[DiGRA Italia] Fwd: Call For Proposals GAW 2019

Alessandra Antonaci alessandraantonaci at gmail.com
Fri Aug 30 07:13:55 UTC 2019


Deadline extension until September 20: Call For Proposals GAW 2019
Game Analysis Workshop (GAW 2019), TU Delft, Netherlands, 14-15 November
2019
http://game-analysis-workshop.org/call-for-proposals/

Queries about the workshop: game.analysis.workshop at gmail.com

Gamelab (TU Delft), Centre for Education and Learning, University of
Lincoln, the Cologne Game Lab (TH Köln), and the Welten Institute (Open
University of the Netherlands) invite you to apply to a two-day, hands-on
game analysis workshop.

Workshop Goal

In an attempt to develop a multidisciplinary game analysis methodology and
toolkit, we are seeking a diverse spectrum of approaches to game analysis,
which can also include critical evaluation of a game. By game analysis, we
refer to a systematic and critical identification of structures, elements
and qualities of a game or genre.

Proposal Format

Applicants should submit a concise description of their preferred method of
game analysis, no more than 250 words in length. Approaches to game
analysis can be formal, empirical or qualitative in nature and should speak
to a broad audience while featuring the applicant’s home discipline. Please
send a description of your game analysis approach to
game.analysis.workshop at gmail.com by September 20. The number of
participants is limited. Acceptance/Rejection notifications will be sent by
October 1.

Workshop Structure

Applicants who are accepted will be invited to the two-day game analysis
workshop at TU Delft, Netherlands. Selected applicants will analyze a
mainstream game during the workshop, but will not know which game in
advance.

GAW 2019 will begin with the ‘big reveal’ of the game that will be the
object of analysis. Participants will spend the rest of the day (Thursday,
November 14th) playing the selected game and analyzing it with their
particular approach. The necessary equipment — consoles, PCs, portable
devices, and copies of the game — will be provided.

On day two (Friday, November 15th), participants will spend the morning
reviewing the results of their analysis and preparing a brief recap. After
lunch, participants will share their findings with one another and assess
the efficacy of their methods by discussing such questions as: What worked?
What could be improved? How might the diverse selection of approaches
complement one another?

Workshop email: game.analysis.workshop at gmail.com

Important dates/info

• Proposal deadline: September 20th
• Notification of acceptance: October 1th
• Workshop: November 14th-15th (TU Delft, Faculty of Technology, Policy and
Management)


Program committee

• Alessandra Antonaci (Open University of the Netherlands),
• Maria Freese (Delft University of Technology, the Netherlands),
• Emmanuel Guardiola (Cologne Game Lab, TH Köln),
• Jussi Holopainen (University of Lincoln, Lincoln Games Research Network),
• Roland Klemke (Cologne Game Lab, TH Köln & Open University of the
Netherlands),
• Anique Kuijpers (Delft University of Technology, the Netherlands),
• Bibeg Limbu (Open University of the Netherlands),
• Heide Lukosch (TU Delft Gamelab & HIT Lab, University of Canterbury),
• Curtis Maughan (Vanderbilt University)


Here are two samples of what an approach to game analysis might look like:

• Approach to Game Analysis: Diegetic vs. Non-diegetic Sound
“The combination of diegetic and non-diegetic sound is essential to
establishing an immersive game world. Furthermore, sound cues often provide
the player with a visceral form of feedback that shapes play development.
This approach to game analysis revolves around key elements of sound
information to catalogue the ways in which diegetic and non-diegetic
sound are used to guide the player and enhance player experience. This
analysis will include sound effects as well as soundtrack and/or score.

In my game analysis, I will create a catalogue of diegetic vs. non-diegetic
sounds, and analyze how various sound information distinguish themselves
from one another and how they work together. Employing the catalogue of
sounds, I will then illustrate the ways in which diegetic and non-diegetic
sound is implemented in the game of choice by breaking down a few key
sequences of gameplay. I hope to approach answers to the following
questions: What is the nature of the interplay between diegetic and
non-diegetic sound in creating an immersive game world? What is the nature
of the interplay between diegetic and non-diegetic sound in guiding the
player? How does the interplay of diegetic and non-diegetic sound in
video games differ from that in film or theatre?”

• An approach to Game Analysis: visual patterns discourse in gameplay
progression
“Games, unlike movies, can mostly allow camera view framing control and
exploration of large world scenarios to players. This relative freedom
makes it more difficult to capture and analyze visual data in video games
rather than in films, as every game experience can be somewhat unique to
each player. So I propose a methodological approach to understand if there
is a visual coherence in games regarding its challenges and climax
progression with its visual elements, i.e. a “gameplay visual discourse”.

In my analysis, I will process gameplay images with ImageJ, a software that
can extract numerical metadata of a large volume of images and also
generates graphic charts from collected data. This analysis will only
include visual elements from gameplay, excluding cutscenes.  Two techniques
will be used: a) Parameter of hue, brightness, and saturation balances
extracted from gameplay images, and b) Generate visualization of game
scenario’s color scheme from collected data.

I intend with this approach observe gameplay visual impact (by the
principle of color and tone contrast) and its affinity within the intensity
of game’s progression structure. I hope to get answers to the following
questions: What can it be analyzed from a scheme coherence’s graphic charts
of gameplay visual data color? How is the relation between image metadata,
color and tone scheme, and game challenges intertwined during gameplay?
What layers of meaning could emerge from the confluence between game
progression and color and tone contrasts in gameplay?”


---------- Forwarded message ---------
From: Alessandra Antonaci <alessandraantonaci at gmail.com>
Date: Wed, 31 Jul 2019 at 11:28
Subject: Call For Proposals GAW 2019
To: <italy at digra.org>


***Call For Proposals Game Analysis Workshop (GAW 2019)***

Gamelab (TU Delft), Centre for Education and Learning, University of
Lincoln, the Cologne Game Lab (TH Köln), and the Welten Institute (Open
University of the Netherlands) invite you to apply to a two-day, hands-on
game analysis workshop.

***The goal of the workshop***

In an attempt to develop a multidisciplinary game analysis methodology and
toolkit, we are seeking a diverse spectrum of approaches to game analysis,
which can also include critical evaluation of a game. By game analysis, we
refer to a systematic and critical identification of structures, elements
and qualities of a game or genre.
***Venue***

The workshop will take place at TU Delft, Netherlands, 14-15 November 2019

 ***More Info***

If you want to know more click here
http://game-analysis-workshop.org/call-for-proposals/

 ***How to apply***

Apply by the August 26, 2019 using this e-mail:
game.analysis.workshop at gmail.com
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