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Journal: New issue of Journal of Gaming and Virtual Worlds
The latest issue (3:1, spring 2011) of Journal of Gaming and Virtual Worlds is now available online and in print on demand. For more information, go to http://www.intellectbooks.co.uk/journals/view-issue,id=1973/. Table of contents after the jump.
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Book: Gaming Matters: Art, Science, Magic, and the Computer Game Medium by Judd Ethan Ruggill and Ken S. McAllister
Gaming Matters: Art, Science, Magic, and the Computer Game Medium Judd Ethan Ruggill and Ken S. McAllister University of Alabama Press, 2011 In Gaming Matters, Judd Ethan Ruggill (Arizona State University) and Ken S. McAllister (University of Arizona) offer a playful and provocative look at the computer game medium, arguing that games are: (more after…
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Event: Unfolding New Media – Laura Marks/Seth Giddings (Pervasive Media Studio, Bristol, UK)
Unfolding New Media – Laura Marks/Seth Giddings Tuesday 7th June 5 – 8pm Pervasive Media Studio Anchor Square Bristol BS1 5DB http://www.pmstudio.co.uk/about-pervasive-media-studio
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Journal: New Issue of International Journal of Game-Based Learning (IJGBL)
International Journal of Game-Based Learning (IJGBL): Volume 1, Issue 2, April-June 2011 Official Publication of the Information Resources Management Association Volume 1, Issue 2, April-June 2011 Published: Quarterly in Print and Electronically ISSN: 2155-6849 EISSN: 2155-6857 Published by IGI Publishing, Hershey-New York, USA www.igi-global.com/ijgbl Editor-in-Chief: Dr. Patrick Felicia, Waterford Institute of Technology, Ireland Table of…
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Journal: Digital Culture & Education: Special Issue on Digital games and second language acquisition in Asia
Digital Culture & Education recently published a special issue on digital games and second language acquisition guest edited by Michael Thomas. The issue can be found at www.digitalcultureandeducation.com. All articles are available through open access. Table of contents after the fold:
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Journal: New issue of Game Studies out now – Special Issue on Game Reward Systems
Game Studies: The International Journal of Computer Game Research has just published its latest issue (Volume 11, Issue 1, February 2011). All articles are available at: http://gamestudies.org/1101
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Book: Well Played 2.0: Video Games, Value and Meaning
ETC Press is excited to announce the release of "Well Played 2.0: Video Games, Value and Meaning" edited by Drew Davidson et al. Following on Well Played 1.0, this book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game.…
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Applications open for Playable Media MFA at UC Santa Cruz
UC Santa Cruz recently added an MFA for artists working with computer games, software toys, interactive fictions, rhetorical simulations, and related playable forms. This is the third year that the university’s Digital Arts and New Media (DANM) MFA program has offered “Playable Media” as a research focus for its collaborative faculty-student projects. Applications to the…
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Call for Hosts: Global Game Jam 2011
It’s coming. The third installment of the GGJ – Global Game Jam 2011 will take place the last weekend of January 2011 (January 28-30, 2011): – One Weekend – World wide game jam – One theme – Thousands of game developer enthusiasts – Hundreds of locations – Thousand+ newly created games We are looking for…
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CfP: Game Telemetry and Metrics: Maximizing the Value of your Data (book)
Game metrics has become the new buzz word within the game industry. Tons of data about players, what they do, what they pay money for, as well as data on technical performance, NPC behaviors, etc., are all suddenly at the fingertips of the industry. However, the real question is: what can you do with this…
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New Book: Real Time Research: Improvisational Game Scholarship
ETC Press is proud to announce the publication of “Real Time Research: Improvisational Game Scholarship,” by Seann Dikkers, Eric Zimmerman, Kurt Squire, and Constance Steinkuehler. Real-Time Research is based on a series of workshops conducted by the authors, as they pursued a new kind of interdisciplinary game experimentation.
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Report: Preserving Virtual Worlds
The Preserving Virtual Worlds project is a collaborative research venture of the Rochester Institute of Technology, Stanford University, the University of Maryland, the University of Illinois at Urbana-Champaign and Linden Lab, conducted as part of Preserving Creative America, an initiative of the National Digital Information Infrastructure and Preservation Program at the US Library of Congress.…