[games_access] FW: [games-for-health] Call for Chapter Proposals for Game Book

Sandra Uhling sandra_uhling at web.de
Mon Sep 29 03:48:58 EDT 2008


Hello,

there is a call for Chapter Proposals for a Game Book.
Topics are also: Accessibility, equality, and inclusiveness

Regards,
Sandra

Richard Van Eck <richard.vaneck at und.edu> schrieb am 29.09.2008 04:54:26:

> My apologies for cross posting, but there may be some who are on this

> list and not on the serious games list. Thanks!

>

>

> CALL FOR CHAPTER PROPOSALS

> Proposal Submission Deadline: November 30, 2008

> Interdisciplinary Models and Tools for Serious Games:

> Emerging Concepts and Future Directions

> A book edited by Richard Van Eck

> University of North Dakota, USA

>

> Introduction

> The study of serious games has grown from a few lone voices in the

> wilderness to a growing academic, industry, and popular recognition of

> the potential these tools hold for learning. Mirroring this burgeoning

> acceptance is the evolution of technology and tools to the point that

> it is becoming possible for anyone to develop and use games in real

> world settings. The study of serious games is on the cusp of becoming

> a discipline rather than a collection of ideas.

>

> Unfortunately, the rush to pursue this promising learning technology

> has led to a fractionalized approach that is ill prepared to meet this

> challenge. The reasons for this are many and varied, but among them is

> the assumption that this new field requires new theories, models, and

> approaches. In reality, games are a new technology, not a new way to

> teach, and much of the theory needed already exists in multiple

> disciplines. Indeed, the serious games field is being defined from

> many different disciplinary perspectives. The problem is that even

> when existing theories and models within a particular discipline are

> brought to serious games, other disciplines collectively remain

> unaware of these new perspectives, thereby missing critical

> opportunities for synergy.

>

> Furthermore, as theories and terminology from different disciplines

> enter the serious games lexicon, what is often overlooked is that

> there are subtle differences in meaning. Situated learning, for

> instance, means something different to a social constructivist than it

> does to a cognitive psychologist, an instructional designer, or a

> linguist. Likewise, while many agree that ?motivation? is a key aspect

> of serious games, is this Bandura?s motivation and self-efficacy, or

> Keller?s ARCS model for motivation from instructional design? Are we

> discussing Malone?s theory of intrinsic motivation for games or Deci &

> Ryan?s theories of intrinsic motivation from exercise science? While

> all are compatible perspectives in many ways, it stands to reason that

> the research and philosophy from which each is derived has something

> unique to contribute to the overall understanding of motivation in

> games.

>

> Each field thus ignores what is similar amongst these disciplines,

> leading to the perception that narrative theory is more fractionalized

> and dense than it is, as well as what is different, therefore missing

> opportunities to develop rich, complex theories and models that

> advance the field. And now that interest in game-based learning has

> spread to disciplines for which the words video game would have been

> anathema 5 or 10 years ago (e.g., medicine, health and exercise,

> business), even more disciplines will seek to reinvent the wheel. It

> is therefore imperative that we pause to examine the rich diversity of

> disciplinary perspectives that have been collectively brought to

> serious games and begin to, if not consolidate, at least acknowledge

> the many perspectives from which the serious games canon is being

> developed.

>

> The first step in doing so is to outline the basic contributions and

> approaches to this field from various disciplines. This volume will

> help to identify the ways that different disciplines are approaching

> the same ideas with slightly different tools and models, and it will

> begin to identify what theories and models will emerge specifically to

> the serious games field.

>

> Objective of the Book

> This book will be organized into six sections, each comprising

> chapters written by authors from a variety of disciplines and, to a

> lesser extent from multidisciplinary perspectives. The first four

> sections of the book are designed to provide a structure that sets the

> context for the field (History & Origins), outline the approaches

> being used to define the field (Theories & Models), describe the

> current research that is (ideally) informed by those theories and

> models (Current Research), and describe how current tools and

> technology are instantiating (ideally) theories, models, and current

> research findings (Tools & Technology). A particular emphasis of this

> volume will be on reacting to and integrating the multiple approaches

> and perspectives being taken toward serious games through techniques

> such as coauthored chapters and new chapters or short essays generated

> in response to others in the volume, which will appear in the

> Integrated Perspectives section. Finally, the book will conclude with

> a section on where all of this seems to be leading this emerging

> discipline (Next Steps for the Field), again authored in collaborative

> as well as independent ways.

>

> Target Audience

> The target audience for this book will be composed of professionals

> and researchers working in the field of serious games in various

> disciplines, including, but not limited to, education, instructional

> design, psychology, discourse, semiotics, narrative, information

> science, game design, gender, accessibility, artificial intelligence,

> and drama. It is hoped that this book will provide insight and

> inspiration for those working and conducting research in serious games

> as well as for those just coming into the field.

>

> In general, topics should conceptually fit within one or more of the

> six sections of the book (History & Origins, Theories & Models,

> Current Research, Tools & Technology, Integrated Perspectives, Next

> Steps for the Field) although this list may evolve as submissions are

> received. Suggested topics include, but are not limited to, the

> following as they relate specifically to games, learning, design, and

> research:

>

> -Theories and models (e.g., engagement, flow, cognitive disequilibrium)

> -Narrative psychology

> -Artificial intelligence

> -Avatars and agents

> -Cognitive load

> -Motivation

> -Scaffolding, ZPD, help-seeking

> -Learner control

> -Ontologies and taxonomies

> -Accessibility, equality, and inclusiveness

> -Individual differences (gender, age, culture, cognitive style, etc.)

> -Instructional design

> -Communication theory

> -Authoring tools

> -Platforms

>

> Although such lists tend to imply a limited number of topics and may

> seem to suggest that proposals should address one and only one of

> these areas, submissions that capture the complexity and diversity of

> this emerging discipline are the primary goal, so please feel free to

> submit chapters that address topics not listed here. Authors are also

> encouraged, to the extent possible, to bring in multiple perspectives

> (because you have or are willing to study them or because you can seek

> out coauthors who themselves have slightly different perspectives), so

> feel free to also propose chapters that do this in whatever way seems

> most appropriate.

>

> Submission Procedure

> Researchers and practitioners are invited to submit on or before

> November 30, 2008, a 2-3 page chapter proposal clearly explaining the

> mission and concerns of his or her proposed chapter. Authors of

> accepted proposals will be notified by December 30, 2008, about the

> status of their proposals and will be sent chapter guidelines. Full

> chapters are expected to be submitted by March 31, 2009. All submitted

> chapters will be reviewed on a double-blind review basis. This book is

> scheduled to be published by IGI Global (formerly Idea Group Inc.),

> publisher of the ?Information Science Reference? (formerly Idea Group

> Reference) and ?Medical Information Science Reference? imprints. For

> additional information regarding the publisher, please visit www.igi-global.com

> .

>

> Inquiries and submissions can be forwarded electronically (Word

> document) or by mail to:

>

> Dr. Richard Van Eck

> Instructional Design & Technology

> Education 204

> 231 Centennial Drive, Stop 7189

> University of North Dakota

> Grand Forks, ND 58202-7189

> USA

> Tel.: 701.777.3574

> Fax: 701.777.3246

> E-mail: richard.vaneck at und.edu

>

> --

> Richard N. Van Eck

> Associate Professor, Graduate Director

> Instructional Design & Technology

> Board Member, North American Simulations & Games Association

> http://idt.und.edu

> Department of Teaching & Learning

> Education Room 101

> 231 Centennial Dr Stop 7189

> Grand Forks, ND 58202-7189

> 701.777.3574

>

>

>

>

> ---

> You are currently subscribed to games-for-health as: sandra_uhling at web.de

> To unsubscribe send a blank email to leave-1345727-440659X at listserver.dmill.com

>

________________________________________________________________________
"50 erste Dates" mit Adam Sandler u. Drew Barrymore kostenlos anschauen!
Exklusiv für alle WEB.DE Nutzer. http://www.blockbuster.web.de



More information about the games_access mailing list