CFP: International Journal of Game-Based Learning

Authors are invited to submit manuscripts to be considered for inclusion in the fourth issue of the third volume of the International Journal of Game-Based Learning (IJGBL) (http://igi-global.com/ijgbl/)  to be published in October 2013. Papers should be submitted on or before 8th April March 2013 to pfelicia@wit.ie.

Mission
The mission of the International Journal of Game-Based Learning (IJGBL) is to promote knowledge pertinent to the design of Game-Based Learning environments, and to provide relevant theoretical frameworks and the latest empirical research findings in the field of Game-Based Learning. The main goals of IJGBL are to identify, explain, and improve the interaction between learning outcomes and motivation in video games, and to promote best practices for the integration of video games in instructional settings. The journal is multidisciplinary and addresses cognitive, psychological and emotional aspects of Game-Based Learning. It discusses innovative and cost-effective Game-Based Learning solutions. It also provides students, researchers, instructors, and policymakers with valuable information in Game-Based Learning, and increases their understanding of the process of designing, developing and deploying successful educational games. IJGBL also identifies future directions in this new educational medium.

Coverage
Topics to be discussed in this journal include (but are not limited to) the following:

- Adaptive games design for Game-Based Learning
- Design of educational games for people with disabilities
- Educational video games and learning management systems
- Game design models and design patterns for Game-Based Learning
- Instructional design for Game-Based Learning
- Integration and deployment of video games in the classroom
- Intelligent tutoring systems and Game-Based Learning
- Learning by designing and developing video games
- Games for change
- Learning styles, behaviors and personalities in educational video games
- Mobile development and augmented reality for Game-Based Learning
- Motivation, audio and emotions in educational video games
- Role of instructors
- Virtual worlds and Game-Based Learning
- Gamification

Submission
Research papers submitted for this journal must be original submissions and should be between 5,500 to 8,000 words in length. Interested authors must consult the journal’s guidelines for manuscript submissions (http://www.igi-global.com/AuthorsEditors/AuthorEditorResources/JournalDevelopmentResources.aspx) prior to submission. All submissions will be forwarded to at least three members of the Editorial Review Board of the journal for double-blind, peer review. Final decision regarding acceptance/revision/rejection will be based on the reviews received from the reviewers. All submissions must be forwarded electronically to pfelicia@wit.ie no later than 8th April 2013.

CFP: Cultures in virtual worlds

Note: This call for papers was submitted to a few mailing lists. It might be of interest to some of you:

Cultures in Virtual Worlds
A special issue of the New Review of Hypermedia and Multimedia


Guest-edited by Jeremy Hunsinger and Adrienne Massanari

Virtual worlds (VW) embody cultures, their artefacts, and their praxes; these new and old spaces of imagination and transformation allow humans to interact in spatial dimensions. Within these spaces, culture manifests with the creation, representation, and circulation of meaningful experiences.  But virtual worlds are not novel in that regard, nor should we make the mistake to assume that they are novel in themselves.  Virtual experiences have been around in some respect for hundreds of years, and virtual worlds based in information technology have existed for at least 40 years.  The current generation of virtual worlds, with roots over four decades old in studies of virtual reality, computer supported cooperative work (CSCW), sociology, cultural studies, and related topics, provide for rich and occasionally immersive environments where people become enculturated within the world sometimes as richly as the rest of their everyday lives.   

We seek research that encounters and investigates cultures in virtual worlds in its plurality and in its richness.   To that end, we invite papers covering the breadth of the topic of cultures in and of virtual worlds. 

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CFP: Future and Reality of Gaming (FROG)

Vienna’s annual Games Conference, “Future and Reality of Gaming” (FROG), offers an open and international platform for leading game studies researchers and scholars, game designers, researchers and scholars from various other fields, education professionals, and gamers from around the world. The main objective of the FROG11 is to explore the phenomena of applied playfulness in regard to questions of media competence, media convergence, the sociability of play and the impacts of games on future and reality of our culture.
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