Call for Papers – Video Games and Insightful Gameplay

http://compaso.eu


Video games are increasingly used and discussed as a medium for creating and sharing meaning – be it as a form of learning [1], self-knowledge [2], persuasion in fields such as politics or advertising [3], or a way of mending a “broken reality” with a layer of meaning [4]


Gameplay has also been used for distributed problem solving in science, with ‘Foldit’ as a notorious example [5], public awareness of distressing psychological conditions such as depression [6]–[8], or for historical commemoration [9], among other goals. 


We invite research articles and notes that explore the varied landscape of insightful gameplay, and we welcome texts from multiple disciplines, genres, and personal histories of gameplay.


Guest editor: Doris C. Rusch, DePaul University

Deadline for manuscript submission: June 5th, 2015

Send manuscripts at: [log in to unmask]

 

Some orienting questions include:

References

[1]         J. P. Gee, What Video Games have to Teach Us about Learning and Literacy. New York, NY: Palgrave Macmillan, 2003.

[2]         D. Rusch, “Mechanisms of the Soul: Tackling the Human Condition in Videogames,” Proc. from DiGRA, 2009.

[3]         I. Bogost, Persuasive Games. The MIT Press, 2010.

[4]        J. McGonigal, Reality is Broken. Why Games Make Us Better and How They Can Change the World. New York: The Penguin Press, 2011.

[5]         S. Cooper, A. Treuille, J. Barbero, Z. Popović, D. Baker, and D. Salesin, “Foldit.” [Online]. Available: http://fold.it/portal/info/science.

[6]        Z. Quinn, P. Lindsey, and I. Shankler, “Depression Quest,” 2013. [Online]. Available: http://www.depressionquest.com/.

[7]         D. C. Rusch, T. I. Ing, and R. Eberhardt, “Elude.” Gambit.

[8]        D. C. Rusch and A. Rana, “For the records.” [Online]. Available:http://fortherecords.org/.

[9]        Ubisoft, “Valiant Hearts. The Great War.” 2014.

[10]       M. Sicart, “Wicked Games: On the Design of Ethical Gameplay,” in DESIRE’10, 2010, pp. 101–111.

[11]        M. Sicart, The Ethics of Computer Games. Cambridge, MA: Massachusetts Institute of Technology, 2009.

[12]       J. Belman and M. Flanagan, “Designing Games to Foster Empathy,” Cogn. Technol., vol. 14, no. 2, pp. 5–15, 2010.

[13]       M. Consalvo, Cheating. Gaining Advantage in Videogames. Cambridge, MA: MIT Press, 2007.