Special Issue on “Culture Games”
ACM Journal on Computing and Cultural Heritage
CALL FOR PAPERS – Deadline 15th December 2019
Industries, stakeholders, and the general public approach culture (both tangible and intangible) for a variety of purposes, and digital games can channel each of these purposes in different ways. In the context of a cultural experience, people may want to learn (with serious games) but also to have fun (with simple entertainment games), spend some spare time (with casual games), socialize (with social or multiplayer games), or create (with collaborative creation games). Similarly, cultural institutions wish not only to teach, but also to attract more visitors (promotional games or advergames). In the last decade, there have been substantial developments in the gaming technologies applied to cultural heritage purposes. Technologies like crowdsourcing and human computation have become more sophisticated. New game-oriented (but not only) media such as mixed-reality, virtual reality and natural interaction (e.g. motion-based gameplay) have become more prevalent.
Our goal in this special issue is twofold: a) to broaden the scope and explore gaming in cultural heritage across multiple genres used in real-life and b) to include the latest developed gaming technologies in the field of culture.
Authors are invited to submit papers on original and unpublished research and practical applications concerning games for a variety of purposes related to tangible and intangible heritage, including cultural sites, museums, art, mythology and natural heritage. As with the broader topics of JOCCH, we welcome submissions on Use-inspired Basic Research and on Applied Research ( https://jocch.acm.org/authors.
In particular, we welcome contributions on topics including, but not limited to:
* Game technologies for Culture Heritage (CH)
* Promotional games for CH
* Unusual game genres for CH (e.g. first person shooters, or side scrollers)
* Ubiquitous computing in games for CH (e.g. location-based games)
* Applications and case studies of games for CH
* Human computation, crowdsourcing, and artificial intelligence in CH game applications
* Game design for CH: user experience, interaction, game mechanics and rewards
* Transformation of tangible artifacts into virtual game environments
* Games that tell (culturally relevant) stories
As a final outcome, we wish to attract a broad set of researchers from the game studies and game research community, the HCI and AI communities, as well as the applied cultural heritage community, into a truly interdisciplinary and pertinent special issue.
Accepted papers will be published in the ACM Journal on Computing and Cultural Heritage. Please follow the format instructions for the journal ( https://www.acm.org/
===Important Dates===
Submission: 15 December 2019
First review: 15 April 2020
Revised papers: 30 June 2020
Final review: 30 July 2020
Final version: 15 October 2020
Publication: Issue 13:4 (final issue of 2020) or 14:1 (first issue of 2021)
===Guest Editors===
* George Lepouras (www.uop.gr/~gl/)
* Ioanna Lykourentzou (http://lykourentzou.com)
* Antonios Liapis (http://antoniosliapis.com)