Games Research Network

Researching analogue and digital games

Author: gamesresearchnetwork (page 1 of 12)

CFP: Gaming at the Boundaries: Imagining Inclusive Futures

The Call for papers for the European Sociological Association 2019 conference in Manchester includes a Research Stream on ‘Gaming at the Boundaries’:

Gaming at the Boundaries: Imagining Inclusive Futures

Despite the cliché that digital games are played almost exclusively by young, white, cisgendered, heterosexual men, gaming is now more diverse than ever. Some elements of this diversity has seen extensive study, such as gender, whilst others such as age or class have been comparatively overlooked. For this stream, participants are invited to submit papers that consider diversity and cultural change within the production and consumption of digital games. Past, present and future visions of digital gaming affect how social inclusion is viewed by players, developers and policy makers. We seek papers that interrogate those who exist at the ‘boundaries’ of games culture, whether as a matter of gender, race, ethnicity, sexuality and/or class, to make visible the ‘barriers’ but also examples of ‘belonging’ that emerge through digital gameplay. read more

Knowledge Games by Karen Schrier

Knowledge Games: How Playing Games can Solve Problems, Create Insight, and Make Change 

Karen Schrier 

Johns Hopkins University Press, 2016.

ISBN: 9781421419206

Karen Schrier, Associate Professor of Games/Interactive Media, Director of the Play Innovation Lab, and Director of the Games and Emerging Media at Marist College (NY), presents a fantastic volume on knowledge games, which she defines as games that, “produce knowledge; solve authentic, applicable problems; or generate new ideas and possibilities for real-world change (25).”  Although compared alongside serious and persuasive games which also seek topical insight (see Michael & Chen and Bogost, respectively), the clear delineator is that knowledge games ideally produce knowledge that did not exist before.  Dr. Schrier’s overall argument is that a well-designed knowledge game synergizes human ingenuity and spatial reasoning with computer processing power and storage capacity to produce new and quality data at large scale. read more

CFP: New Approaches to Transmedia and Language Pedagogy

“New Approaches to Transmedia and Language Pedagogy International Conference”

Manchester Metropolitan University

27-28 June 2019

Call for Papers: deadline 20 January 2019

The Manchester Metropolitan University announces its “New Approaches to Transmedia and Language Pedagogy International Conference”, which will bring together international researchers in all areas of Modern Languages, Pedagogy and Transmedia.

This conference is being convened by the Manchester Metropolitan University and supported by the Open World Research Initiative (OWRI) project entitled ‘Cross-language dynamics: reshaping community’, funded by the Arts and Humanities Research Council (AHRC). read more

The Dark Side of Game Play

The Dark Side of Game Play: Controversial Issues in Playful Environments

Torill Elvira Mortensen, Jonas Linderoth, and Ashley ML Brown (eds)

London: Routledge, 2015

ISBN: 978-1-138-54867-1

While it has been out for some time, The Dark Side of Game Play: Controversial Issues in Playful Environments (Routledge, 2015), proved to be such an interesting and thought-provoking collection that it seemed that a short review was in order. Edited by Torill Elvira Mortensen, Jonas Linderoth, and Ashley ML Brown, the book brings together fifteen essays on the subject of ‘Dark Play’, a topic that might immediately suggest Gothic horror but which, it turns out, is an extremely diverse area capable of sustaining arguments across a huge range of topics. read more

Tabletop Chemistry

As part of International Games Week, the Games Research Network worked with libraries in the North West and South West of the UK to deliver a series of activities that brought together tabletop games and chemistry. Tabletop Chemistry was funded by the Royal Society of Chemistry, and together with our colleagues at ErrantScience we  developed creative learning resources that use “off-the-shelf” games to generate a dialogue around chemistry: specifically, in understanding the differences between elements and compounds. read more

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