[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