[games_access] same proposal in multiple tracks

d. michelle hinn hinn at uiuc.edu
Sun Sep 30 23:42:15 EDT 2007


Just a side -- I'm trying to share as much as I know about the GDC
process after having done the proposals for 05, 06, and 07. It's nice
to have more people working round the clock with me at the deadline
-- I really, really appreciate it and it's so great to have the
feeling that we're all one team working together for the same goal.
The hardest thing for me has been that it takes a lot of time to
advise all while I'm trying to do the other write ups. But that's how
we learn as a group!

Michelle


>Ok, there's a history behind the two audio tracks. The advisory

>board for this is the same as it was for Austin and they invited us.

>What we found was enormous support from the audio people for the

>auditory part. So I'm adding a note at the top of the expanded

>abstract to explain why these are split and if they prefer, the two

>talks can be put together as they were in Austin.

>

>Note: Notes are ok in your expanded outline if you are explaining

>something weird. Yeah, I know this sounds risky but I don't think

>that these two are. Remember -- it's an advisory board selection

>rather than a formal review. The rules for this are not the same as

>an academic conference. And if you are ax-ed by one track...that's

>where it ends. They have too many submissions to bother suggesting

>another track, which is why they get pretty specific about what they

>are looking for. That's been my experience.

>

>As for the other two, these are trickier and I know what you are

>saying. That's why they need to be as unique as possible. Reid is

>proposing a technical talk for programming. The one you and he are

>working on is a business track proposal (keep in mind that they will

>want to grill you about numbers). But they aren't the same proposals.

>

>The double audio tracks are also not the same proposals as yours and

>Reids -- these are design and "show off" sessions, appealing more to

>designers. And they are aimed at some the biggest supporters of GA

>-- the Audio People and they are audio design sessions. Believe me

>(and Richard would agree) the the Audio talk is WAY different than

>your proposals. We've given it already. :) And I think our reviews

>from that session suggest that we should do this again at GDC San

>Fran (Big GDC) to an audience of even more audio designers.

>

>So there's no trickery the way I see it by what has happened with

>these proposals. I think that they do belong in multiple tracks and

>that they AREN'T merely repeats of the same talk. And they shouldn't

>be when planning for them if accepted. If in the end the proposals

>look exactly the same, then we've done something wrong. Yes, my

>experience is that we will probably get about 2-4 of these accepted

>(out of 11) so we do need lots of proposals. But I don't think we

>are unfairly stacking the deck here.

>

>Michelle

>

>>hi,

>>

>>I'm seeing the same proposal in multiple tracks:

>>

>>-When Audio IS the game experience: Gamers with Visual Disabilities

>>(Richard/Michelle)

>>-When Audio IS the game experience: Gamers with Auditory Disabilities

>>(Reid/Michelle)

>>

>>- Selling more games by adding CC (Reid/ Eelke)

>>- Creating Dynamic Closed Captioning Systems (Reid)

>>

>>Its good to be pervasive to increase our chances of acceptance but it

>>might also bite us in the back. In my fields of research it is

>>generally not a good idea to submit the same proposal to multiple

>>tracks. Generally reviewers will review a proposal and if they deem it

>>to be suitable for another track they will usually suggest that.

>>Submitting the same proposal to multiple tracks is usually considered

>>spamming. Michelle do you know for GDC whether proposals are reviewed

>>on an individual basis or do they look at who is submitting what to

>>which track? I do want us to get as much proposals accepted as

>>possible but I suggest we play by the rules.

>>

>>Cheers Eelke

>>

>>

>>

>>

>>----------------------------------------------------------------------------

>>Eelke Folmer Assistant Professor

>>Department of CS&E/171

>>University of Nevada Reno, Nevada 89557

>>Game interaction design www.helpyouplay.com

>>----------------------------------------------------------------------------

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