[Dutch-chapter] Reminder! ECREA Pre-Conference - Experiencing Digital Games: Use, Effects & Culture of Gaming

Jan Van Looy jvanlooy at gmail.com
Tue Feb 21 14:14:25 UTC 2012


Hi all,

Just a quick reminder that the deadline for submissions to the ECREA
Pre-Conference: 'Experiencing Digital Games: Use, Effects&  Culture of
Gaming' is 28 February.

Best regards,

Jan

********************************************
CALL FOR PAPERS
*********************************************

EXPERIENCING DIGITAL GAMES: USE, EFFECTS&   CULTURE OF GAMING

Pre-Conference to ECREA's fourth European Communication Conference, ECC
2012 (Istanbul, Turkey)

23 - 24 October 2011

In the past decades, digital games have diversified into a broad range of
forms each with their specific interactions and experiences: from rapid
button mashing in shooter games to group chat in role-playing games, to wild
dancing in party games and to actual running around in a city and engaging
with the environment in location-based mobile games. Thus digital games have
increasingly come to be seen as generators of experiences rather than just
sources of mediated content. You do not just receive games, you live them!

Understanding digital game experience presents an important challenge for
present-day communication research. Not just is there a plethora of
different types of games, the very fact that an experience occurs between
the player and the mediated content implies that characteristics of the
user, device, (social) context and culture at large need to be taken into
account. In this regard, traditional use and effects models from
communication studies and media psychology have proven useful but still fall
short in describing and mapping the specificities of digital gaming. Digital
game-specific theories and analytical frameworks on the other hand have
often had a hard time linking up with mainstream communication and media
research as they are often perceived as too idiosyncratic for use beyond
digital gaming.

The pre-conference "Experiencing Digital Games" aims to bridge this gap and
open a vital discussion on the use, effects and culture of digital gaming.
To enable a broad discussion on the gaming experience, different
disciplinary approaches, methods and perspectives are welcomed, including
production research, content analyses, effects and use research, cultural
analysis, design-oriented approaches etc.

Conference topics include (but are not limited to):
- Everyday experience&  culture of digital games
- Use aspects of digital games
- Effects of digital game experiences
- Gamer characteristics and experiences
- Designing specific forms of game experience
- Comparisons of different forms of gaming
- Immersion&  presence
- Game experience and motivations for playing
- Game content analysis and experience
- Methodologies for game experience research
- Avatars, identification and self-representation in virtual worlds
- Social interaction in digital games as a specific form of game experience
- General theoretical and empirical approaches regarding game experience

*********************************************

Abstracts

Anyone wishing to propose a paper for presentation at the conference is
invited to submit an anonymized extended abstract of no more than four pages
(10000 characters including spaces) in APA style to the organizing committee
at the email address

precon at digital-games.eu

before 28 February 2012.

The abstracts will be subject to a peer review process. Notification of
acceptance will be sent by 31 March 2012.

When submitting the abstract, please include a separate cover page including
the following contact details:

- title
- name
- department/organization
- address
- e-mail

Abstracts should make it absolutely clear what the current status of the
proposed work is. A preference is given to finished work ready for
presentation (note: this includes theoretical/ conceptual papers, if the
concept itself is the main object of presentation and not some related, yet
unfinished empirical work). By sending in an abstract, the authors agree to
personally present their research at the conference.

*********************************************

Location&  Main Conference

ECC 2012 will take place at Bilgi University (Istanbul, Turkey) from 24-27
October 2012. Istanbul is Turkey's largest city, and with more than 13
million inhabitants, it is one of the largest metropolitan areas in Europe.
Located on the Bosphorus strait and stretching along the Golden Horn, the
city is situated both in Europe and Asia. It offers a rich Roman, Christian
and Ottoman heritage in its historic districts, as well as the pulsating
street life of a modern city. Bilgi University, founded in 1994, has three
centrally located campuses that are interconnected via Shuttle Buses. More
information on the university can be found via Bilgi's website:
http://www.bilgi.edu.tr/en/

The main ECC conference will provide a broad platform to meet and discuss
the profound transformations that are taking place globally in the mass
mediated societies. The proposed theme "Social Media And Global Voices"
opens a space for a vibrant discussion in the European academic scene. The
main conference will offer a large variety of scientific panels, podium
discussions and meetings. ECREA's Sections, Networks, Temporary Working
Groups will organize thematic sessions and or panels, covering a wider range
of topics related to (mediated) communication.

More information on the ECC 2012 and the respective Calls for Proposals can
be found here:
http://www.ecrea2012istanbul.eu/

During the main conference, the Temporary Working Group will organize a
Business Meeting and a Panel with invited speakers, presenting selected
research findings to the main ECREA audience.

*********************************************
About the TWG "Digital Games Research"

The Temporary Working Group "Digital Games Research" was founded in 2011,
giving European communication scholars interested in computer and video
games research a dedicated home in ECREA.
*********************************************

Additional Information

The language of the pre-conference is English. Full papers should be ready
at least two weeks before the conference (19 October 2012), so that
conference participants have the opportunity to read them. Depending on the
number, quality and coherence of the submissions, a publication of a
proceedings volume will be considered.

Further information about the pre-conference can be found at the TWG's
website:
www.digital-games.eu

We will update the website with the final programme and additional
information in the coming months.

*********************************************

Jan Van Looy, PhD
Senior Researcher
IBBT-MICT-Ghent University

Research Group Media&   ICT
Department Communication Studies
Korte Meer 7-9-11
B-9000 Gent - Belgium
T: +32 9 264 84 76
F: +32 9 264 69 92
www.mict.be  /www.ibbt.be



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