SeriousGame : apprendre en s’amusant. DiGRA Conference 2011. Green Bridge. Videogame Cultures and the Future of Interactive Entertainment Project Home Page. This inter- and multi-disciplinary project aims to examine, explore and critically engage with the issues and implications created by the mass usage of computer- and videogames for human entertainment and focus on the impact of innovative videogame titles and interfaces for human communication and ludic culture.
The project will engage with a number of core themes; 1. Videogames and Gaming 2. DIY Citizenship: Critical Making and Social Media. 4th European Conference on Games Based Learning. Practicing science and technology, performing the social. As in previous years, the EASST010 conference combines a broad platform for contributions along with a particular focus.
The 2010 conference turns its attention on the performativity of technoscientific practices and, more generally, on science and technology as situated practices rooted and grown in the connections of a sociomaterial ecology. The notions of “social construction” and “social shaping” of science and technology have been crucial for the development (and success) of science & technology studies. Increasingly, however, the “social” is seen as a question rather than as a distinctive explanatory category. Welcome to the Festival of Games. GAMEON-NA 2010, August 25-27, 2010, Digipen Institute of Technology, Redmond, USA, Conference Aim. The aim of the 6th annual North American Game-On Conference ( ) is to bring together academics, researchers and games people from North America in order to exchange ideas on higher-level concepts that contribute to the field of computer gaming research.
The intent of the event is to expose the research qualities of the efforts currently being studied and employed in the gaming community: projects in games research fields, students' game-related research work, commercial game development and design including tools, etc.. GameOn focuses broadly on the AI and Simulation concepts within computer games, but more specific themes that are encompassed within or related to these two categories are relevant as well. It also aims to enhance research contacts in the field of commercial gaming research between North American and researchers from other parts of the world. You can download the Call for Papers here in Text format and here in PDF format.
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