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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]