The Journal of Gaming and Virtual Worlds (Intellect) 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
[log in to unmask] or [log in to unmask]
Word limits:
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 [log in to unmask]
For book reviews, please contact the Reviews Editor, Dr Matthew S.S.
Johnson at [log in to unmask]
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