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25. November 2008 by admin.
CALL FOR CHAPTER PROPOSALS
Proposal Submission Deadline: January 15, 2009
Ethics and Game Design: Teaching Values through Play
A book edited by Karen Schrier, Teachers College, Columbia University,
USA, and Dr. David Gibson, University of Vermont, USA
http://www.columbia.edu/~kls2108/callforchapters.htm
Introduction
Ethics is the practice of enacting moral judgment to achieve a better
life—the process of making choices according to one’s own conception
of how to be a good person. Games and simulations can be rich
playgrounds for the practice of these ethical choices, as they offer
the ability to iterate and reflect on multiple possibilities and
consequences. As such, educators and researchers are beginning to
consider the use of games in supporting ethical reasoning and
character development. Moreover, games have been and continue to be
the subject of conversations, controversies, and deliberations about
ethics. Game developers, publishers, and the public often differ in
opinion about the choices made in the creation and promotion of a
game, bringing up larger questions about the role of entertainment,
art, and business in our society. The potential for games to foster
ethical thinking and discourse—and not whether games are inherently
good or bad—will be the thrust of this timely book.
Objective of the Book
Ethics and Games Design will provide a diverse and comprehensive
compendium of case studies, theoretical frameworks, and empirical
research in the emerging field of ethics, values, games, and play.
This book will take a cross-disciplinary approach, inviting research,
critiques, and perspectives from computer science, education,
philosophy, law, media studies, management, psychology, and art
history. The publication has three main goals. First, it will seek to
define this emerging and essential new field. Second, this book will
serve as a collective source for students, educators, practitioners,
and researchers who are interested in understanding the current state
of the discipline. It will locate the field diachronically and
thematically, while highlighting the work of both well-established and
emerging researchers and practitioners. Finally, this publication will
inspire and motivate further interdisciplinary dialogue and research
on the topic of ethics and games. It will frame the major research
questions, issues, methodologies and problems, which we can then use
to both expand and refine the field. Such a rigorous foundation for
the study of ethics will help to appropriately inform future games,
policies, standards, curricula, products, and the like.
Target Audience
The target audience is very diverse, ranging from practitioners of
game development to journalists, to philosophers and educators.
Researchers and students studying game design, media and games will
find this an essential text for understanding how to better design,
teach, and study the current generation of learners. Educators will
use this to further their understanding of the potentials and limits
of games, and how to creatively incorporate emerging technology into
their curricula, standards, and policies. Game developers and
publishers can use this text to further their designs, to help refine
their choices and practices, and to better think through the
implications of their decisions. Journalists, cultural critics, and
reviewers can use this publication to consider alternate ways to view
games and the nature of their controversies. Finally, this text will
attract members of diverse academic, development, and consumer
communities to interact, share and discuss findings, frameworks and
theories.
Recommended topics include, but are not limited to, the following:
• Definition of the field of ethics and games
• Historical and contemporary context of ethics and games
• Limits and constraints in assessing ethics
• Criteria for studying ethics and games
• Case studies (from researchers, educators and practitioners)
• Ethics and new media literacy
• Teaching ethics skills
• Educational opportunities and limits for teaching values through play
• Schools and the ethics of gaming
• Ethics and standards in game development
• Ethics in the promotion of games
• Communities of play and ethics
• Cheating and games
• Issues of race, sex, violence, and gender in games
• Ethics and the games business
• Future implications and the ethical citizen
Submission Procedure
Researchers and practitioners are invited to submit on or before
January 15, 2009, a 2-3 page chapter proposal clearly explaining the
mission and concerns of his or her proposed chapter. Authors of
accepted proposals will be notified by February 1, 2009 about the
status of their proposals and sent chapter guidelines. Full chapters
are expected to be submitted by April 1, 2009. All submitted chapters
will be reviewed on a double-blind review basis. This book is
scheduled to be published by IGI Global (formerly Idea Group Inc.),
publisher of the “Information Science Reference” (formerly Idea Group
Reference) and “Medical Information Science Reference” imprints. For
additional information regarding the publisher, please visit
www.igi-global.com.
Posted in Publication Calls, students | Print | 2 Comments »
25. November 2008 by admin.
>> Call for Participation Deadline: December 19th <<
ED-MEDIA 2009–
World Conference on Educational Multimedia, Hypermedia & Telecommunications
http://www.aace.org/conf/edmedia/call.htm
_______________________________________________________________
ED-MEDIA 2009
World Conference on Educational Multimedia, Hypermedia & Telecommunications
June 22-26, 2009 * Honolulu, Hawaii
(Sheraton Waikiki Beach Resort)
CALL FOR PARTICIPATION
** Submissions Due: Dec. 19, 2008 **
Hosted by the University of Hawaii
Organized by
Association for the Advancement of Computing in Education (AACE)
http://www.aace.org
Co-sponsored by:
Education & Information Technology Digital Library
(htttp://www.EdITLib.org)
______________________________________________________________
** What are your colleagues saying about ED-MEDIA conferences? **
http://www.aace.org/conf/edmedia/testimonials.htm
COLOR POSTER–ED-MEDIA 2009 CALL FOR PARTICIPATION
Available to Print & Distribute (PDF to print; 200kb)
http://www.aace.org/conf/edmedia/ed09poster.pdf
>> CONTENTS & LINKS (details below) <<
1. Call for Papers and Submission & Presenter Guidelines, Deadline Dec. 19th:
http://www.aace.org/conf/edmedia/call.htm
http://www.aace.org/conf/edmedia/submitguide.htm
http://www.aace.org/conf/edmedia/PresenterLounge
2. Major Topics: http://www.aace.org/conf/edmedia/topics.htm
3. Presentation Categories: http://www.aace.org/conf/edmedia/categories.htm
4. Corporate Showcases & Demonstrations: http://www.aace.org/conf/edmedia/corporate.htm
5. Proceedings & Paper Awards: http://www.aace.org/pubs
6. For Budgeting Purposes: http://www.aace.org/conf/edmedia/rates.htm
7. Waikiki Beach, Honolulu, Hawaii http://www.aace.org/conf/Cities/Honolulu
8. Deadlines: http://www.aace.org/conf/edmedia/deadlines.htm
INVITATION:
ED-MEDIA 2009–World Conference on Educational Multimedia, Hypermedia &
Telecommunications is an international conference, sponsored by the
Association for the Advancement of Computing in Education (AACE). This
annual conference serves as a multi-disciplinary forum for the discussion
and exchange of information on the research, development, and applications
on all topics related to multimedia, hypermedia and
telecommunications/distance education.
ED-MEDIA, the premiere international conference in the field, spans all
disciplines and levels of education and attracts more than 1,500 attendees
from over 60 countries. We invite you to attend ED-MEDIA and submit
proposals for presentations.
All presentation proposals are peer reviewed and selected by three reviewers on the
respected international Program Committee for inclusion in the
conference program, proceedings book, and CD-ROM proceedings.
For Call for Presentations, connect to:
http://www.aace.org/conf/edmedia/call.htm
All authors MUST follow the submission guidelines and complete the Web form at:
http://www.aace.org/conf/edmedia/submitguide.htm
For Presentation and AV Guidelines, see:
http://www.aace.org/conf/edmedia/PresenterLounge
PROGRAM ACTIVITIES:
* Keynote Speakers
* Invited Panels/Speakers
* Papers
* Panels
* Demonstrations/Posters
* Corporate Showcases & Demonstrations
* Tutorials/Workshops
* Roundtables
TOPICS:
http://www.aace.org/conf/edmedia/topics.htm
The scope of the conference includes, but is not limited to, the following
major topics as they relate to the educational and developmental aspects of
multimedia/hypermedia and telecommunications:
1. Infrastructure: (in the large)
- Architectures for Educational Technology Systems
- Design of Distance Learning Systems
- Distributed Learning Environments
- Methodologies for system design
- Multimedia/Hypermedia Systems
- WWW-based course-support systems
2. Tools & Content-oriented Applications:
- Agents
- Authoring tools
- Evaluation of impact
- Interactive Learning Environments
- Groupware tools
- Multimedia/Hypermedia Applications
- Research perspectives
- Virtual Reality
- WWW-based course sites
- WWW-based learning resources
- WWW-based tools
3. New Roles of the Instructor & Learner:
- Constructivist perspectives
- Cooperative/collaborative learning
- Implementation experiences
- Improving Classroom Teaching
- Instructor networking
- Instructor training and support
- Pedagogical Issues
- Teaching/Learning Strategies
4. Human-computer Interaction (HCI/CHI):
- Computer-Mediated Communication
- Design principles
- Usability/user studies
- User interface design
5. Cases & Projects:
- Country-Specific Developments
- Exemplary projects
- Institution-specific cases
- Virtual universities
6. Special Strand: ** Universal Web Accessibility **
PRESENTATION CATEGORIES:
http://www.aace.org/conf/edmedia/categories.htm
The Technical Program includes a wide range of interesting and useful activities
designed to facilitate the exchange of ideas and information.
CORPORATE SHOWCASES & DEMONSTRATIONS:
http://www.aace.org/conf/edmedia/corporate.htm
Companies have the opportunity to demonstrate and discuss their educational
technology products and services in through Corporate Showcases and Demonstrations/Literature.
PROCEEDINGS & PAPER AWARDS:
http://www.aace.org/pubs
Accepted papers will be published by AACE in the Proceedings Book and on CD-ROM.
Proceedings in this series serve as major resources in the multimedia/
hypermedia/telecommunications community, reflecting the current state of
the art in the discipline.
In addition, the Proceedings also are internationally distributed through and archived in the Education and Information Technology Digital Library, http://www.EdITLib.org Do You Subscribe?
Papers with high review scores will be invited for publication consideration by AACE’s respected journals, especially for:
- Journal of Educational Multimedia and Hypermedia (JEMH),
- International Journal on E-Learning (IJEJ), or
- Journal of Interactive Learning Research (JILR).
All presented papers will be considered for Best Paper Awards within several categories.
Award winning papers may be invited for publication in the AACE journals.
FOR BUDGETING PURPOSES:
http://www.aace.org/conf/edmedia/rates.htm
The conference registration fee for all presenters and participants will be
approximately $395 U.S. (AACE members), $450 U.S. (non-members).
Registration includes proceedings on CD, receptions, and all sessions
except tutorials.
All conference sessions will be held at the Sheraton Waikiki Resort ( http://www.aace.org/conf/edmedia/hotel.htm) located on the famous Waikiki Beach and in walking distance to the city’s shopping district - with magnificent views of the Pacific Ocean. Special discount hotel have been obtained for ED-MEDIA participants!
WAIKIKI BEACH, HONOLULU, HAWAII
http://www.aace.org/conf/Cities/Honolulu
Whether your idea of fun is soaking up the sun on a pristine, white sand beach or nightclubbing in Waikiki, hiking the trails or sampling some of the fantastic Hawaiian Regional Cuisine, we know that you’re going to enjoy yourself on O’ahu.
Explore Hawaii online at: http://www.gohawaii.com * http://www.visit-oahu.com
DEADLINES:
http://www.aace.org/conf/edmedia/deadlines.htm
Submissions Due: December 19, 2008
Authors Notified: February 23, 2009
Proceedings File Due: May 1, 2009
Early Registration: May 1, 2009
Hotel Reservations: May 20, 2009
Conference: June 22-26, 2009
—————————————————————————-
To be added to the mailing list for this conference, link
to http://www.aace.org/info.htm
If you have a question about ED-MEDIA, please send an e-mail to
AACE Conference Services, conf@aace.org
Contact:
AACE–Association for the Advancement of Computing in Education
P.O. Box 1545
Chesapeake, Virginia 23327 USA
Phone: 757-366-5606 * Fax: 703-997-8760
E-mail: conf@aace.org * http://www.AACE.org
Posted in Publication Calls, Interactive Arts, Conferences | Print | No Comments »
25. November 2008 by admin.
I’m working on a docugame about the Guinea-Bissau and Cape Verdean War of Independence. It is a first-person shooter designed to explore concepts in propaganda, emotion and perspective. I have many other things I should be working on, but the idea just grabbed me. These prototypes screenshots demonstrate my weekend’s work:


I thought it would be interesting to create a game where the player is fighting the anti-democratic colonial force. Here’s the situation:
The player is a Cape Verdean recruit in the PAIGC, the organization that gained freedom for Cape Verde and Guinea Bissau in 1974. The player’s missions are centered on the tactics of the PAIGC, and the environment matches the Guinea Bissau environment. The player fights the Portuguese, in the 1970s
It is an attempt at creating an educational game with more traditional appeal. I also really liked the parallel to current “terrorist” campaigns and flipping the protagonist to someone with whom we did not clearly ally ourselves then, but in hindsight may have. Interestingly, China, Russia, and to a lesser extent Cuba did. I witnessed China’s strong consumer base in Cape Verde first hand – they are still very much “profiting from this investment.” Although that’s honestly conjecture, as I’ve never seen what the profit margin is on a Chinese Loja.
There are plenty of anaologies to be made, but one of the interesting claims made by people reporting about the war is that Portuguese effectively lost to the PAIGC because the incumbent Portuguese party was going bankrupt. I’m still doing the research, but I’m finding some really interesting info here.
Project Activities:
I completed the following so far (this took about 24 hours of this weekend – I let it consume the weekend)
· Create 3D Models of environment (Portuguese Colonia Barracks, Portuguese Colonia Soldier, PAIGC Solider, Guinea Bissau Village Hut, Chinese weapons’ box)
· Create Game Environment (trees, grass system, artificial intelligence, etc)
· Create Game Missions (Mission 1 is to sabotage, mission 2 is to fight, mission 3 is a surprise J )
I have the first two missions completed, and if I have time I’ll move on to the next.
The AI is pretty basic: a way point system with incidental logic. The players have individual attack logic (or greet logic for friendlies), group attack, etc. I put together a subtitle system for giving missions, and I slapped together the rough models you see in the screenshots.
Resources:
· Military Photos.net: I could only find a few reference images of the war, which is listed as one of the worlds atrocities (15K died during the 10 year “war for independence”).
Historical Dictionary of the Republic of Cape Verde: Lobban and Lopes
· A couple of websites via Stanford’s library, that offer 1960-1974 era pictures of Africa (Guinea, Guinea Bissau, Senegal and Cape Verde)
· A few records of Mar Verde, one of the big offensives from the war.
I can share the rest when I pull them all back together. I’ll need to do this for the website I’ll create anyway.
Oh, and I might have just coined the term docugame, but who knows, someone must have used it before me.
Posted in Idea Junkyard, Interactive Arts, students, Game Sites | Print | No Comments »
25. November 2008 by admin.
IEEE Potentials and IEEE Graduates of the Last Decade (GOLD) are dedicated
to serving the needs of undergraduate and graduate students as well as
engineers who have graduated within the last ten years. To this end, IEEE
Potentials is seeking articles of relevance to young engineers that will be
published in a special GOLD-themed edition in March 2009. Article subjects
are explored through timely manuscripts with a goal of assisting readers on
a technical, professional, and personal level. If you’re an engineer who
has cutting-edge technical ideas, formulated concepts about what will work,
advice about professional/career development, or opinions about the forces
that influence the problem-solving process, IEEE Potentials would like to
hear from you. IEEE Potentials is interested in manuscripts that deal with
theory, practical applications, or new research. They can be tutorial in
nature. Submissions may consist of either full articles or shorter,
opinion-oriented essays. When submitting an article, please remember:
All manuscripts should be written at the level of the audience who are
students and engineers who have graduated within the last ten years.
• Articles without equations are preferred; however, a minimum of
equations is acceptable.
• List no more than 12 references at the end of your manuscript. No
embedded reference numbers should be included in the text. If you need to
attribute the source of key points or quotes, state names in the text and
give the full reference at the end.
• Limit figures to 10 or less.
• Articles should be approximately 2,000-4,000 words in length; essays
should be 900-1,000 words.
• Include a brief biography of four to six lines for each author.
• Please state your IEEE membership number(s) and membership level,
including whether you are a GOLD member.
Submit your articles on or before 1 December, 2008 to:
http://mc.manuscriptcentral.com/pot-ieee
For inquiries please e-mail Adrian Pais at a.pais@ieee.org.
Posted in Publication Calls | Print | No Comments »