Monday, June 17, 2013

Extended Deadline for the Conference: Computer Game Space - Concept, Form and Experience


The Program Committee is extending the deadline for the 7th International Conference on the Philosophy of Computer Games, to be held in Bergen, Norway, October 2-4 2013. 

The new deadline is midnight GMT, Monday 1 July 2013. 

Please note that the submission system requires that the text for the abstract is entered into a web-form and not uploaded as a pdf-file as stated in the original call. Submitters to the original deadline can revise their abstracts through the submission system.

Call for Papers

7th International Conference on the Philosophy of Computer Games

Computer Game Space – Concept, Form and Experience

We hereby invite scholars in any field of studies who take a professional interest in the philosophy of computer games to submit papers to the 7th International Conference on the Philosophy of Computer Games, to be held in Bergen, Norway, October 2-4 2013.

Player experience and dynamics in computer games are structured around apparent spatial relations inside the gameworld. It is furthermore common to use spatial metaphors such as  “action space”, “possibility space”, “experiential space” to explain central aspects of these games. For this conference we invite papers that aim to clarify and critically evaluate views about the nature of spatial relations in computer games. The papers may address such questions as: Is space in games fictional or real? What is
the nature of space in games if it is not fictional? What are the formal properties of space in computer games? What is the role of spatial relations in defining interactivity? What is the relation between in-game spatial orientation and ordinary spatial orientation?

Accepted papers will have a clear focus on philosophy and philosophical issues in relation to computer games. They will refer to specific examples from computer games rather than merely invoke them in general terms.

In addition to papers that are directed at the main theme we invite a smaller number of papers in an “open” category. We are especially interested in papers that aim to continue discussions from earlier
conferences in this series.

Abstracts should have a maximum of 1000 words including bibliography. Please note if you intend your paper to fit in the “open” category. 

Deadline for submissions is midnight GMT, Monday 1 July 2013. 

Please submit your abstract through review.gamephilosophy.org All submitted abstracts will be subject to double blind peer review.  Notification of accepted submissions will be sent out by August 15, 2013. A full paper draft must then be submitted by September 25, 2013 and will be made available on the conference website.
We also issue a call for workshops to be held on October 1. Please contact the program committee chair if you are interested in organizing a workshop.

For information about the conference please visit 2013.gamephilosophy.org and gamephilosophy.org 

A wiki-based bibliography for the conference theme will be made available.

Olav Asheim
Kristine Jørgensen
Rune Klevjer
Stephan Günzel
Gordon Calleja
Patrick Coppock
Olli Tapio Leino,
John Richard Sageng, program committee chair

Sunday, June 2, 2013

Second Call for Papers: 7th International Conference on the Philosophy of Computer Games


Second Call for Papers: 7th International Conference on the Philosophy of Computer Games

Call for Papers



7th International Conference on the Philosophy of Computer Games

Computer Game Space - Concept, Form and Experience 

We hereby invite scholars in any field of studies who take a professional interest in the philosophy of computer games to submit papers to the 7th International Conference on the Philosophy of Computer Games, to be held in Bergen, Norway, on October 2-4 2013.

Player experience and dynamics in computer games are structured around apparent spatial relations inside the gameworld. It is furthermore common to use spatial metaphors such as  “action space”, “possibility space”, “experiential space” to explain central aspects of these games. For this conference we invite papers that aim to clarify and critically evaluate views about the nature of spatial relations in computer games. The papers may address such questions as: Is space in games fictional or real? What is the nature of space in games if it is not fictional? What are the formal properties of space in computer games? What is the role of spatial relations in defining interactivity? What is the relation between in-game spatial orientation and ordinary spatial orientation?

Accepted papers will have a clear focus on philosophy and philosophical issues in relation to computer games. They will refer to specific examples from computer games rather than merely invoke them in general terms.

In addition to papers that are directed at the main theme we invite a smaller number of papers in an “open” category. We are especially interested in papers that aim to continue discussions from earlier conferences in this series.

The abstracts should have a maximum 1000 words including bibliography. Please note if you intend your paper to fit in the “open” category.  Deadline for submissions is 17:00 GMT, June 14, 2013. 

Please submit your abstract in PDF format through review.gamephilosophy.org.

All submitted abstracts will be subject to double blind peer review.  Notification of accepted submissions will be sent out by August 15, 2013. A full paper draft must then be submitted by September 25, 2013 and will be made available on the conference website.

We also issue a call for workshops to be held on October 1. Please contact the program committee chair if you are interested in organizing a workshop.

For information about the conference please visit 2013.gamephilosophy.org and gamephilosophy.org. A wiki-based bibliography for the conference theme will be made available.

Olav Asheim

Kristine Jørgensen

Rune Klevjer

Stephan Günzel

Gordon Calleja

Patrick Coppock

Olli Tapio Leino

John Richard Sageng, program committee chair

Tuesday, April 16, 2013

G|A|M|E n.2/2013 is out!


G|A|M|E – n. 2/2013

Index
vol. 12013 – Journal: TECHNOLOGY EVOLUTION AND PERSPECTIVE INNOVATION
vol. 22013 - Critical Notes

Monday, March 18, 2013

Call for Papers: 7th International Conference on the Philosophy of Computer Games



Call for Papers


7th International Conference on the Philosophy of Computer Games

Computer Game Space - Concept, Form and Experience 

We hereby invite scholars in any field of studies who take a professional interest in the philosophy of computer games to submit papers to the 7th International Conference on the Philosophy of Computer Games, to be held in Bergen, Norway, on October 2-4 2013.

Player experience and dynamics in computer games are structured around apparent spatial relations inside the gameworld. It is furthermore common to use spatial metaphors such as  “action space”, “possibility space”, “experiential space” to explain central aspects of these games. For this conference we invite papers that aim to clarify and critically evaluate views about the nature of spatial relations in computer games. The papers may address such questions as: Is space in games fictional or real? What is the nature of space in games if it is not fictional? What are the formal properties of space in computer games? What is the role of spatial relations in defining interactivity? What is the relation between in-game spatial orientation and ordinary spatial orientation?

Accepted papers will have a clear focus on philosophy and philosophical issues in relation to computer games. They will refer to specific examples from computer games rather than merely invoke them in general terms.

In addition to papers that are directed at the main theme we invite a smaller number of papers in an “open” category. We are especially interested in papers that aim to continue discussions from earlier conferences in this series.

The abstracts should have a maximum 1000 words including bibliography. Please note if you intend your paper to fit in the “open” category.  Deadline for submissions is 17:00 GMT, June 14, 2013. Please submit your abstract in PDF format through review.gamephilosophy.org.

All submitted abstracts will be subject to double blind peer review.  Notification of accepted submissions will be sent out by August 15, 2013. A full paper draft must then be submitted by September 25, 2013 and will be made available on the conference website.

We also issue a call for workshops to be held on October 1. Please contact the program committee chair if you are interested in organizing a workshop.

For information about the conference please visit 2013.gamephilosophy.org and gamephilosophy.org. A wiki-based bibliography for the conference theme will be made available.

Olav Asheim

Kristine Jørgensen

Rune Klevjer

Stephan Günzel

Gordon Calleja

Patrick Coppock

Olli Tapio Leino

John Richard Sageng, program committee chair

Wednesday, May 13, 2009

[Reminder] Conference: The Philosophy of Computer Games 2009

Conference Announcement

THE PHILOSOPHY OF COMPUTER GAMES 2009

We are pleased to announce the fourth conferenceon the Philosophy of Computer Games, to be held in Oslo, Norway 13-15 August 2009.

The keynote speakers include Kendall Walton, author of "Mimesis as Make-Believe: On the Foundations of the Representational Arts" (Harvard University Press, 1993), Miguel Sicart, author of "The Ethics of Computer Games" (The MIT Press, 2009) and Grant Tavinor, author of "The Art of Video Games" (Wiley-Blackwell, forthcoming in October 2009).

For the Call for Papers, registration and more details about the conference, please visit www.gamephilosophy.org.

Deadline for submission of abstracts is June 1.

The conference is a part of an effort to develop discussions about philosophical issues that arise in the study of computer games. The topics for this years conference include fictionality,
definitions of computer games and ethical and political issues.
The target audience is media researchers and philosophers, but the conference is open to anyone with with a professional interest in computer games.

Nordic Game Research Network is organizing a pre-conference workshop for Ph.d. students on August 12.

With best regards

Olav Asheim
Miguel Sicart
Frans Mäyrä
Patrick Coppock
Sten Ludvigsen
Ole Ertløv Hansen
Stephan Günzel
Rune Klevjer
John Richard Sageng
Ragnhild Tronstad


Organizational partners:

Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo, Norway
(Main conference host)
Department of Media and Communication, University of Oslo, Norway
Digital Games Research Center, University of Potsdam, Germany
Department of Social, Cognitive and Quantitative Science at the University of Modena & Reggio
Emilia, Italy
Nordic Game Research Network
Intermedia, University of Oslo, Norway
Games Research Lab, University of Tampere, Finland
Center for Computer Games Research at the IT-University of Copenhagen, Denmark
Philosophical Project Centre, Oslo, Norway
Department of Information Science and Media
Studies, University of Bergen, Norway

Sunday, October 5, 2008

IHT.com: Using video games as bait to hook readers

Using video games as bait to hook readers
By Motoko Rich The New York Times
Monday, October 6, 2008

When PJ Haarsma wrote his first book, a science fiction novel for preteenagers, he didn't think just about how to describe Orbis, the planetary system where the story takes place. He also thought about how it should look and feel in a video game.
The online game that Haarsma designed not only extends the fictional world of the novel, it also allows readers to play in it. At the same time, Haarsma very calculatedly gave gamers who might not otherwise pick up a book a clear incentive to read: one way that players advance is by answering questions with information from the novel.
"You can't just make a book anymore," said Haarsma, a former advertising consultant. Pairing a video game with a novel for young readers, he added, "brings the book into their world, as opposed to going the other way around."
Haarsma is not the only one using video games to spark an interest in books. Increasingly, authors, teachers, librarians and publishers are embracing this fast-paced, image-laden world in the hope that the games will draw children to reading.
Spurred by arguments that video games also may teach a kind of digital literacy that is becoming as important as proficiency in print, libraries are hosting gaming tournaments, while schools are exploring how to incorporate video games in the classroom. In New York, the John D. and Catherine T. MacArthur Foundation is supporting efforts to create a proposed public school that will use principles of game design like instant feedback and graphic imagery to promote learning.
Publishers, meanwhile, are rushing to get in on the action.
Scholastic, the American publisher of the Harry Potter series, recently released "The Maze of Bones," the first installment in a 10-book mystery series that is tied to a Web-based game.
In advance of the publication of "Brisingr," the third book in the best-selling "Inheritance" fantasy series by Christopher Paolini, Random House Children's Books commissioned an online game. About 51,000 people have signed up since June to play and chat on message boards on the site.
But doubtful teachers and literacy experts question how effective it is to use an overwhelmingly visual medium to connect youngsters to the written word. They suggest that while a handful of players might be motivated to pick up a book, many more will skip the text and go straight to the game. Others suggest that video games detract from the experience of being wholly immersed in a book.
Some researchers, though, say that even when children don't read much text, they are picking up skills that can help them thrive in a visually oriented digital world. And some educational experts suggest that video games still stimulate reading in blogs and strategy guides for players.
To be sure, some of the experiments pairing electronic games with books will be little more than marketing gimmicks. But publishers and authors suggest that some projects may push creative boundaries, helping to extend storytelling beyond the traditional covers of a book.
The premise of Scholastic's series "The 39 Clues," for example, is that online players search for some of the clues themselves, encountering background stories about new characters as well as text and pictures about everything from the Titanic to the Iditarod sled-dog race, material that supplements the novels and inevitably entails some reading.

A New Narrative

A recent poll by the Pew Internet & American Life project found that 97 percent of children 12 to 17 play games on computers, consoles and handheld devices. But while video games may seem to have little in common with books, some see a clear connection.
"I think gamers and readers are looking for the same thing," said Rick Riordan, author of the popular "Percy Jackson and the Olympians" novels, who has written the first book in Scholastic's "39 Clues" series. "They are looking to be dropped into an intriguing story and to become a character in the story."
Still, avid readers who have compared the narrative arcs of video games with books sometimes find the games wanting. When Jacob Bagley first arrived as a freshman at Brown University, he was rapidly sucked into "World of Warcraft," an online game set in a medieval landscape where players collaborate to slay monsters and complete quests.
Bagley, now a senior, was so addicted that he sometimes abandoned friends in the dining hall to return to the game. But the story was never the attraction. Both the narrative and the characters, he said, were too simplistic, and he gave up "World of Warcraft" in his sophomore year.
Video games, said Bagley, 21, "certainly don't have the same degree of emotional and intellectual complexity of a book."
Some people argue that video games are an emerging medium likely to undergo an evolution. "I wouldn't be surprised if, in 10 or 20 years, video games are creating fictional universes which are every bit as complex as the world of fiction of Dickens or Dostoevsky," said Jay Parini, a writer who teaches English at Middlebury College.
Writers have also started to adopt the pace and perspective of video games. Quinn Clark, a video game player in Vista, a San Diego suburb, was drawn to Haarsma's novel, "The Softwire: Virus on Orbis 1," because of its similarities to some of his favorite games.
The novel is narrated by J. T., a 13-year-old boy who has the ability to burrow into a computer with his mind and fights aliens. His viewpoint mimics the behind-the-eyeballs feel of a video game.
"I felt like I was in 'Call of Duty 4,' " said Quinn, a beanpole thin 12-year-old, referring to a popular combat game.

Libraries Check In

Gaming advocates suggest that even if video games don't motivate more traditional reading, they have the potential to teach players how to absorb visual information and think strategically.
Inspired in part by such theories, librarians now stage tournaments for teenagers with games like Super Smash Brothers Brawl and Dance Dance Revolution. In the first half of this year, the New York Public Library hosted more than 500 events, drawing nearly 8,300 teenagers.
In Columbus, Ohio, nearly 5,500 youngsters have participated in more than 300 tournaments at the public library this year.
"I think we have to ask ourselves, 'What exactly is reading?' " said Jack Martin, assistant director for young adult programs at the New York Public Library. "Reading is no longer just in the traditional sense of reading words in English or another language on a paper."
In some cases, librarians may guide young gamers towards other resources - including, occasionally, books. But critics argue that most children who play games at the library simply do just that. And games like Dance Dance Revolution, in which players follow dance steps on a screen, seem to have little to do with literacy of any kind.
At a gaming tournament at a branch of the Ann Arbor, Michigan, public library earlier this year, more than 30 boys gathered in a darkened room, feverishly sparring in matches of Super Smash Brothers Melee for more than six hours. Most of them said they did not read much, and rarely checked out books.
Derek Hibbs, 18, a regular tournament player, said reading felt too solitary. "You can't say: 'I charge you to a reading duel. Go!' "
Researchers, who are just beginning to explore the cognitive effects of video games, have found that in laboratory settings, action gamers are better than nonplayers at focusing on tasks and ignoring irrelevant distractions.
Some gaming evangelists suggest reading feels too passive to youngsters who want the sense of power conferred by a control pad.
"Games are teaching critical thinking skills and a sense of yourself as an agent having to make choices and live with those choices," said James Paul Gee, the author of the book "What Video Games Have to Teach Us About Learning and Literacy." "You can't screw up a Dostoevsky book, but you can screw up a game."
Skeptics point out that psychological research consistently shows that skills often don't transfer from one setting to another.
Nevertheless, some educators argue that students may learn more by playing an active role in the simulated world of a game than they might by simply reading a book.
Such ideas led Lyn Lord, a social studies teacher at Kimball Union Academy, a boarding school in Meriden, New Hampshire, to introduce students to Civilization, a role-playing game in which players build and lead cultures like the Aztecs or the ancient Romans through thousands of years of historical development.
Holly McLaughlin, a senior at Kimball who played Civilization as a sophomore in Lord's class, said that at first she failed at the game, choosing to develop culture and religion at the expense of roads and the military. Playing, she said, helped her gain a deeper appreciation for why leaders made certain decisions.
"Rather than just reading about it," Holly said, "you would understand everything about it, because you had built a network of roads yourself."
There is still little research on whether students ultimately absorb information better by playing games. "I actually think reading is pretty great and can compete with video games easily," said Mark Seidenberg, a professor at the University of Wisconsin in Madison who specializes in reading research. "So rather than say, 'Oh, books are irrelevant in the modern era because there are all these other media available,' I would ask shouldn't we be doing a better job of teaching kids how to read?"
Some gaming advocates suggest that video games may help with that.
The reading that gamers do in instructional manuals, strategy guides or message boards, though often cryptic and more technical than narrative, might serve as a "gateway drug for literacy," said Constance Steinkuehler, an assistant professor in the school of education also at the University of Wisconsin at Madison.
For the past year, Steinkuehler has been testing this hypothesis with a group of teenage boys who play World of Warcraft.
Noah Tropp, 14, who participated in Steinkuehler's program for several months this year, regularly reads sites like gamewinners.com and supercheat.com. While looking for hints online, he read about "Death Note," a novel based on a Japanese video game. Over the summer, he read it.
Noah also wrote about the games and other pastimes on a group Internet forum. "I was so surprised because he does not like writing," said William Tropp, Noah's father. "I said, 'Why aren't you like this in school?' "
In one posting, Noah recommended "xxxHOLIC," a graphic novel based on Japanese manga cartoons.
"You should check it out if you get the chance," Noah concluded, "and it is a good book!"

Thursday, October 2, 2008

Here we go!

Hi all here we are