W ostatnim czasie obrodziło w ciekawe konferencje dotyczące gier komputerowych i wideo. Poniżej zamieszczam te, które wydają mi się najciekawsze (niektóre ogłoszenia są po angielsku).
European Conference on Game Based Learning
ECGBL
2014 will be your opportunity for the presentation of research, theory,
application, practice and validation in the field of Game-Based
Learning. In addition, you will be able to enjoy the city of Berlin.
Central & Eastern European Game Studies Conference
In this context, we cannot ignore the fact that work aimed at conceiving and studying digital games is also regularly referred to as reflections on (non-digital) “traditional” games, whether to build their theoretical framework (Frasca, 2001; Salen&Zimmerman, 2004), or to conduct comparative and contrastive studies (Trémel, 2001). According to us, this kind of mutual lighting encourages researchers to examine the peculiarities and complementarities of the two areas, as well as the theoretical interest of connecting or of confronting them. Therefore, in order to analyse the relations established between “traditional” games and digital games, this call is divided into five themes that give a broad overview of the different kinds of possible links. All types of research, fundamental or applied, as well as disciplinary approaches are welcome. They can be part of one of the five themes listed below (non-exclusive).
1. Adapting games: complementarities and structural or thematic differences
Since the first computers were introduced, traditional games have consistently been adapted (scrabble, chess, card games, pinball machines, etc.), it is not uncommon today to see reverse adaptation (Angry Birds, Doom, World of Warcraft, etc.). In a way or another, these adaptations bring forth the issue of processes shaping the rules, but also the issue of fictional universes in order to take into account the specificities of the support. We will consider in particular:
In the digital game, just like in the traditional game, the paratext occupies a central place in the (aesthetic, cognitive) apprehension of the object. The notion of paratext should be understood in the broad sense, covering for example, arcade cabinets, box illustrations for video games, but also manuals and rule books, publications (amateur or professional), or even novels derived from entertaining universes. What is the result of connecting video games’ paratext to more traditional games? We shall therefore particularly focus on the following:
From traditional to digital games (or vice versa), what are the continuities and changes made in terms of rhetoric and values? If the notion of procedural rhetoric is common in the analysis of the transmission of a speech about the world through the video game, is it transposable as such for non-digital games? These questions encourage exploring the similarities and differences of digital and traditional games on:
It relates to the organization of the game development and its public (those ones that are mentioned, or imagined, during the design phase, those who practice, etc). What are the features and the similarities between the design and the acceptance of traditional games and digital games? What are the radical changes in the process of designing a digital game vs another kind of game? Is their public apprehended the same way? Are these two broad categories of games received in an equivalent manner? How do their specific editorial and commercial constraints structure their content? Proposals on these topics will explore the connections and the differences that define traditional games as well as digital games regarding:
With respect to traditional as well as in digital games, entertaining events have always been implemented in multiple sectors. But is the feature creep of a digital game more efficient than the misappropriation of a traditional game? In the context of a serious application, when should a traditional game be implemented in digital format or vice versa? In either case of adaptation, what are the benefits or the drawbacks to consider? Proposals on this theme should aim at determining contributions, failures, successes in the transition from traditional games to digital games, when we use it for another function than leisure. We can focus on:
We are happy to announce Espen Aarseth as keynote speaker during the conference. Espen Aarseth is an international reference in the field of game studies. He is co-founder and chief editor of the GameStudies.org journal; the first international journal devoted entirely to digital games. He is also author of Cybertext: Perspectives on ergodic literature (Johns Hopkins UP, 1997), he was a pioneer in analysis of digital literature and the comparative approach between video games and other forms of expression.
Selection Process
The conference will be held on Nancy on 26, 27 & 28 November 2014, in Nancy.
Proposals are expected by 15 April 2014. They must be sent in the form of an abstract of 5000-6000 typefaces (without spaces, excluding bibliography), specifying the conceptual framework, methodology and the field of study. Each proposal shall also indicate the last name, the first name, the status and the institution the author is affiliated to.
Proposals should be sent to:
Stephane.goria@univ-lorraine.fr and sebastien.genvo@gmail.com
Proposals will be anonymously assessed by the scientific committee (notification of acceptance June 2014).
The selected authors will have the possibility to submit their full-text that will be “double blind” assessed for publication. A publication as a special issue of Kinephanos.ca, online journal, will follow after the conference for the proposals in english. For the proposals in French, a publication as a special issue of Sciencesdujeu.org, online journal, will follow after the conference.
Conference languages are French and English.
Bibliograhy
Bowman, Sarah Lynne (2010), The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity, McFarland & Company, London, 208 p.
Caïra, Olivier (2007), Jeux de rôle : Les forges de la fiction, CNRS Editions, Paris, 312 p.
Frasca, Gonzalo (2001), Videogames of the oppressed : videogames as a mean for critical thinking and debate, Master Thesis, Georgia Institute of technology.
Hinebaugh, Jeffrey (2009) A board game education, Rowman & Littlefield Publishing group, Lanham, 223 p.
Morgenstern, Oskar & Von Neumann, John (1944) Theory of Games and Economic Behavior, Princeton University Press, 1944, Princeton, 641 p.
Nash, John (1951) « Non-cooperative games », Annals of Mathematics, vol. 54, p. 286–295.
Rueff, Julien (2008), « Où en sont les « game studies » ? », Réseaux 5/2008 (n° 151), p. 139-166.
Sabin, Philip (2012) Simulating war: studying conflict through simulation games, Continuum International Publishing Group, London, 363 p.
Salen, Katie & Zimmerman, Eric (2003), Rules of Play: Game Design Fundamentals, MIT Press, Cambridge, 688 p.
Schädler Ulrich (2007), Jeux de l’humanité : 5000 ans d’histoire culturelle des jeux de société, Slatkine, Genève, 222 p.
Trémel, Laurent (2001), Jeux de rôles, jeux vidéo, multimédia, les faiseurs de mondes, Paris, Presses universitaires de France.
Von Hilgers, Philipp (2008), War games: a history of war on paper, MIT Press, Cambridge, 220 p.
Zabban, Vinciane (2012), « Retour sur les game studies. Comprendre et dépasser les approches formelles et culturelles du jeu vidéo », Réseaux 3/2012 (n° 173-174), p. 137-176.
Organizing Committee
David BUCHHEIT (Université de Lorraine, CREM laboratory),
Delphine BUZY (Université de Lorraine, CREM laboratory),
Victor CAYRES (Federal University of Bahia),
Laurent DI FILIPPO (Université de Lorraine, CREM laboratory),
Sébastien GENVO (Université de Lorraine, CREM laboratory),
Stéphane GORIA (Université de Lorraine, CREM laboratory),
Catherine KELLNER (Université de Lorraine, CREM laboratory),
Josette LINDER (Université de Lorraine, CREM laboratory),
Alain MULLER (Université de Lorraine, CREM laboratory),
Emmanuelle SIMON (Université de Lorraine, CREM laboratory),
Pauline THÉVENOT (Université de Lorraine, CREM laboratory),
Vincent THOMAS (Université de Lorraine, LORIA laboratory).
Scientific committee
Espen AARSETH, Principal researcher, IT University of Copenhagen, Denmark,
Lynn ALVES, Professor, State university of Bahia, Brasil,
Alexis BLANCHET, Professor, University of Paris III, France,
Vincent BERRY, Professor, University of Paris XIII, France,
Gilles BROUGERE, Professor, University of Paris XIII, France,
Sébastien GENVO, Professor, Université de Lorraine, France,
Bertrand GERVAIS, Professor, Université du Québec à Montréal, Canada,
Stéphane GORIA, Professor, Université de Lorraine, France,
Catherine KELLNER, Professor, Université de Lorraine, France,
Pascaline LORENTZ, postdoctoral fellow, Masaryk University, Czech Republic,
Frans MÄYRA, Professor, University of Tampere, Finland,
Luís Carlos PETRY, Professor, Pontifical Catholic University of São Paulo, Brasil.
European Conference on Game Based Learning
Welcome to Berlin and to the University of Applied Sciences HTW Berlin, host of the 8th European Conference on Game-Based Learning (ECGBL 2014).
Good
games provide great experiences. They motivate players to play them for
mastery, exploration, social bonding, narrative pleasure, imagination,
competition or walking the edge of losing control. Games are played in
short bursts or long sessions. In the spare time, while commuting, in
breaks and at work. Good games may even alter your views and
perceptions.
So
what keeps us from using (more) games for education and training. Its
not a new thought – Take research on the indian chess ancestor or on
game-based learning in the enlightenment. – but today still an enticing
one. Theoretical and practical work in the area of Edutainment, Serious
Games & Play as well as Game-Based Learning have advanced the field
with both best as well as worst practices. Applied learning theories
differ – behaviorism and skill&drill, cognitivism, constructivism,
constructionism – all having their merits and pitfalls. New
technologies, concepts and usage patterns arise (e.g. cheap
motion-tracking, Gamification, mobile gaming) while other hypes subside
(see social/Facebook games). All of this and more makes Game-Based
Learning such an intriguing field, but also one that needs input from
all areas of art, science, business and education/training.
Following on from the successful Educational/Serious Games Competition at ECGBL 2013 we are also pleased to be hosting the 2nd International Educational/Serious Games Competition at the conference in Berlin. Click here to read a write up about the 2013 competition.
We want YOU for ECGBL14. Attend. Share. Gain.
Central & Eastern European Game Studies Conference
CALL FOR ABSTRACTS
500 word abstract deadline: May 12, 2014
THEME AND SCOPE
The main theme of the conference is “Digital Games in the
Context of Central and Eastern Europe”. (We use the term “digital games”
as a broader term which covers computer and video games.)
Due to many historical, social, economic and cultural
specifics of the region, digital games have developed differently in
Central and Eastern Europe than in the well-documented areas such as the
U.S. or Japan. Research into games has also traced a path different
from the “mainstream” of game studies represented by the U.S., the U.K.
and Scandinavia. This conference will question these specific
developments as well as more universal theoretical and empirical
questions and design challenges faced by scholars and game creators in
the region. We understand the region in a broad sense, including the
Visegrad countries (Czech Republic, Slovakia, Poland, Hungary), the
Baltic countries, the Balkans, the European successor states to the
Soviet Union (Ukraine, Belarus, and Russia), and also Germany and
Austria.
Being an interdisciplinary conference, we invite
submissions in all fields related to the study of games, including, but
not limited to, media studies, cultural studies, sociology, psychology,
literature, film studies, history, philosophy, theory of art, computer
science, law, and design. Although CEEGS is primarily an academic
conference, we will welcome contributions not only by game researchers,
but also by designers, artists, writers, critics or journalists, given
that their submissions fit the theme and the aim of the conference.
Despite the regional focus, we welcome abstracts from anywhere in the
world. The conference language is English.
To present at the conference, you must submit a 500 word
abstract of your presentation. All submissions will be reviewed by a
board of reviewers, comprised of games and media scholars based in
Central and Eastern Europe and appointed by the conference’s program
committee.
We invite abstracts on any of the following topics:
- - digital games and Central and Eastern European societies
- - digital games and the national cultures of Central and Eastern Europe
- - histories of digital games and homebrew computing in Central and Eastern Europe
- - current trends among game players and audiences, especially in the region of Central and Eastern Europe
- - current trends in game design and game industry, especially in the region of Central and Eastern Europe
- - challenges and opportunities in game scholarship and education
- - legal issues and market regulations concerning digital games
- - non-digital games in Central and Eastern Europe – LARP, tabletop and card games
Please submit abstracts using Easychair at the following link:
Following the acceptance, we will provide letters of
invitation when requested. For any inquiries, do not hesitate to contact
us at ceegs@gamestudies.cz.
IMPORTANT DATES:
Abstract submission: May 12 (length: 500 words)
Notification: June 12
Early bird registration deadline: August 31, 2014
Conference: 10-11 October 2014
Conference fee: 40 euro / Early bird: 30 euro
Conference fee for students: 20 euro / Early bird: 10 euro
KEYNOTE SPEAKER:
Espen Aarseth is a principal researcher at the Center for
Computer Games Research at the IT University of Copenhagen. Previously,
he co-founded and was a professor at the Department of Humanistic
Informatics at the Universiy of Bergen. Aarseth’s influential work
includes his 1997 book Cybertext: Perspectives on Ergodic Literature,
which defined many theoretical questions which would later face game
studies. After Cybertext, he went to be one of the key figures in the
establishment of game studies as a discipline. In 2001, he co-founded
the academic journal Game Studies and has since been its
editor-in-chief.
Conference Program Committee:
Jaroslav Švelch, Charles University in Prague, Czech
Republic (program coordinator); Jan Miškov, MU Game Studies, Masaryk
University, Brno, Czech Republic; Piotr Sitarski, University of Łódź,
Poland; Zsófia Ruttkay, Moholy-Nagy University of Art and Design
Budapest; Zdenko Mago, Constantin The Philosopher University, Nitra,
Slovakia; Jakub Macek, Masaryk University, Brno, Czech Republic; Sabine
Harrer, University of Vienna, Austrian Academy of Sciences.
- Tworzenie postaci: podmiotowości i tożsamości w grach wideo
6-7 czerwca 2014, Kraków
Gry wideo, podobnie jak inne zjawiska nowych mediów, domagają się badania nie tylko ze względu na swoją architekturę technologiczną i tekstualną albo uwarunkowania rynkowe, ale także z uwagi na znaczenia, jakie przypisują im odbiorcy. Relacja gry jako tekstu medialnego i gracza, jako jednostki skłanianej do aktywności w jego obrębie, jest zjawiskiem złożonym i nieoczywistym, wymagającym przemyślenia z wielu perspektyw.
Zapraszamy studentów, doktorantów i pracowników naukowych z całej Polski zainteresowanych game studies do rozważań wokół tematu podmiotowości i tożsamości w medium gier wideo. Interesować nas będzie zarówno to, co dzieje się w kontakcie indywidualnego gracza z grą, jak i różnorodne społeczne konsekwencje tej relacji – m.in. sposoby ekspresji tożsamości w oparciu o grę, interakcje między graczami, tworzenie społeczności, sposoby funkcjonowania gier w mediach społecznościowych. Zachęcamy do podejmowania tematu z perspektywy różnych dziedzin i orientacji metodologicznych: kulturoznawstwa, medioznawstwa, socjologii, filozofii, antropologii, informatyki.
Przykładowe tematy:
• relacja gracza i gry
• relacje gracza i postaci (playable i non-playable characters); postać gracza jako projekt tożsamościowy
• interakcje między graczami w grach wieloosobowych
• mechanizmy wytwarzania tożsamości indywidualnej i zbiorowej w grze i na podstawie gry
• relacja podmiotowości i sprawczości gracza; zakres kontroli, mocna i słaba podmiotowość; sprawczość gracza a sprawczość podstawy sprzętowej / oprogramowania
• wybory etyczne w grze i ich postrzeganie przez graczy
• wzmacnianie i zaburzanie utożsamienia z postaciami w grze (rozwiązania projektanckie i odbiór graczy)
• gra jako narzędzie budowania medialnej persony – letsplay, speedrun, e-sport jako widowisko
• użycie materiałów z gry do ekspresji tożsamości (machinima, media społecznościowe, fanfiction)
• gracz jako konstrukt tożsamościowy – ekskluzywność i inkluzywność, gry a wytwarzanie się społeczności, gry a tożsamości mniejszościowe
• twórca gry jako autor – indywidualny styl, ekspresja doświadczenia, grupy i manifesty artystyczne
• gracz jako autor (modowanie), subwersywne taktyki konstruowania tożsamości
• tożsamość gracza a podmiotowość konsumenta w przemyśle rozrywkowym; kontekst Industry Studies
Organizatorzy: Krakowskie Koło PTBG, Instytut Sztuk Audiowizualnych UJ, Wydział Polonistyki UJ
Rada Naukowa:
prof. dr hab. Eugeniusz Wilk
prof. dr hab. Andrzej Pitrus
dr Anna Nacher
dr Tomasz Z. Majkowski
dr Magdalena Zdrodowska
Kontakt: gry.krakow@gmail.com
Termin przyjmowania abstraktów: 28 marca 2014
Data konferencji: 6-7 czerwca 2014
Opłata: 100 zł (w opłacie konferencyjnej będą zapewnione gorące napoje oraz poczęstunek; organizator nie zapewnia noclegu)
Zgłoszenia:
Konferencja będzie miała formułę panelowych dyskusji nad tekstami uczestników, które zostaną wcześniej udostępnione na stronie internetowej wydarzenia. Obowiązkiem uczestników będzie przesłanie pełnego artykułu (15-27 tys. znaków) organizatorom w wyznaczonym terminie oraz zapoznanie się z tekstami współpanelistów. Na konferencji nie będzie możliwości ustnego wygłaszania referatów. Na początku każdego panelu prelegenci proszeni będą o krótkie (do 5 minut) streszczenie najważniejszych tez swojego artykułu.
Planowana jest pokonferencyjna publikacja elektroniczna.
Prosimy o nadsyłanie abstraktów tekstów (do 1500 znaków) i krótkich biogramów akademickich do 28 marca 2014 na adres gry.krakow@gmail.com.
Call for papers
International Conference
From « Traditional » Games to Digital Games
26, 27 & 28 November 2014
IUT Nancy Charlemagne, 2 TER BD Charlemagne, 54000 Nancy, France
University of Lorraine, CREM (Centre for Research on mediation)
Since the early 2000’s, the importance of studying digital games has
increased to take a significant place in the academic literature
dedicated to entertaining phenomena, to such a point that many articles
offering to make an inventory of current “game studies” primarily focus
on work related to games on this media (Rueff, 2008, Zabban, 2012). In
fact, if current digital games are the topic of many conferences, books
and magazines, discussions on non-digital games seem less present, even
though they constantly develop. Yet, for more than a century,
researchers from multiple disciplines have occasionally contributed to
the understanding of these more “classical” games. In the field of
Mathematics and Economy, for instance, this work brought forth the
famous game theory (von Neumann & Morgenstern, 1944, Nash, 1951).
Mention can also be made of anthropological and sociological discussions
led by Johan Huizinga and Roger Caillois, which are still references.
Similarly, since the 80’s, role playing games (Caira, 2007, Bowman,
2010), wargames (von Hilgers, 2008 Sabin, 2012) and board games
(Schädler, 2007, Hinebaugh, 2009) gave rise to frequent publications.In this context, we cannot ignore the fact that work aimed at conceiving and studying digital games is also regularly referred to as reflections on (non-digital) “traditional” games, whether to build their theoretical framework (Frasca, 2001; Salen&Zimmerman, 2004), or to conduct comparative and contrastive studies (Trémel, 2001). According to us, this kind of mutual lighting encourages researchers to examine the peculiarities and complementarities of the two areas, as well as the theoretical interest of connecting or of confronting them. Therefore, in order to analyse the relations established between “traditional” games and digital games, this call is divided into five themes that give a broad overview of the different kinds of possible links. All types of research, fundamental or applied, as well as disciplinary approaches are welcome. They can be part of one of the five themes listed below (non-exclusive).
1. Adapting games: complementarities and structural or thematic differences
Since the first computers were introduced, traditional games have consistently been adapted (scrabble, chess, card games, pinball machines, etc.), it is not uncommon today to see reverse adaptation (Angry Birds, Doom, World of Warcraft, etc.). In a way or another, these adaptations bring forth the issue of processes shaping the rules, but also the issue of fictional universes in order to take into account the specificities of the support. We will consider in particular:
- similarities or dissimilarities of entertaining mechanisms of interactions through an adaptation,
- shaping of temporal aspects of the game (time, time management, representation of time , etc.)
- management of spatial aspects (space representation, playground)
- different types of universes games make reference to, as well as the singularity of their formatting depending on the support,
- narrative mechanisms implemented
- changes to accompanying sounds or music in the games
In the digital game, just like in the traditional game, the paratext occupies a central place in the (aesthetic, cognitive) apprehension of the object. The notion of paratext should be understood in the broad sense, covering for example, arcade cabinets, box illustrations for video games, but also manuals and rule books, publications (amateur or professional), or even novels derived from entertaining universes. What is the result of connecting video games’ paratext to more traditional games? We shall therefore particularly focus on the following:
- games as a literary subcategory (rule book of a game, novels from a game, strategic analysis book of a game and its gameplay, etc. . )
- analysis of specialized press (magazines and newspapers targeting a certain category of games)
- objects with a speech on the game (game boxes, rules and game support, goodies, websites, forums, etc. )
- promotional communication of games
- etc.
From traditional to digital games (or vice versa), what are the continuities and changes made in terms of rhetoric and values? If the notion of procedural rhetoric is common in the analysis of the transmission of a speech about the world through the video game, is it transposable as such for non-digital games? These questions encourage exploring the similarities and differences of digital and traditional games on:
- analysis of the speech developed by game
- rhetoric of pictures embedded in games
- evolution of values proposed by games over time
- study of worldviews conveyed by games
- analysis of the existing relationships between sports and e- sports,
- etc.
It relates to the organization of the game development and its public (those ones that are mentioned, or imagined, during the design phase, those who practice, etc). What are the features and the similarities between the design and the acceptance of traditional games and digital games? What are the radical changes in the process of designing a digital game vs another kind of game? Is their public apprehended the same way? Are these two broad categories of games received in an equivalent manner? How do their specific editorial and commercial constraints structure their content? Proposals on these topics will explore the connections and the differences that define traditional games as well as digital games regarding:
- the design process
- reception and appropriation approaches
- game categories and sociocultural categories of players
- editorial and commercial constraints
- etc.
With respect to traditional as well as in digital games, entertaining events have always been implemented in multiple sectors. But is the feature creep of a digital game more efficient than the misappropriation of a traditional game? In the context of a serious application, when should a traditional game be implemented in digital format or vice versa? In either case of adaptation, what are the benefits or the drawbacks to consider? Proposals on this theme should aim at determining contributions, failures, successes in the transition from traditional games to digital games, when we use it for another function than leisure. We can focus on:
- support to acquisition of knowledge and strategic decision making
- creation and innovation
- support to mediation and remediation
- support to communication and promotion
- education and training
- etc.
We are happy to announce Espen Aarseth as keynote speaker during the conference. Espen Aarseth is an international reference in the field of game studies. He is co-founder and chief editor of the GameStudies.org journal; the first international journal devoted entirely to digital games. He is also author of Cybertext: Perspectives on ergodic literature (Johns Hopkins UP, 1997), he was a pioneer in analysis of digital literature and the comparative approach between video games and other forms of expression.
Selection Process
The conference will be held on Nancy on 26, 27 & 28 November 2014, in Nancy.
Proposals are expected by 15 April 2014. They must be sent in the form of an abstract of 5000-6000 typefaces (without spaces, excluding bibliography), specifying the conceptual framework, methodology and the field of study. Each proposal shall also indicate the last name, the first name, the status and the institution the author is affiliated to.
Proposals should be sent to:
Stephane.goria@univ-lorraine.fr and sebastien.genvo@gmail.com
Proposals will be anonymously assessed by the scientific committee (notification of acceptance June 2014).
The selected authors will have the possibility to submit their full-text that will be “double blind” assessed for publication. A publication as a special issue of Kinephanos.ca, online journal, will follow after the conference for the proposals in english. For the proposals in French, a publication as a special issue of Sciencesdujeu.org, online journal, will follow after the conference.
Conference languages are French and English.
Bibliograhy
Bowman, Sarah Lynne (2010), The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity, McFarland & Company, London, 208 p.
Caïra, Olivier (2007), Jeux de rôle : Les forges de la fiction, CNRS Editions, Paris, 312 p.
Frasca, Gonzalo (2001), Videogames of the oppressed : videogames as a mean for critical thinking and debate, Master Thesis, Georgia Institute of technology.
Hinebaugh, Jeffrey (2009) A board game education, Rowman & Littlefield Publishing group, Lanham, 223 p.
Morgenstern, Oskar & Von Neumann, John (1944) Theory of Games and Economic Behavior, Princeton University Press, 1944, Princeton, 641 p.
Nash, John (1951) « Non-cooperative games », Annals of Mathematics, vol. 54, p. 286–295.
Rueff, Julien (2008), « Où en sont les « game studies » ? », Réseaux 5/2008 (n° 151), p. 139-166.
Sabin, Philip (2012) Simulating war: studying conflict through simulation games, Continuum International Publishing Group, London, 363 p.
Salen, Katie & Zimmerman, Eric (2003), Rules of Play: Game Design Fundamentals, MIT Press, Cambridge, 688 p.
Schädler Ulrich (2007), Jeux de l’humanité : 5000 ans d’histoire culturelle des jeux de société, Slatkine, Genève, 222 p.
Trémel, Laurent (2001), Jeux de rôles, jeux vidéo, multimédia, les faiseurs de mondes, Paris, Presses universitaires de France.
Von Hilgers, Philipp (2008), War games: a history of war on paper, MIT Press, Cambridge, 220 p.
Zabban, Vinciane (2012), « Retour sur les game studies. Comprendre et dépasser les approches formelles et culturelles du jeu vidéo », Réseaux 3/2012 (n° 173-174), p. 137-176.
Organizing Committee
David BUCHHEIT (Université de Lorraine, CREM laboratory),
Delphine BUZY (Université de Lorraine, CREM laboratory),
Victor CAYRES (Federal University of Bahia),
Laurent DI FILIPPO (Université de Lorraine, CREM laboratory),
Sébastien GENVO (Université de Lorraine, CREM laboratory),
Stéphane GORIA (Université de Lorraine, CREM laboratory),
Catherine KELLNER (Université de Lorraine, CREM laboratory),
Josette LINDER (Université de Lorraine, CREM laboratory),
Alain MULLER (Université de Lorraine, CREM laboratory),
Emmanuelle SIMON (Université de Lorraine, CREM laboratory),
Pauline THÉVENOT (Université de Lorraine, CREM laboratory),
Vincent THOMAS (Université de Lorraine, LORIA laboratory).
Scientific committee
Espen AARSETH, Principal researcher, IT University of Copenhagen, Denmark,
Lynn ALVES, Professor, State university of Bahia, Brasil,
Alexis BLANCHET, Professor, University of Paris III, France,
Vincent BERRY, Professor, University of Paris XIII, France,
Gilles BROUGERE, Professor, University of Paris XIII, France,
Sébastien GENVO, Professor, Université de Lorraine, France,
Bertrand GERVAIS, Professor, Université du Québec à Montréal, Canada,
Stéphane GORIA, Professor, Université de Lorraine, France,
Catherine KELLNER, Professor, Université de Lorraine, France,
Pascaline LORENTZ, postdoctoral fellow, Masaryk University, Czech Republic,
Frans MÄYRA, Professor, University of Tampere, Finland,
Luís Carlos PETRY, Professor, Pontifical Catholic University of São Paulo, Brasil.
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