Welcome to the weblog of the Game Philosophy Research Initiative at the Department of Communication and Economics, University of Modena and Reggio Emilia: Viale A, Allegri 9, 42100 Reggio Emilia, Italy
Wednesday, December 31, 2008
Saturday, December 13, 2008
Second Life - Group notice: Continuano le lezioni su UniTo
Lunedi' 15 dicembre 2008, dalle ore 10.00 alle 12.00, lezione in diretta streaming.
Sara' possibile assistere alla lezione "TECNOLOGIE DELL'ISTRUZIONE E DELL'APPRENDIMENTO" con la prof.ssa BARBARA BRUSCHI, docente di Scienze della Formazione presso l'Universita' di Torino.
La lezione, sara' trasmessa in DIRETTA STREAMING dalle 10.00 alle 12.00 presso l'Aula magna virtuale di Scienze della Formazione
OGNI LUNEDI' FINO ALLA FINO ALLA FINE DEL SEMESTRE.
From Facebook: VolaVola/Fly Me (Machinima)
Wednesday, December 10, 2008
IEEE Spectrum Tech Alert - 20 November 2008
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Tuesday, December 9, 2008
IHT.com Article: Visualisation. New tools to help with information overload
Image Slide Show: http://www.iht.com/slideshows/2008/12/05/arts/design8.1.php
Sunday, December 7, 2008
CfP: World of Warcraft and Philosophy
Editors: Luke Cuddy and John Nordlinger
[http://www.neo-philosophy.com/WoW%20CFP.html]
Abstracts are sought for a collection of philosophical essays related to World of Warcraft (WoW). While the focus of the book will be WoW, we would like to extend the possible themes covered to other MMORPG games in general such as Everquest, Ultima Online, Lineage, Runescape, etc.
This volume will be published by Open Court Publishing (the publisher of The Simpsons and Philosophy, The Matrix and Philosophy, and The Undead and Philosophy, etc.) as part of their successful Popular Culture and Philosophy series. Recently, Open Court published The Legend of Zelda and Philosophy, edited by one of the current editors. We are seeking abstracts, but anyone who has already written an unpublished paper on this topic may submit it in its entirety. Potential contributors may want to examine other volumes in the Open Court series.
Please feel free to forward this to anyone writing within a philosophic (or philosophically-inclined) discipline who might be interested in contributing.
Possible Topics Include (but are not limited to):
Questing and Friendship
Guilds and Community
Meeting game play friends in real life
Identity Creation (via avatar)
Gender/Sexist Roles
Why do classes matter?
Regional Contrasts (Chinese vs. US experiences)
Politics: Alliance vs. Horde (“us” vs. “them”)
The learning of virtual skills and abilities
Economic/monetary system
Gold Farming and Other Revenue Pursuits
Ethical issues (e.g., should honor be measured in points?)
Emergent gameplay
Emerging Dialects
Resurrection
The power of game addiction
Levels of Freedom
Is there really a difference between the real world and Azeroth?
Security and privacy
WoW and Creativity: music, fan art, virtual community
Cultural Influences and Crossover (South Park, Watch the Guild)
Contributor Guidelines:
Abstract of paper (100–750 words)
Resume/CV for each author/coauthor of the paper
Submissions must be by e-mail with MS Word attachment
Submission Deadline: Currently open until January 5th, 2009 (our initial decisions will be made around this date, with papers received afterwards being considered on an as-needed basis).
Email Submissions to:
lcuddy12@gmail.com
johnnord@microsoft.com
Friday, November 7, 2008
CfP International Film Studies Conference, Udine, 23-26 March, 2009: "In The Very Beginning and At The Very End" - which is, for now, video games ...
In cooperation with the Seminar, the International Film Studies Conference (Udine, 23-26 March, 2009) will be about the theme: In The Very Beginning and At The Very End. The goal is to study how, on one hand, early cinema was defined and framed among the artistic and cultural phenomena of its times; on the other, we shall interrogate its contemporary transformations under the impulse of the digital revolution, namely cinema's links with personal computers and cellular telephones.
This parallel approach will enables us to focus on two completely different periods which are one hundred years apart. Thus, we hope to understand how the cinema responds to the needs of specific periods, by producing, at the very same time, out-of-synch responses to its own context.
This Call For Papers encourages proposals which deals with developments internal to the cinema; proposals which evaluate the impact of film theory as a discourse which goes along with, but sometimes shapes film-making; proposals which interrogate the status of the cinema as a medium by comparing it with discourses dealing with the category of art; and finally proposals are welcome as far the cinema's dialogue and tension with the most recent developments in new media from internet to video-games.
Leonardo Quaresima, Università di Udine
Director of Udine International Film Studies Conference
Jane Gaines, Columbia University/Duke University
Francesco Casetti, Università Cattolica, Milan
Coodinators of the Permanent Seminar on History of Film Theories
Proposals have to be sent by November 8, 2008, to:
francesco.casetti@unicatt.it
jmg2196@columbia.edu
udineconference@gmail.com
Length for paper proposal: 1 page max.
Thursday, October 23, 2008
The Sandbox: Gaming's New Golden Age
Mark Ollila has a notable blog over at Edge about the rise of mobile gaming. According to a recent report, games for phones and handhelds are predicted to hit $4 billion by 2012 - despite the fact that just 5% of us have played such titles. Want context? That means mobile titles will reach roughly 25% the size of the existing U.S. game market.
As I've been chattering about in recent months, I see this is the dawn of a new golden age in gaming. Mobile devices and online services, like Xbox Live Arcade, are providing both a new platform and market for independent developers. It reminds me of the homebrew heyday for self-published PC games in the early 90s (which of course followed the homebrew heyday of Apple II and C64 games). Many of our most influential game developers - id, Epic, Bungie, Maxis - came from that start-up scene. Who's next?
Posted by David Kushner on October 22, 2008
Monday, October 20, 2008
CfP: DiGRA 2009 - Breaking New Ground: Innovation in Games, Play, Practice and Theory
Sunday, October 12, 2008
CfP Game Studies Conference (Magdeburg)
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Saturday, October 11, 2008
Sandbox: Where do videogames go to die?
Monday, October 6, 2008
IHT.com Article: Using video games as bait to hook readers
A New Narrative
Libraries Check In
Thursday, October 2, 2008
MedieKultur Call for Papers: Online worlds as media and communication format
The Call is for an online media and communication studies journal based in Denmark:
For more information see the publication website:
MedieKultur is peer reviewed, and articles can be submitted directly via the website.
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Call for papers: Online worlds as media and communication format
[http://ojs.statsbiblioteket.dk/index.php/mediekultur/announcement/view/25]
Special issue. Guest editor: Kjetil Sandvik, University of Copenhagen
Submission deadline: February 1, 2009
Publication date: Fall 2009
Used for gaming and/or social networking, the avatar-navigated, 3D, Online World has emerged as a reasonably stable, digital medium. Accordingly, a number of academic perspectives have emerged, e.g., the ludological, sociological, economic, and narratological perspectives. The complex nature of the medium seem to invite a multi-disciplinary approach, or at least a multi-disciplinary openness on part of the media studies community. With this special issue on Online Worlds, we would like to take stock of the medium; the challenges it possess as an object of studies, and the possibilities it contains for furthering media and communications studies.
Topics of interest include (but are not limited to):
• Online Worlds as a methodological challenge to media studies and/or communications studies.
• Online Worlds as a challenge to our concepts of communication, e.g. the avatar-based communication as online face-to-face communication
• Cross-media tendencies in Online Worlds: connecting worlds, facilitating new media-networks, integrating new media systems etc.
• The multi-player, multi-vocal, collaborative and play-centric media platform of Online Worlds as a challenge to strategic communication.
