[game_edu] Meaningful Play 2008 Special Issue of IJGCMS

Brian Winn winnb at msu.edu
Mon May 19 17:17:10 EDT 2008


Meaningful Play 2008 and the International Journal of Gaming and
Computer-Mediated Simulation (IJGCMS) has partnered to bring a special
issue of the IJGCMS containing top papers from the Meaningful Play
2008 conference. The International Journal of Gaming and Computer-
Mediated Simulations (IJGCMS) is a peer-reviewed, international
journal devoted to the theoretical and empirical understanding of
electronic games and computer-mediated simulations.

Meaningful Play 2008, which takes place October 9-11, 2008, is an
interdisciplinary academic conference that explores the potential of
games to entertain, inform, educate, and persuade in meaningful ways.
The conference includes thought-provoking keynotes from leaders in
academia and industry, peer-reviewed paper presentations, panel
sessions (including academic and industry discussions), innovative
workshops, roundtable discussions, and exhibitions of games.

Submissions are sought from both researchers and practitioners in
academia and industry. Graduate and advanced undergraduate students
are also encouraged to submit either jointly with an academic/member
of industry or alone.

While any topic related to games for entertainment and learning is
appropriate to submit to Meaningful Play 2008, topics of particular
interest include:

1) Exploring meaningful applications of games

* Games to change attitudes, beliefs, or behaviors (including social
impact games and personal health games)
* Games to stimulate creativity or innovation
* Games to build social skills
* Games to advertise (advergames) and persuade
* Games to exercise specific cognitive functions
* Games to explore personal beliefs and help make decisions
* Games to build knowledge and skills (games for learning)
* Serious games for history and cultural heritage learning

2) Issues in designing meaningful play

* Game design for specific audience segments
* Player types and play styles
* Story and storytelling in games
* Competitve and cooperative play (single player, multiplayer and
massively multiplayer)
* Balancing entertainment and serious goals
* Repurposing entertainment games for serious purposes
* Unintended and unexpected effects of games
* Using psychology and neuroscience to design and understand games
* Evaluation and assessment of game impacts
* Barriers to the adoption of serious game

Submission deadline is July 1, 2008.

Complete details on Meaningful Play 2008 are available at:
http://meaningfulplay.msu.edu


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