Mostrando entradas con la etiqueta gamificación. Mostrar todas las entradas
Mostrando entradas con la etiqueta gamificación. Mostrar todas las entradas

30 de agosto de 2021

*CFP* CALL FOR PROPOSALS, MULTIPLAY NETWORK'S FIRST CONFERENCE

MultiPlay Network 1st Conference


19th January 2022
 
 
We have released a call for papers for MultiPlay network's first conference. MultiPlay is a new network for multidisciplinary research on digital play and games. It was created with the support of the University of Sunderland, which will be host our first event.

The theme of the conference is identity – how games shape identity, how gamers define themselves, how place and space in games can build a sense of identity, and how marginalised identities are depicted in games and can challenge or reinforce dominant power structures.

We are accepting submissions on this theme. Abstracts should be no more than 300 words, with an accompanying biography which should describe your fields of interest. We will respond to each applicant before October 1st to confirm whether their presentation proposal has been accepted.

26 de julio de 2021

*CFP* CALL FOR PARTICIPATION, THE 1ST GAMES AND SOCIAL IMPACT MEDIA RESEARCH LAB CONFERENCE

 The 1st Games and Social Impact Media Research Lab Conference (GLOW2021)


October 22, 2021 (Online)
 

The potential of games for social impact and inclusion is vast and ever-evolving. The Games and Social Impact Media Research Lab (GLOW) was created at Lusófona University to research, discover, and foster links between games studies in academia and civil society through educational and knowledge exchanges. GLOW’s main research interests are the social impact of games and play and how this impact can be transformed and advanced. A number of social groups continue to be underrepresented in the games industry’s priorities, and design knowledge needs to expand in relation to these groups and their specificities. GLOW is meant to advance existing research in the relationship between games and social outcomes, strengthening the sharing and production of new data evidence, new methodologies, and approaches in the field.

14 de junio de 2021

*CFP* "CONTAINING COVID-19, THE MOBILE WAY: A GLOBAL COMPARISON", BOOK CHAPTER

As a sister volume to Containing COVID-19, the Mobile Way: Experience and Expertise from China, this volume concentrates on comparative studies of the global efforts in leveraging mobile to battle the pandemic. As the battle still goes on, it is imperative to compare and learn from each other globally different experiences and expertise in containing the pandemic.

As the central theme of this volume is how mobile has been leveraged to battle the pandemic in different countries, we welcome chapter contributors from around the world to contribute a country-specific chapter to investigate and explore the unique experience and expertise from different countries.

The suggested topics include, not limited to, the following:
  • How governments in different countries have leveraged mobile to fight the pandemic
  • The public responses via mobile to the pandemic and its related issues
  • Mobile learning and mobile teaching during the pandemic

7 de enero de 2021

*CFP* "GOING VIRAL: CHRONOTOPES OF DISASTER IN FILM AND VISUAL MEDIA", VOLUME 26 (2022), EUROPEAN JOURNAL OF ENGLISH STUDIES

In her seminal text Illness as Metaphor (1978), Susan Sontag approaches the discourses around contagious diseases as systems of power and control over civil disobedience and difference. The text poignantly foreshadows the “treatment” of the HIV outbreak by Western public health providers and in the cultural imagination alike. The recent outbreak of the coronavirus around the world prompts us to revisit Sontag’s suggestion in the context of the expanding global crisis. In globalized media, a universally perceptible iconography of catastrophe and annihilation is constantly (re)produced. However, narratives of contamination and epidemics in film and television have been flourishing in the past two decades. It is in these times that we consider it essential to examine these narratives, as they offer a vital space to reflect on the (post-)human, on conflicting modes of physical and virtual interaction, the permeability of all physical borders, the normalization of bodily vulnerability, the legitimization of authoritarian politics in states of emergency, and the biopolitical use of science and technology.

Surprisingly, there has been very little research in English Studies on the audiovisual experience of the “virus” as a laboratory for our perception of disorder. Implementing mechanisms of empathy, testing the pandemic effect of synaesthesia, and constantly challenging the way we make meaning through our encounter with crisis landscape, cinema, TV series, virtual reality films or even video art and net.art construct what Luciana Parisi defines as an architecture of infection: “an experiential mutation between the abstract and the concrete.” 

20 de octubre de 2020

*CFP* "NEW MEDIA / NEW SOCIETY?", CHAPTER BOOK

New Media / New Society? will focus effects of new media on social relations. This volume has a question: Can we describe our society as a new media society? It intends to open new discussions on new media and social relations. The volume interrogates the question of whether (or not), and to what extent, new media have spawned new varieties of social organization, new practices of social interaction and identity, and new structures of material or symbolic social relations. There have been so many claims regarding how postmodern/postindustrial media modalities are contributing to various iterations of utopian and anti-utopian futures, beyond those traditional views of Orwell, Huxley, Marx, and Weber, for example. In the past decades, we have heard academic claims about a variety of effects, for example, including (but not limited to) simulation, misinformation, balkanization, intersectionality, assemblages, affordances, liquification, disruption, fragmentization, saturation/distraction, propaganda, mediatization, culture wars, (de/post/neo)colonization, modes of signification, gamification, crowdsourcing, participatory media, hypertextualization, assimilation, chaos, spectacles, virtuality, augmented reality, digitization, disconnection, mass surveillance, and cyborgology.  On the other hand, there have been so many descriptions of society, for example including (but not limited to) information society, post-emotional society, consumption society, network society, internet society, cyber society, new media society, post-modernism, post-humanism, the Anthropocene, and digital society.

27 de mayo de 2020

*CFP* CALL FOR PARTICIPATION, VIDEOJOGOS 2020, 12TH INTERNATIONAL CONFERENCE ON VIDEOGAME SCIENCES AND ARTS


12th International Conference on Videogame Sciences and Arts
26-28 November 2020


Videojogos 2020 will be the 12th International Conference on Videogame Sciences and Arts.


As in previous editions, this conference will gather researchers, professionals in the extended area of videogames, teachers and students in a forum to discuss videogame related topics and their impact on various aspects such as society, health, heritage, economy or education. The goal is to promote the exchange of ideas, share experiences and results in the areas of interest, through presentations, workshops, interactive demos and panels.

16 de marzo de 2020

*CFP* "JUEGOS Y GAMIFICACIÓN PARA EL DESARROLLO SOCIAL Y COMUNITARIO", NÚMERO 30, REVISTA PRISMA SOCIAL


Desde la Fundación iS+D para la Investigación Social Avanzada les informamos de que tienen la oportunidad de presentar artículos para el Número 30 de la Revista Prisma Social, revista de Ciencias Sociales e investigación social (ISSN 1989-3469), coordinado por Angel Torres-Toukoumidis, Universidad Politécnica Salesiana (Ecuador); Jeanette Chaljub-Hasbún, Universidad del Caribe (República Dominicana); y Diana Rivera-Rogel, Universidad Técnica Particular de Loja (Ecuador).


Juegos y Gamificación para el Desarrollo Social y Comunitario

Hoy en día, los juegos se han perfilado más allá de la visión recreacional constituyéndose como una herramienta innovadora dirigida a los ámbitos educativos, ambientales, comunicativos, publicitarios y por supuesto, a la salud, conllevando una variedad de beneficios respecto a la motivación, aprendizaje, interacción, toma de decisiones, entre otras. En ese tenor, los juegos pretenden ser catalizadores de acciones de cambio promoviendo en este número la difusión de diagnósticos, evaluaciones, casos y soluciones vinculadas al juego.

23 de septiembre de 2019

*CFP* 4TH ANNUAL INTERNATIONAL GAMIFIN CONFERENCE 2020


April 1-3, 2020, 
Levi, Lapland, Finland

Welcome to the gathering of international gamification research community in the Finnish Lapland, Levi. Levi is a ski resort located in Finnish Lapland, above the Arctic Circle and features incredible Finnish scenery, nature and winter activities. We hope all of our guests take the time to enjoy the surroundings and activities provided by this unique and exotic location. Organized winter activities before and/or after the main conference days will be announced later.

GamiFIN is a leading international conference for gamification research. The conference is chaired by the professor of gamification Juho Hamari and gamification scholar Jonna Koivisto. The conference is organized by the Gamification Group and past keynotes have included notable scholars from the field of Gamification such as Lennart Nacke, Frans Mäyrä, Sebastian Deterding, Richard Landers and T.L. Taylor. Keynotes of GamiFIN  2020 will be announced later.

2 de abril de 2019

*CFP* “CHALLENGING MISINFORMATION: EXPLORING LIMITS AND APPROACHES”, WORKSHOP AT INTERACT 2019


Workshop Interact 2019
02 or 03 of September
Paphos, Cyprus

Grounded on principles of co-creation, this one-day workshop will offer an interdisciplinary forum for researchers and practitioners aiming at challenging the limits of existing approaches to tackle misinformation and fostering the design of misinformation resilient societies.

Interaction designers, journalists, educators, policymakers or other related stakeholders are encouraged to participate and submit a position paper describing their approach towards fighting misinformation, acknowledged limits of the approach, and how they envision a future in which the societies are resilient to misdisinformation.

19 de marzo de 2019

*CFP* III EUROPEAN DATA AND COMPUTATIONAL JOURNALISM CONFERENCE


1-2 July 2019

The III European Data and Computational Journalism Conference  aims to bring together industry, practitioners and academics in the fields of journalism and news production and information, data, social and computer sciences, facilitating a multidisciplinary discussion on these topics in order to advance research and practice in the broad area of Data and Computational Journalism.

We invite the submission of both academic research-focused and industry-focused talks for the conference, on the subjects of journalism, data journalism, and information, data, social and computer sciences.