Call for Papers: Journal of Gaming and Virtual Worlds (Intellect)
The Journal of Gaming and Virtual Worlds is a peer-refereed, international journal published by Intellect which focuses on theoretical and applied, empirical, critical, rhetorical, creative, pedagogic, 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.
It 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, psychological and educational concerns: e.g. (online) communities, participation, interaction, identity formation, networks, violence and addiction, emotion, childrens 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.
The Journal of Gaming and Virtual Worlds publishes general and themed issues. Themes for future issues are announced in the journal.
Submissions are welcome at any time. For issue 1.2 (spring 2009), however, please submit by 30th September 2008. For author guidelines and further information, please contact the Editors at email@example.com.
Astrid Ensslin and Eben Muse
National Institute for Excellence in the Creative Industries
Bangor University, UK
Matthew S.S. Johnson
Southern Illinois University Edwardsville
Erik Champion University of New South Wales
David Ciccoricco University of Canterbury, NZ
Pawel Frelik Maria Curie-Sklodowska University, Lublin
Nigel John Bangor University
Helen Kennedy University of the West of England
Brian C. Ladd State University of New York, Potsdam
Xavier Laurent Bangor University
Esther MacCallum-Stewart University of East London
Michael Nitsche Georgia Institute of Technology
Justin Parsler Brunel University
Celia Pearce Georgia Institute of Technology
Jason Schklar Amazon.com
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