2009 19:51:03 -0700 Subject: [game_edu] strange LinkedIn request Message-ID: I guess everyone (but me) got a request from someone using the list email address. Lucky us. Please do not respond to the item and I will contact LinkedIn to see what I can do about it. Of course if you want to LinkIn me, use my email address to request it. Again, apologies to all - we really try to avoid this type of thing. Just a quick note... the IGDA will be upgrading the website soon. I am looking for your favorite RSS feeds to post on the site. Please let me know what your favorites are so that we can share them with everyone. Susan -- In a completely sane world, madness is the only freedom! - J. G. Ballard -------------- next part -------------- An HTML attachment was scrubbed... URL: From carl at measurand.com Tue Mar 31 00:18:09 2009 From: carl at measurand.com (Carl Callewaert) Date: Tue, 31 Mar 2009 00:18:09 -0400 Subject: [game_edu] Iphone Game Reviews - Iphone for 3d animation students References: <1985651171.491360.1238176615182.JavaMail.app@ech3-cdn12.prod><25493AC23EEC974CBCFF389D8924B87905573988@002emx001.cec.root.careered.com><723e22430903301845p5c3751bfv240b255399bd8c07@mail.gmail.com> <19BFE549B069CE4DB1250D0FF7CB78A302D22436@CEVS6-CENTRAL.cpcc.edu> Message-ID: <939DAD3167844727A3A1A22F054743AD@centerfc6d24f7> 1) As most of us could notice at GDC that the Iphone has changed everything and will change a lot more. Do some of you have some good website link for reviews on Iphone Games? My favorite one is http://toucharcade.com/ . 2) If some of you are already making Iphone Games with 3d animation students of whom have no programming skills I would like to chat and maybe exchange ideas about this. Today I finished my 3th iphone 3d application but I am about to teach this to 3d animation students. I ran an pilot test with the students and it went very good. Contact me directly so we don't clutter this forum: carl at measurand.com regards, Carl Callewaert - director of mocap at Measurand Inc - 3d/game instructor at Center for Arts and Technology From ai864 at yahoo.com Tue Mar 31 13:45:14 2009 From: ai864 at yahoo.com (Ian Schreiber) Date: Tue, 31 Mar 2009 10:45:14 -0700 (PDT) Subject: [game_edu] Game Design Concepts Message-ID: <985698.35646.qm@web39704.mail.mud.yahoo.com> Hi all, ? It was great to meet so many of you at GDC, old friends and new colleagues alike. ? For those who I didn't get to talk to, I wanted to announce an experiment I'm doing over Summer 2009. I call it "Game Design Concepts" and it's an online course in blog/email/wiki form. The focus of the content is, naturally, game design. ? This course is open to all -- students, educators, industry, or anyone else with an interest in game design. It's not for credit, but it is also free (no tuition). ? For those of you who teach game design, I would love to get your input and exchange resources since we're teaching similar classes (you might find some useful things to incorporate in your own class as well). For those of you who have students interested in game design, encourage them to sign up as well. ? The course blog is at http://gamedesignconcepts.wordpress.com and signups are already open. ? I'm looking forward to seeing what happens... ? - Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From martin at hagvall.com Tue Mar 31 14:46:53 2009 From: martin at hagvall.com (Martin Hagvall) Date: Tue, 31 Mar 2009 11:46:53 -0700 Subject: [game_edu] Game Design Concepts In-Reply-To: <985698.35646.qm@web39704.mail.mud.yahoo.com> References: <985698.35646.qm@web39704.mail.mud.yahoo.com> Message-ID: Looks like a terrific initiative! Martin _____ From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf Of Ian Schreiber Sent: Tuesday, March 31, 2009 10:45 AM To: IGDA Game Education Listserv Subject: [game_edu] Game Design Concepts Hi all, It was great to meet so many of you at GDC, old friends and new colleagues alike. For those who I didn't get to talk to, I wanted to announce an experiment I'm doing over Summer 2009. I call it "Game Design Concepts" and it's an online course in blog/email/wiki form. The focus of the content is, naturally, game design. This course is open to all -- students, educators, industry, or anyone else with an interest in game design. It's not for credit, but it is also free (no tuition). For those of you who teach game design, I would love to get your input and exchange resources since we're teaching similar classes (you might find some useful things to incorporate in your own class as well). For those of you who have students interested in game design, encourage them to sign up as well. The course blog is at http://gamedesignconcepts.wordpress.com and signups are already open. I'm looking forward to seeing what happens... - Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From lmoreno at avhsd.org Tue Mar 31 17:22:07 2009 From: lmoreno at avhsd.org (Leo Moreno) Date: Tue, 31 Mar 2009 14:22:07 -0700 Subject: [game_edu] Game Design Concepts In-Reply-To: <985698.35646.qm@web39704.mail.mud.yahoo.com> References: <985698.35646.qm@web39704.mail.mud.yahoo.com> Message-ID: <49D2270E.9DDE.005C.0@avhsd.org> Great concept and innovation. I have sent you the required information. As a high school teacher instructing video game development, I am eager to learn more. Thank you 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 3/31/2009 10:45 AM >>> Hi all, It was great to meet so many of you at GDC, old friends and new colleagues alike. For those who I didn't get to talk to, I wanted to announce an experiment I'm doing over Summer 2009. I call it "Game Design Concepts" and it's an online course in blog/email/wiki form. The focus of the content is, naturally, game design. This course is open to all -- students, educators, industry, or anyone else with an interest in game design. It's not for credit, but it is also free (no tuition). For those of you who teach game design, I would love to get your input and exchange resources since we're teaching similar classes (you might find some useful things to incorporate in your own class as well). For those of you who have students interested in game design, encourage them to sign up as well. The course blog is at http://gamedesignconcepts.wordpress.com and signups are already open. I'm looking forward to seeing what happens... - Ian From snowballz.game at gmail.com Tue Mar 31 20:45:26 2009 From: snowballz.game at gmail.com (Michael Lubker) Date: Tue, 31 Mar 2009 19:45:26 -0500 Subject: [game_edu] MMO project looking for developers Message-ID: <76b841590903311745g7089bf12n996b6524db9837ab@mail.gmail.com> David Perry's "Project:Top Secret" ( http://topsecret.acclaim.com ) - the community/forum based MMO development contest, is seeking developers. Here is some info: $100k once a non-content-rich prototype is developed + contract w/royalties Design Doc is provided Marketing/Launch by Acclaim Director - David Perry Localization into 22 languages - Acclaim pays Current prototype has physics, character and battle system issues that need fixing. If there is interest please contact me and I will set up a conference call with the co-director and some design team members. Thanks Michael Lubker Designer/QA, "Project:Top Secret" -- ~ "Democracy is two wolves and a lamb voting on what to have for lunch. Liberty is a well-armed lamb contesting the vote!" - Benjamin Franklin http://snowballz.joey101.net