The Journal of Gaming and Virtual Worlds is a peer-refereed, international journal which focuses on theoretical and applied, empirical, critical, rhetorical, creative, economic and professional approaches to the study of electronic games across platforms and genres as well as ludic and serious online environments such as Massively Multiplayer Online Role Playing Games and Second Life. The Journal aims at researchers and professionals working in and researching creative new media and entertainment software around the globe and seeks to document, harmonise, juxtapose and critically evaluate cutting-edge market trends, technological developments, as well as socio-cultural, political, economic and psychological concerns. It informs its readers about recent events such as conferences, and features long articles, short papers, poster abstracts, interviews, reports and reviews of relevant new publications, websites, virtual environments and electronic artefacts.
Contributions are invited from all fields of game studies research, design and development. We seek to provide a platform for vivid information interchange between academia and industry, between scholarship and professionalism, between theory, criticism and practice. Typical subject areas include
• Theory and criticism: e.g. narratology, ludology, philosophy, gender, race, identity, history (of and in games), rhetorical approaches, discourse analysis and semiotics, genre criticism and cultural studies
• Social and psychological concerns: e.g. (online) communities, participation, interaction, identity formation, networks, violence and addiction, emotion, children’s social behaviour, cognitive effects, e-learning and education
• Design issues: e.g. developments in 3D modelling, authenticity and realism, mimesis, screenwriting, sound effects, composition, static vs. moving image, cut scenes, background vs. foreground, multimodality, simulation and game engines
• Reception and production: e.g. ethnography, customer research, therapeutic and hazardous effects, serialisation, adaptation, franchising, commercial vs. serious games, transmediation, intermediality, artificial intelligence, and new literacy studies.
Submission deadline for publication in October 2008: 1st May 2008.
Please send your manuscript as a Word-file e-mail attachment to email@example.com or firstname.lastname@example.org.
Long articles: 4,000-6,000 words
Short articles: 3,000-4,000 words
Conference reports: 500-1,000 words
Reviews (books, websites, games and other relevant software) and interviews: 1,500-2,000 words
For questions on formatting and spelling, please consult the Intellect Style Guide: http://www.intellectbooks.co.uk/auth/links/StyleGuide.pdf and/or contact the Editors at email@example.com.
For book reviews, please contact the Reviews Editor, Dr Matthew S.S. Johnson at firstname.lastname@example.org.
Dr Astrid Ensslin and Dr Eben Muse
National Institute for Excellence in the Creative Industries
Tel: +44-(0)1248-383619 Email: email@example.com
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