Digital Games Research
ECREA Section
Events

ICA Public Lecture in Cologne

The Healing Game: Positive Aspects of Game Design and Play

Cologne_Game[2][1]In this special event by the International Communication Association and University of Cologne, leading scholars and industry representatives will come together to discuss the positive effects video games can have on the wellbeing and welfare of gamers.

 

Moderated by Professor Dr. Gary Bente, University of Cologne, this lecture will present research by three leading voices in the field of Game Studies followed by a discussion with prominent members of the Game development community.

 

Panelists are Odile Limpach, Ubisoft Blue Byte Studio Strategic Consultant, where she works on cross-media projects. Dr. Maximilian Schenk, BIU Managing Director, oversees Germany’s largest trade association for video game developers, Assistant Professor Dr. Julia Kneer, Rotterdam University, Professor Dr. Marc Erich Latoschik, University of Wuerzburg, and Professor Dr. Thorsten Quandt, University of Muenster.

 

Based on Dr.’s Kneer, Latoschik, and Quandt’s research on game development, rehabilitation and games addiction, the panel will discuss how game research is impacting the use and development of games. Odile Limpach and Dr. Maximilian Schenk will respond to the research with their unique perspective in the game industry.

 

Reception to follow.

 

RSVP Here: https://www.eventbrite.com/e/the-healing-game-positive-aspects-of-game-design-and-play-tickets-15801017268

 


multi.player 2

Compete – Cooperate – Communicate

International conference on the social aspects of digital gaming

 

Date: Thursday, 14. August –  Friday, 15. August 2014

Venue: Westfälische Wilhelms-Universität (WWU) Münster, Germany

Jointly organized by:

  • ECREA (European Communication Research and Education Association) Working Group „Digital Games Research“
  • ERC (European Research Council) research group „The social fabric of virtual life“ at the University Münster

In the last decade, there has been an increase in ‘social’ multiplayer gaming activities, including rises in co-located gaming and online gaming.  This increase in multiplayer gaming has led to a range of new research evaluating the sociality of virtual worlds, massively multiplayer role-playing games (MMORPGs), multiplayer shooters, e-sports, and cooperation in party oriented console gaming. However, despite the growth in the field over the few years, many aspects of social gaming still remain largely unexplored.

Building from the topics of discussion generated at multi.player in 2011, proposals are now being sought for the multi.player 2 conference to be held at the University of Münster  (Germany) in August 2014. This is the follow-up conference to the 2011 multi.player conference, organized by ECREA’s temporary working group on Digital Games Research.

The aim of this conference is to take a deeper look at the various forms of human interaction in digital games. Researchers from a variety of disciplines interested in social interaction in games are welcome, including (but not limited to) the fields of communication research, media studies, sociology, psychology, education studies, and economics.

 

Topics

Potential topics of interest for multi.player 2 include, but are not limited to:

  • Theoretical and empirical approaches to social interaction in digital games
  • Forms of communication in digital games
  • Interaction among co-located gamers
  • Game communities and cultures, social interaction in and around games (e.g., clans and online discussions)
  • Avatars, identification, and self-representation in virtual worlds
  • Development of interaction rules and social norms, including questions of ethics, morality, economy & justice in digital games
  • Entertainment through social interaction
  • Social functionality of online gaming
  • Design and implementation of social interaction
  • Methodology of research on social interaction in games
  • Violent interactions, griefing, and sexual harassment in digital games
  • Excessive use and forms of addiction related to social aspects of gaming

 

Submission process

Individual paper and panel proposals are welcome. Authors interested in proposing a paper or panel for presentation at the conference are invited to submit an extended abstract between 1000 – 1500 words in APA 6th style to the conference organization committee before 15 March 2014. The abstracts should make clear what the status of the proposed work is, and that it will be ready for presentation at the conference. Panel proposals should include a brief synopsis of the general topic to be examined as well as an overview of the unique contribution of each participant. By sending in a paper or panel, the authors agree to personally present their research at the conference.

Notification of acceptance will be sent by 15 April 2014.

To submit, please e-mail a PDF version of your extended abstract with title as an attachment to thorsten.quandt[at]uni-muenster[dot]de. As abstracts will be subject to a blind review process, all identifying author information should be removed from the abstract prior to submission. When submitting the abstract, please provide a separate cover page (in a separate file) including the title of your extended abstract, along with your name, title, department/organization, address, and e-mail information.

 

Student submissions

We are particularly interested in in student panels that discuss up-and-coming research within the area of digital game studies. PhD students should flag their submissions as student papers if they wish to be considered for a student panel (otherwise, they will be taking part in the general paper competition). Student submissions will follow the same rules as standard submissions, however, they will be part of a separate paper competition.

Please note that the multi.player conference takes place right before the European summer school “Identity and Interdisciplinarity in Games and Play Research“ to be held in Utrecht, The Netherlands. Utrecht can be reached by train in less than 3 hours from the venue of the conference, so this would be an exellent (and low cost) opportunity for students to visit both the conference and the summer school.

More information on the summer school can be found here:
http://www.utrechtsummerschool.nl/courses/culture/identity-and-interdisciplinarity-in-games-and-play-research

(Please note: The organizers of the conference and the summer school are not identical. However, the University Münster is one of the participating universities, and some of the conference organizers will take part as lecturers in the summer school. Still, these are two separate events, with independent submission and registration processes.)

 

FAQ

Is there a participation fee? – Yes, there will be a moderate participation fee, but we will try to keep the prices as affordable as possible (i.e. way below 100 Euros).

Will there be student prices? – There will be reduced prices for students and researchers working on a 50 % basis.

Will there be a conference publication? – Nothing is set in stone yet. The first multiplayer conference resulted in a publication. However, not all of the presentations were included, and some of the chapters in the book weren’t part of the conference. The main goal is quality, so we will only produce a book if there are enough excellent papers, and if we can get the interest of a good publishing house. The first multiplayer publication can be found here as a reference of what we have in mind:
http://routledge-ny.com/books/details/9780415828864/

What happens if there isn’t a book publication? – There’s always the option of an open source proceedings volume. Again, we think it makes sense to decide this on the basis of the submissions.

What about accomodation and all these details? – The final program will have all the details, including accomodation, a schedule, directions etc.

What about networking? I heard something about a TV tower party? – You shouldn’t believe everything you hear. While Münster does have a TV tower, there is no restaurant on top of it. However, there will be socializing events where you can meet fellow games researchers and have a drink or two.

Will there be interesting keynote speakers? – That’s the plan.

Is there a preference for a certain paradigm? Will you accept quantitative or qualitative research? And how about theory? – No preference is given to a specific paradigm or approach, as long as it is social-scientific research on digital games that fits the above call. Oh, and it has to be great. J

Is the venue worth a visit, besides the conference? – Absolutely. Münster is regarded to be one of the most lovely, mid-sized cities in Germany. It has a lively student scene – the university is one of Germany’s biggest – , and the historic city centre is quite unique. More information can be found here: http://en.wikipedia.org/wiki/Münster


Updated Preconf Program

There is an updated version of the preconf program with some slight changes.

Click here for the new program!


TAG Talk #5 on YouTube

Video from today’s installment of the “Trans-Atlantic Game Talks,” which features Dr. Mary Beth Oliver’s research on meaningful experiences with video games, is now available online at http://www.youtube.com/watch?v=qSvKOeYTkMM. The Digital Games TWG co-sponsors the series with the ICA’s Game Studies interest group. All scholars are welcome at the events, and anyone with an idea for a topic or special guest should contact us!



Trans-Atlantic Game Talks #5

TAG Talk #5With the utmost pleasure, we would like to announce our fifth installment of our chat series “Trans-Atlantic Game Talks”!

We plan to host the fifth session on Tuesday, 26th of March, at 4 p.m. GMT (noon in Pennsylvania, 9:30 p.m. in New Delhi) for about 60 to 90 minutes. This second session will focus on “Games as Meaningful Entertainment”. We are looking forward to a vivid discussion concerning in what ways games can be used to experience not only enjoyment, but also as a means to engange in central questions such as life’s purpose and human meaningfulness. The session will feature media psychologist Mary Beth Oliver, distinguished professor and co-director of the media effects research lab at Penn State University.

We are excited about the ongoing cooperative efforts between ECREA’S Digital Games Research and ICA’s Games Studies section to foster community and collaboration between games researchers worldwide! Just like the former TAG Talks, it will take place on Google+ through the “Hangout” function. Just create an account on G+ (if you don’t have one already), add the ICA Game Studies Interest Group to your circles, and be there on time so we can invite you to the video chat. Don’t forget to install the official Hangout browser plugin first!

We are hoping that some ICA and ECREA members are interested, but we also need to coordinate participation due to the hangouts’ limits of ten simultaneous participants. If you are interested, please register for the event at our Facebook group or email to icagames[at]icagames[dot]org, so we can determine how to accommodate everyone. Also, let us know if you’d like to attend the whole session or just “drop in” for 20-30 minutes, because if there is a lot of interest we may schedule people for blocks of time if there is a lot of interest. In addition, we will use the Google+ OnAir function, which means the whole Hangout will be recorded and uploaded to YouTube so others can watch it later on!

We’ll be sure to organize another one shortly before or after the ICA conference in June. Hope to see you hanging out soon!


ICA Game Studies Preconf Program

The Power of Play: Motivational Uses and Applications

Pre-Conference for the 63rd International Communication Association (ICA) Annual Conference, London, UK

17 June 2013, Monday Hilton Metropole, London, UK

 

Jointly organized by:

  • ICA Game Studies Special Interest Group
  • ECREA Digital Games Research Temporary Working Group

Sponsored by:

  • Annenberg School of Communication, University of Southern California
  • Brian Lamb School of Communication, Purdue University
  • Department of Communication Studies, Northwestern University School of Communication
  • ERC Project SOFOGA / Thorsten Quandt, Westfälische Wilhelms-Universität Münster
  • Telecommunication Information Studies and Media, Michigan State University

Cost of attendance: Registration cost is $50 per person. Registration fee includes food and beverages throughout the day as well as pre-conference admittance for all panel sessions, the roundtable discussion, and the game design workshop.
Limit of attendees: The Power of Play Pre-Conference is limited to 70 attendees. Please register as early as 3 May, 2013.

Download the pre-conference program here!

 

Overview
Ever since their public appearance some four decades ago, digital games have been considered to be a unique medium that provides a specific type of experience which evokes high levels of motivation: Motivation to play repeatedly to gratify a need, and motivation to change attitudes, beliefs, and behaviors. On the one side, this motivational aspect of digital games has led to claims of them being addictive, and evoking anti-social tendencies due to their contents. On the other side, digital games are seen as tools that could radically improve learning and training outcomes, modify perceptions and behaviors, and consequently could be used in various types of interventions. For the player, the motivation to play a digital game, and the motivation to let its contents and features change their real life beliefs, perceptions, and even behavior do not have to be mutually exclusive. Hence, the ways in which digital gaming experience could be shaped to evoke motivation to play, and their various applications for entertainment and other purposes need to be better understood.

The goal of the pre-conference, “The Power of Play,” is to shed light on the motivational aspects of digital games and gameplay, how they relate to the ways in which games are used for entertainment and other purposes, the domains in which they are applied, the challenges in their design and application, and the ways in which they are studied.

 

Pre-Conference Format
2013 ICA Game Studies Pre-conference incorporates concurrent sessions of panels, a roundtable discussion over lunch, and an interactive workshop:

Concurrent panel sessions focus on various aspects of motivational uses and applications of digital games with various theoretical backgrounds, methods and perspectives. All submissions were blindly peer reviewed by members of the ECREA TWG and ICA GSIG, and accepted competitively. Please see the schedule for details of each panel session.

The roundtable luncheon discussion is facilitated with discussion topics allocated for each round table. Participants are asked to seat at a table of their interest to discuss the allocated topic and exchange contact information with other participants, and finally share their conclusions with the rest of the participants and facilitators. The roundtable discussion takes approximately two hours. After the session, the conclusions will be compiled by interested participants to create a complete model as collectively authored manuscript. Please see the schedule for details of the roundtable discussion.

The interactive game design workshop introduces participants to the practical aspects of the motivational power of play. After listening to a short introduction on basic motivational game design elements, participants collaborate to create a game with learning objectives of their choice by utilizing the design-test-redesign cycle principle of game production. The workshop takes approximately three hours. Workshop attendance is limited to 50 participants, so please e-mail icaprecon2013[at]digital-games[dot]eu in order to secure a spot. Please see the schedule for details of the workshop session.

Pre-conference proceedings will be published on ICA GSIG’s website after the pre-conference and will be publicly accessible free of charge.

 

2013 ICA Pre-Conference Organization Committee Members
Zeynep Tanes-Ehle, Ph.D., Duquesne University
Jan Van Looy, Ph.D., iMinds-MICT-Ghent University
Thorsten Quandt, Ph.D., University of Münster
Amy Shirong Lu, Ph.D., Northwestern University
Rabindra Ratan,Ph.D., Michigan State University
Mathias Crawford, Stanford University

Special thanks to James Ivory, Nicholas Bowman, and Gerald Voorhees as well as all the dedicated reviewers of this year’s pre-conference for their contributions and support in this organization.


TAG Talks now on YouTube

Thanks to everyone who contributed to another successful event. Don’t worry if you missed it, you can watch the whole TAG Talk on “Violent Crime and Media Effects” on YouTube and continue the discussion there!


http://www.youtube.com/watch?v=DY0Rd00njBs

And there is always the next talk ahead – we hope to hang out with you soon!


Trans-Atlantic Game Talks #4

With the greatest pleasure, we would like to announce the fourth installment of our chat series “Trans-Atlantic Game Talks”!

The theme of this fourth session will be “Violent Crime and Media Effects: Evidence and Speculation”. As we continue to look for answers for tragic mass crimes, discussion among researchers and the public about the potential role of violent media in serious violent crime is perhaps as active as it has ever been. This session’s special guests Christopher J. Ferguson (Texas A&M International University) and James D. Ivory (Virginia Tech) discuss the research evidence linking violent media use to serious violent crime, trends and issues regarding the manner in which that research is conducted and interpreted, and the implications of that research for public safety and policy.

We plan to host this event on Tuesday, 19th of February at 4 p.m. GMT (noon at U.S. Eastern Daylight Saving Time, midnight in Singapore) for about 90 minutes. If you want to be extra sure, check your local time here: http://wwp.greenwichmeantime.com/

Just like the first TAG Talk, it will take place on Google+ through the “Hangout” function. Just create an account on G+ (if you don’t have one already), add the ICA Game Studies Interest Group to your circles, and be there on time so we can invite you to the video chat! In addition, we will use the Google+ OnAir function, which means the whole Hangout will be recorded and uploaded to YouTube so others can watch it later on!

We are hoping that ICA and ECREA members are interested (as usual), but we also need to coordinate participation due to the hangouts’ limits of ten simultaneous participants. If you are interested, please register for the event on our Facebook page or email to icagames[at]icagames[dot]org, so we can determine how to accommodate everyone. Also, let us know if you’d like to attend the whole session or just “drop in” for 20-30 minutes, because if there is a lot of interest we may schedule people for blocks of time.

If the fourth TAG Talk is a success like the first two, we’ll be sure to organize a fifth one shortly before the ICA conference in June. Hope to see you hanging out soon!


Call for Papers: Console-ing Passions at 21

We have been asked to promote this Call for Papers for Console-ing Passions at 21, International Conference on Television, Video, Audio, New Media and Feminism.

Console-ing Passions CfP 2013


CfP Deadline Extended to Dec 30

The Power of Play: Motivational Uses and Applications of Digital Games

Pre-Conference to the 63rd International Communication Association (ICA) Annual Conference, London, UK

17 June 2013

Venue: Hilton London Metropole Hotel, London, UK

Jointly organized by:

  • ICA Game Studies Special Interest Group
  • ECREA Digital Games Research Temporary Working Group

Ever since their public appearance some four decades ago, digital games have been considered to be a unique medium that provides a specific type of experience which evokes high levels of motivation: Motivation to play repeatedly to gratify a need, and motivation to change attitudes, beliefs, and behaviors. On the one side, this motivational aspect of digital games has led to claims of them being addictive, and evoking anti-social tendencies due to their contents. On the other side, digital games are seen as tools that could radically improve learning and training outcomes, modify perceptions and behaviors, and consequently could be used in various types of interventions. For the player, the motivation to play a digital game, and the motivation to let its contents and features change their real life beliefs, perceptions, and even behavior do not have to be mutually exclusive. Hence, the ways in which digital gaming experience could be shaped to evoke motivation to play, and their various applications for entertainment and other purposes need to be better understood.

The goal of the pre-conference, “The Power of Play,” is to shed light on the motivational aspects of digital games and gameplay, how they relate to the ways in which games are used for entertainment and other purposes, the domains in which they are applied, the challenges in their design and application, and the ways in which they are studied. In order to tackle these questions, the pre-conference welcomes extended abstracts and/or workshop submissions with different theoretical backgrounds, methods and perspectives. Possible pre-conference topics include but are not restricted to:

  • Digital games as a motivational medium
  • Digital game theories to explain motivation
  • Game content and design considerations to evoke motivation
  • Gaming experience, solo and social play for motivation
  • Motivation to play vs. motivation to change beliefs, attitudes, and behaviors
  • Innovative methods for studying motivational uses and applications of games
  • Effects of motivational uses of digital games
  • The mechanism of digital game motivation
  • The process and challenges of
    • Using digital games for commercial profit
    • Using digital games to facilitate learning, to raise awareness, or to change behavior

Further information on the pre-conference can be found at: http://icagames.org, and on the ICA main conference at www.icahdq.org.


 

Extended Abstracts

Anyone interested in presenting a paper at the pre-conference is invited to submit an extended abstract of 1000-1500 words in APA 6th style to the pre-conference organization committee before 23:59 EST, 30 December 2012. The abstracts will be subject to a double blind peer review process; therefore all identifying author information should be removed from the abstract. Notification of acceptance will be sent by 1 February 2013.

To submit, please e-mail a PDF version of your extended abstract with title as an attachment to <icaprecon2013[at]digital-games[dot]eu>. When submitting the abstract, please also include a separate cover page including the title of your extended abstract, along with your name, title, department/organization, address and e-mail information.

Submission of work in progress is also welcome as long as the work can be completed by the month of the pre-conference. The extended abstracts submitted for the pre-conference should not have been submitted to any other competitions in the ICA’s main conference or any other venue. The pre-conference submissions will be refereed and programmed separately from ICA’s main conference.

All those who are accepted to present their extended abstract should register for the ICA pre-conference by 3 May 2013.

Please note that accepted extended abstracts may be published in the on-line pre-conference proceedings. Those who wish to be considered for publication should let the pre-conference organization committee know in their e-mail submission whether or not they want to be included in the proceedings.

Workshop Proposals

This year’s pre-conference will include workshops to help scholars exchange the practical aspects of the motivational power of play. Those who are interested in facilitating a workshop on game design that raises motivation, or on implementation, or assessment of motivational uses of games at the 2013 ICA London pre-conference are encouraged to submit a 500-1000 word proposal to the organizational committee.

The workshop should be designed to take approximately 2 hours to complete, should not rely on participants’ use of technology unless provided by the facilitators, and should incorporate active participation of the audience either in groups or individually. The workshop room will be set up with round tables that can accommodate 50 participants. A projector and screen will also be provided.

Please e-mail the two necessary documents described below as one PDF attachment to <icaprecon2013[at]digital-games[dot]eu> before 23:59 EST, 30 December 2012. The proposals will be accepted on the basis of peer review. Notification of acceptance will be sent by 1 February 2013. All those who are accepted to facilitate their workshop should register for the ICA pre-conference by 3 May 2013.

-The workshop proposal should contain the following information:

  • A cover page with the workshop title, name of the workshop facilitator(s), institution name(s), address(es) and e-mail(s)
  • A synopsis explaining the motivation and objectives of the workshop
  • Time frame required
  • Minimum and maximum number of participants needed
  • Skill and knowledge level requirements of the participants
  • Activity agenda including tasks to be covered throughout the workshop

–          Please also provide expected benefits/outcomes for each activity

  • Materials needed and information on who should provide them
  • Notes, comments, costs, and expectations from the organization committee (Workshop expenses may be partially subsidized by the organization committee. So please be very specific about any and all your expectations from the organization committee.)

-Please also include a bio/profile/resume of the workshop facilitator(s)

Further information on extended abstracts and workshop proposals can be inquired by e-mailing icaprecon2013[at]digital-games[dot]eu

About ICA and the Game Studies Special Interest Group

The International Communication Association (ICA) is an academic association dedicated to advancing the high quality scholarly study of human and mediated communication since 1950. ICA aims to facilitate excellence in academia by facilitating exchange among various cultures, nations, and disciplines. As of 2012, ICA has more than 4300 members in over 80 countries.

The Game Studies special interest group has been a platform for scholars worldwide specializing in rigorous research in digital games and gaming as a new form of media since 2006.

More information on ICA can be found at www.icahdq.org/. More information on the ICA Game Studies Special Interest Group can be found at http://icagames.org

About ECREA and the Digital Games Research Temporary Working Group

European Communication Research and Education Association (ECREA) is the academic society for communication scholars across (and beyond) Europe since 2005. It hosts three networks, 17 sections and 8 Temporary Working Groups (TWGs). As of 2012, ECREA counts more than 3000 members from all over the world. ECREA’s activities include the ECC conferences, summer schools, a book series, and many other activities to unite researchers in discussion and research.

The Temporary Working Group (TWG) “Digital Games Research” was founded in 2011, offering communication scholars interested in computer and video games research a dedicated home in ECREA.

More information on ECREA can be found at www.ecrea.eu. More information on the TWG and how to become member can be found at www.digital-games.eu.

 


Call for Papers and Workshops

The Power of Play: Motivational Uses and Applications of Digital Games
Pre-Conference to the 63rd International Communication Association (ICA) Annual Conference, London, UK, 17 June 2013

Venue: Hilton London Metropole Hotel, London, UK
Jointly organized by:

  • ICA Game Studies Special Interest Group
  • ECREA Digital Games Research Temporary Working Group

Ever since their public appearance some four decades ago, digital games have been considered to be a unique medium that provides a specific type of experience which evokes high levels of motivation: Motivation to play repeatedly to gratify a need, and motivation to change attitudes, beliefs, and behaviors. On the one side, this motivational aspect of digital games has led to claims of them being addictive, and evoking anti-social tendencies due to their contents. On the other side, digital games are seen as tools that could radically improve learning and training outcomes, modify perceptions and behaviors, and consequently could be used in various types of interventions. For the player, the motivation to play a digital game, and the motivation to let its contents and features change their real life beliefs, perceptions, and even behavior do not have to be mutually exclusive. Hence, the ways in which digital gaming experience could be shaped to evoke motivation to play, and their various applications for entertainment and other purposes need to be better understood.

The goal of the pre-conference, “The Power of Play,” is to shed light on the motivational aspects of digital games and gameplay, how they relate to the ways in which games are used for entertainment and other purposes, the domains in which they are applied, the challenges in their design and application, and the ways in which they are studied. In order to tackle these questions, the pre-conference welcomes extended abstracts and/or workshop submissions with different theoretical backgrounds, methods and perspectives. Possible pre-conference topics include but are not restricted to:

  • Digital games as a motivational medium
  • Digital game theories to explain motivation
  • Game content and design considerations to evoke motivation
  • Gaming experience, solo and social play for motivation
  • Motivation to play vs. motivation to change beliefs, attitudes, and behaviors
  • Innovative methods for studying motivational uses and applications of games
  • Effects of motivational uses of digital games
  • The mechanism of digital game motivation
  • The process and challenges of
  • Using digital games for commercial profit
  • Using digital games to facilitate learning, to raise awareness, or to change behavior

Further information on the pre-conference can be found at: http://icagames.org, and on the ICA main conference at www.icahdq.org.
Extended Abstracts
Anyone interested in presenting a paper at the pre-conference is invited to submit an extended abstract of 1000-1500 words in APA 6th style to the pre-conference organization committee before 23:59 EST, 1 December 2012. The abstracts will be subject to a double blind peer review process, therefore all identifying author information should be removed from the abstract. Notification of acceptance will be sent by 1 February 2013.

To submit, please e-mail a PDF version of your extended abstract as an attachment to icaprecon2013[at]digital-games[dot]eu. When submitting the abstract, please also include a separate cover page including your title, name, department/organization, address and e-mail.

The extended abstracts submitted for the pre-conference should not have been submitted to any other competitions in the ICA’s main conference or any other venue. The pre-conference submissions will be refereed and programmed separately from ICA’s main conference.

All those who are accepted to present their extended abstract should register for the ICA pre-conference by 3 May 2013.
Please note that accepted extended abstracts may be published in the on-line pre-conference proceedings. Those who wish to be considered for publication should let the pre-conference organization committee know in their e-mail submission whether or not they want to be included in the proceedings.
Workshop Proposals
This year’s pre-conference will include workshops to help scholars exchange the practical aspects of the motivational power of play. Those who are interested in facilitating a workshop on game design that raises motivation, or on implementation, or assessment of motivational uses of games at the 2013 ICA London pre-conference are encouraged to submit a 500-1000 word proposal to the organizational committee.

The workshop should be designed to take approximately 2 hours to complete, should not rely on participants’ use of technology unless provided by the facilitators, and should incorporate active participation of the audience either in groups or individually. The workshop room will be set up with round tables that can accommodate 50 participants. A projector and screen will also be provided.

Please e-mail the necessary documents described below as PDF attachments to before 23:59 EST, 1 December 2012. The proposals will be accepted on the basis of peer review. Notification of acceptance will be sent by 1 February 2013. All those who are accepted to facilitate their workshop should register for the ICA pre-conference by 3 May 2013.

The workshop proposal should include the following information:

  • A cover page with title, name of the workshop facilitator(s), institution name(s), address(es) and e-mail(s)
  • A synopsis explaining the motivation and objectives of the workshop
  • Time frame required
  • Minimum and maximum number of participants needed
  • Skill and knowledge level requirements of the participants
  • Activity agenda including tasks to be covered throughout the workshop

Please also provide expected benefits/outcomes for each activity

  • Materials needed and information on who should provide them
  • Notes, comments, costs, and expectations from the organization committee (workshop expenses may be partially subsidized by the organization committee)

Please also attach a bio/profile/resume of the workshop facilitator(s)

Further information on extended abstracts and workshop proposals can be inquired by e-mailing icaprecon2013[at]digital-games[dot]eu
About ICA and the Game Studies Special Interest Group
The International Communication Association (ICA) is an academic association dedicated to advancing the high quality scholarly study of human and mediated communication since 1950. ICA aims to facilitate excellence in academia by facilitating exchange among various cultures, nations, and disciplines. As of 2012, ICA has more than 4300 members in over 80 countries.
The Game Studies special interest group has been a platform for scholars worldwide specializing in rigorous research in digital games and gaming as a new form of media since 2006.
More information on ICA can be found at www.icahdq.org/. More information on the ICA Game Studies Special Interest Group can be found at http://icagames.org
About ECREA and the Digital Games Research Temporary Working Group

European Communication Research and Education Association (ECREA) is the academic society for communication scholars across (and beyond) Europe since 2005. It hosts three networks, 17 sections and 8 Temporary Working Groups (TWGs). As of 2012, ECREA counts more than 3000 members from all over the world. ECREA’s activities include the ECC conferences, summer schools, a book series, and many other activities to unite researchers in discussion and research.

The Temporary Working Group (TWG) “Digital Games Research” was founded in 2011, offering communication scholars interested in computer and video games research a dedicated home in ECREA.
More information on ECREA can be found at www.ecrea.eu. More information on the TWG and how to become member can be found at www.digital-games.eu.


Preconf Registration

Dear colleagues,

some of you tried to register for the preconference, and sadly, we have to admit that there are still problems. You might get a response saying that you registered for the Climate Change precon – please ignore that, it’s simply a copy paste error. If you do get a mail response (even if it’s for the climate precon), we did get your registration. If you don’t get anything, you might want to contact us directly by mail – then something might be wrong.

Furthermore, we were told that some of you might pay 30 Euros just to transfer the money to the account at Plato College. Obviously, that doesn’t make any sense. We will find a solution for that problem – either by opening a second, European account, or by a simple ‘cash collection’ at the precon itself. We will let you know in time. If you register before the 15th, you will get the early bird price, no matter what.

Sorry, again, for the inconvenience. We do our best to solve these issues soon.


ECREA Precon – Preliminary Program

After setting up the registration page, you can now view the first draft of the program for the preconference on digital games in Istanbul. It looks pretty nice to us, with a very broad spectrum of international presenters and topics. Rooms and time slots are just preliminary and have to be discussed with the local organizers.

A finalized program will be uploaded ASAP!


Registration Online!

Just one single – but important – news item regarding this: The registration page is finally online!

You will find it here:

http://www.plato.edu.tr/digitalgames/default.aspx

Please note that the early bird ends August 15, so please hurry! ;-)
The program will be online later this week.

Thanks for spreading the word and coming to Istanbul!


Trans-Atlantic Game Talks #3

With the greatest pleasure, we would like to announce the third installment of our chat series “Trans-Atlantic Game Talks”!

We plan to host this event on Tuesday, 24th of July at 4 p.m. GMT (noon at U.S. Eastern Daylight Saving Time, midnight in Singapore) for about 90 minutes. The theme of this third session will be “Studying Game Design, Designing Game Studies”, focusing on the medium itself rather than its users, both in terms of practice and research of game design, but also the role of game design for current trends in the social sciences. The session will feature RICHARD BARTLE, designer, writer, and professor Essex University.

The ongoing cooperative efforts between ECREA’S Digital Games Research and ICA’s Games Studies section to foster community and collaboration between games researchers worldwide are incredible! Just like the first TAG Talk, it will take place on Google+ through the “Hangout” function. Just create an account on G+ (if you don’t have one already), add the ICA Game Studies Interest Group to your circles, and be there on time so we can invite you to the video chat!

We are hoping that ICA and ECREA members are interested (as usual), but we also need to coordinate participation due to the hangouts’ limits of ten simultaneous participants. If you are interested, please register for the event on our Facebook page or email to icagames[at]icagames[dot]org, so we can determine how to accommodate everyone. Also, let us know if you’d like to attend the whole session or just “drop in” for 20-30 minutes, because if there is a lot of interest we may schedule people for blocks of time if there is a lot of interest.

If the third TAG Talk is a success like the first two, we’ll be sure to organize a third one shortly before or after the ECREA conference in October. Hope to see you hanging out soon!

P.S.: Note that there’s some sort of summer or daylight saving time in many countries. 4 p.m. GMT is actually 5 p.m. in London, but we kept it that way because, well, it’s what everybody’s used to :-) If you want to be extra sure, check your local time here: http://wwp.greenwichmeantime.com/


Preconf – IMPORTANT UPDATE

Please note that there has been a change of locations for the Istanbul Digital Games Research preconference! The preconference will now take place at the Plato College of Higher Education.
http://en.plato.edu.tr/
The Plato College will also host the other ECC preconferences, so we expect some practical advantages from this move. (For example, joint shuttle, a shared registration site, easier logistics etc.) More information will follow soon, and we hope to have a registration site online very soon.

And please also note that the main conference will move location too; the ECC has been moved to Mimar Sinan Fine Arts University, Bomonti Campus!


PRECON Istanbul – Q & A

We received a few questions regarding the preconference in Istanbul. So here are some answers (and please don’t hesitate to add your questions here):

 

* Do I need to register for the main conference if I want to visit the preconference on games?

Most likely: no. We are pretty sure that there will be two independent registration processes for the two events. Prices and process are not announced for the precon yet, but we will post that information as soon as it is available.

 

* Is the registration for the main conference included in the registration for the pre-conference?

No. S. above. If you register for the preconference, you’re not registered for the main conference. You need to register for the main conference separately (at least that is our expectation from the information that is currently available; if there is a change of plans, we will let you know, immediately).

 

* Will there be a hotel list?

There is one already! Please use the hotel list of the main conference, via the website http://www.ecrea2012istanbul.eu/. We do not have a separate hotel list and special precon prices, as it would be very inconvenient to change hotels after a day. You might be able to extend your stay at the given prices, but you should negotiate that with the respective hotel.

 

* When will the conference start?

It’s not fixed yet. We will announce the program as soon as possible. We know that some of you asked for a start around noon, so that they can fly in during the morning of the 23rd, but that is something we still have to clarify with the local team. We will inform you as soon as possible.

 

* Can I already register? Where is the program? Why are you so slow?

No, you cannot register (yet), and there is no program (yet). We are working hard that you get that information quickly. However, things need to be discussed between various groups (TWG, local organizers, and the overall ECC organizing team), which takes some time. So please be patient. It will be worth the wait. ;-)


Submitters Notified

Notifications have been sent out. You should have your mail with the reviews by now. Again, let us congratulate the submitters – the quality of the abstracts is excellent! We also would like to thank all the reviewers who volunteered for us. We are really looking forward to the Precon this fall!


Abstract Notifications

With the ECREA conference coming closer and closer, everyone is eagerly waiting for their abstract notifications. As the deadline for the Call was extended by two weeks, the reviews will also take a few more days. We expect the final results to be ready by the end of next week. We forgot to announce that earlier here and are very sorry for the confusion this might have caused!


Trans-Atlantic Game Talks #2

With the utmost pleasure, we would like to announce our second installment of our chat series “Trans-Atlantic Game Talks”!

We plan to host the first session on Tuesday, 17th of April at 4 p.m. GMT (11 a.m. U.S. Eastern Time, 6 p.m. in Helsinki) for about 90 minutes. This second session will focus on “Games Research Methods” including practice of study designs, qualitative analyses, physiological and other responses to digital game playing. The session will feature psychologist Niklas Ravaja, professor of social psychology of information and communication technologies at the University of Helsinki.

We are excited about the ongoing cooperative efforts between ECREA’S Digital Games Research and ICA’s Games Studies section to foster community and collaboration between games researchers worldwide! Just like the first TAG Talk, it will take place on Google+ through the “Hangout” function. Just create an account on G+ (if you don’t have one already), add the ICA Game Studies Interest Group to your circles, and be there on time so we can invite you to the video chat!

We are hoping that some ICA and ECREA members are interested, but we also need to coordinate participation due to the hangouts’ limits of ten simultaneous participants. If you are interested, please register for the event at our Facebook group or email to icagames[at]icagames[dot]org, so we can determine how to accommodate everyone. Also, let us know if you’d like to attend the whole session or just “drop in” for 20-30 minutes, because if there is a lot of interest we may schedule people for blocks of time if there is a lot of interest.

If the second TAG Talk is a success, we’ll be sure to organize a third one after the ICA conference in May. Hope to see you hanging out soon!


Pre-Conference Location

This year’s ECREA pre-conference “Experiencing Digital Games: Use, Effects & Culture of Gaming” will take place at Plato College of Higher Education on October 23-24.
http://en.plato.edu.tr/

Additional information can be obtained here:
http://www.ecrea2012istanbul.eu/pre-conference.html


Extension for Call for Abstracts

PRECONFERENCE “EXPERIENCING DIGITAL GAMES: USE, EFFECTS & CULTURE OF GAMING”

Due to popular demand, we will extend the Call for Abstracts’ deadline by two weeks. The new deadline will be Monday, 12th of March, 23.59 Central European Time. There won’t be any more extension after that date.

If you have sent us an abstract and would like to resubmit a new version, you can send us an updated file until that new deadline, too.

Looking forward to your submissions!!!

(And to counterbalance the popular rumors surrounding such extensions: The extension is *not* due to a lack of abstracts so far! On the contrary: the response is promising, so we hope for a pretty exciting event. However, we received quite a number of requests for an extension, and try to help out with that – moderate – extension of the call.)


Call for Reviewers

If you would like to review for the pre-conference in Istanbul, please let us know! The more reviewers we have, the easier the process will be.

What’s needed as a prerequisite for reviewing? You should have a notable qualification in the field of games studies/communication studies, and in an ideal case, previous experience with reviewing.

Reviews will be done in a formalized fashion, using a specific template (as it is the case for most other associations, too). Please send a short message, including a short bio/CV, to Thorsten Quandt.

Thank you very much in advance for your help, enthusiasm and support for our common cause!

 

All the best,

Thorsten


Trans-Atlantic Game Talks


Want to “hang out” online with games researchers? If so, read about a new chat series below and let us know!

As the 2012 conference approaches, we are excited to announce a cooperative effort with the ICA’s Games Studies section to foster community and collaboration between games researchers worldwide. The plan is for members to a series of informal Google+ “Hangouts” (tentatively titled “Trans-Atlantic Game Talks” due to the two organizations’ headquarters locations) through a new Google+ site.

We plan to host the first session on Tuesday, 6 March at 4 p.m. GMT (11 a.m. U.S. Eastern Time, Midnight Singapore) for about 90 minutes. The first session will focus on “Risks, Challenges, and Chances” including game effects concerns, but also opportunities, etc. The session will feature psychologist Chris Ferguson, who is making his first trip to ICA this year and who is eager to meet some members in advance before the conference.

We are hoping that some ICA and ECREA members are interested, but we also need to coordinate participation due to the hangouts’ limits of ten simultaneous participants. If you are interested, please let us know on the Facebook group or email to icagames[at]icagames[dot]org, so we can determine how to accommodate everyone. Also, let us know if you’d like to attend the whole session or just “drop in” for 20-30 minutes, because if there is a lot of interest we may schedule people for blocks of time if there is a lot of interest.

If the first hangout chat is a success, we’ll invite members to host sessions to be scheduled every few weeks. Hope to see you hanging out soon!


Preconf Deadline Reminder

Just a quick reminder that the deadline for submissions to the ECREA Pre-Conference: ‘Experiencing Digital Games: Use, Effects & Culture of Gaming’ is 28 February.

Anyone wishing to propose a paper for presentation at the conference is invited to submit an anonymized extended abstract of no more than four pages (10000 characters including spaces) in APA style to the organizing committee at the email address

precon[at]digital-games[dot]eu

before 28 February 2012.

The abstracts will be subject to a peer review process. Notification of acceptance will be sent by 31 March 2012.

When submitting the abstract, please include a separate cover page including the following contact details:

  • title
  • name
  • department/organization
  • address
  • e-mail

Abstracts should make it absolutely clear what the current status of the proposed work is. A preference is given to finished work ready for presentation (note: this includes theoretical/ conceptual papers, if the concept itself is the main object of presentation and not some related, yet unfinished empirical work). By sending in an abstract, the authors agree to personally present their research at the conference.


Call for Papers

EXPERIENCING DIGITAL GAMES: USE, EFFECTS & CULTURE OF GAMING

Pre-Conference to ECREA’s fourth European Communication Conference, ECC 2012 (Istanbul, Turkey)

23 – 24 October 2012

In the past decades, digital games have diversified into a broad range of forms each with their specific interactions and experiences: from rapid button mashing in shooter games to group chat in role-playing games, to wild dancing in party games and to actual running around in a city and engaging with the environment in location-based mobile games. Thus digital games have increasingly come to be seen as generators of experiences rather than just sources of mediated content. You do not just receive games, you live them!

Understanding digital game experience presents an important challenge for present-day communication research. Not just is there a plethora of different types of games, the very fact that an experience occurs between the player and the mediated content implies that characteristics of the user, device, (social) context and culture at large need to be taken into account. In this regard, traditional use and effects models from communication studies and media psychology have proven useful but still fall short in describing and mapping the specificities of digital gaming. Digital game-specific theories and analytical frameworks on the other hand have often had a hard time linking up with mainstream communication and media research as they are often perceived as too idiosyncratic for use beyond digital gaming.
The pre-conference “Experiencing Digital Games” aims to bridge this gap and open a vital discussion on the use, effects and culture of digital gaming. To enable a broad discussion on the gaming experience, different disciplinary approaches, methods and perspectives are welcomed, including production research, content analyses, effects and use research, cultural analysis, design-oriented approaches etc.

Conference topics include (but are not limited to):

  • Everyday experience & culture of digital games
  • Use aspects of digital games
  • Effects of digital game experiences
  • Gamer characteristics and experiences
  • Designing specific forms of game experience
  • Comparisons of different forms of gaming
  • Immersion & presence
  • Game experience and motivations for playing
  • Game content analysis and experience
  • Methodologies for game experience research
  • Avatars, identification and self-representation in virtual worlds
  • Social interaction in digital games as a specific form of game experience
  • General theoretical and empirical approaches regarding game experience

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Abstracts

Anyone wishing to propose a paper for presentation at the conference is invited to submit an anonymized extended abstract of no more than four pages (10000 characters including spaces) in APA style to the organizing committee at the email address

precon[at]digital-games[dot]eu

before 28 February 2012.

The abstracts will be subject to a peer review process. Notification of acceptance will be sent by 31 March 2012.

When submitting the abstract, please include a separate cover page including the following contact details:

  • title
  • name
  • department/organization
  • address
  • e-mail

Abstracts should make it absolutely clear what the current status of the proposed work is. A preference is given to finished work ready for presentation (note: this includes theoretical/ conceptual papers, if the concept itself is the main object of presentation and not some related, yet unfinished empirical work). By sending in an abstract, the authors agree to personally present their research at the conference.

*********************************************

Location & Main Conference

ECC 2012 will take place at Bilgi University (Istanbul, Turkey) from 24-27 October 2012. Istanbul is Turkey’s largest city, and with more than 13 million inhabitants, it is one of the largest metropolitan areas in Europe. Located on the Bosphorus strait and stretching along the Golden Horn, the city is situated both in Europe and Asia. It offers a rich Roman, Christian and Ottoman heritage in its historic districts, as well as the pulsating street life of a modern city. Bilgi University, founded in 1994, has three centrally located campuses that are interconnected via Shuttle Buses. More information on the university can be found via Bilgi’s website:

http://www.bilgi.edu.tr/en/

The main ECC conference will provide a broad platform to meet and discuss the profound transformations that are taking place globally in the mass mediated societies. The proposed theme “Social Media And Global Voices” opens a space for a vibrant discussion in the European academic scene. The main conference will offer a large variety of scientific panels, podium discussions and meetings. ECREA’s Sections, Networks, Temporary Working Groups will organize thematic sessions and or panels, covering a wider range of topics related to (mediated) communication. More information on the ECC 2012 and the respective Calls for Proposals can be found here:

http://www.ecrea2012istanbul.eu/

During the main conference, the Temporary Working Group will organize a Business Meeting and a Panel with invited speakers, presenting selected research findings to the main ECREA audience.

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About ECREA and the TWG “Digital Games Research”

ECREA is the academic society for communication scholars across (and beyond) Europe. It hosts three networks, 17 sections and 7 Temporary Working Groups (TWGs). Currently, ECREA counts more than 2700 members from all over the world. ECREA’s activities include the ECC conferences, summer schools, a book series, and many other activities to unite researchers in discussion and research.

The TWG “Digital Games Research” was founded in 2011, giving European communication scholars interested in computer and video games research a dedicated home in ECREA.

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Additional Information

The language of the pre-conference is English. Full papers should be ready at least two weeks before the conference (19 October 2012), so that conference participants have the opportunity to read them. Depending on the number, quality and coherence of the submissions, a publication of a proceedings volume will be considered.

Further information about the pre-conference will be posted here!

We will update the website with the final programme and additional information in the coming months.


TWG Preconference Istanbul

In addition to the general call of the ECC 2012 and the possibility to send in papers for the TWG panel, we will also organize an additional preconference. The panel and the preconference will have two distinct topics, so that there will be no overlap. Therefore, academics interested in digital games will have more opporunities to present their work and to inform themselves about new developemnts in games research. More information regarding both the ECC 2012 (and the games panel) as well as the preconference will be available at this website soon.


Group Meeting in Istanbul

The next group meeting will be held at ECREA’s 4th European Communication Conference. The conference will take place in Istanbul from 24 to 27 October 2012 and will emphasize “Social Media, Global Voices” as a theme.


multi.player

International Conference on the Social Aspects of Digital Gaming
21.07.2011-23.07.2011, Hohenheim, Germany
The development of social games is of great academic interest. Wide-ranging studies have been initiated to investigate the sociality of virtual worlds, massively multiplayer role playing games (MMORPGs), multiplayer shooters, e-sports, and cooperation in party-oriented console gaming, yet games research remains a relatively new field. Despite explosive growth in the field over the past decade, many aspects of social gaming still remain largely unexplored.

This international conference took a closer look at the various forms of human interaction in digital games, bringing together researchers from a variety of disciplines interested in social interaction in games, including (but not limited to) the fields of communication research, media studies, sociology, psychology, education studies, and economics.

With 110 guests from 11 countries, 33 presentations and 4 keynotes, the conference was quite large, diverse and exciting – all in all a great success. Further information can be found on the conference website. Some impressions from multi.player can be viewed here:

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