[AISWorld] Call for Abstracts: First Creative Gaming Conference

Paul Ralph paulralph at gmail.com
Wed Apr 15 22:35:26 EDT 2015


The First Creative Gaming Conference

Important Dates

Abstract Submission 12 May 2015
Notification  15 June 2015
Conference  8 September 2015
Full papers submitted for peer review 14 September 2015
Notification  10 October 2015
Submission of revised papers 30 October 2015
Publication 30 November 2015


Creative Gaming (CG2015) is an academic conference exploring creative
gaming, playful interactivity and serious games which will be  held at the
Auckland University of Technology on 8 September 2015. CG2015 is being
hosted by The School of Art and Design, PIGsty (The Play, Interaction and
Games Lab) and Colab Creative Technologies Research Institute at AUT.

The conference will address the following questions: What is creative
gaming? What are the trends in creative gaming? How can games be used to
promote creativity or allow playful activities that encourage critical
thinking? How is creative gaming being used to support wellbeing? How can
we encourage creativity through game production?

The aim of the conference is to bring together researchers, developers and
practitioners across all areas of play, games and human-computer
interaction. The goal of this first conference is to highlight and foster
discussion about current high quality research in creative gaming as
foundations for the future of playful interactivity and serious games.

Submission types:
1) an abstract up to a maximum of 300 words outlining the scope of a paper
to be presented at the conference
2) a 100 word abstract for a poster
3) a 100 word proposal for a game or installation to be presented at the
conference.

Submission Procedure
Abstracts must be submitted no later than Tuesday 12 May 2015, by email, to
britta.pollmuller at aut.ac.nz.

Conference Themes
The conference encourages multidisciplinary papers, including (but not
restricted to) the following themes:
 - Applications (e.g. case studies, examples of good practice) illustrating
the practical usefulness and impact of creative gaming, serious games and
virtual worlds
 - Methodologies, theories and frameworks (e.g. participatory design
methods, mixed methodologies for data collection and analysis,
cross-disciplinary methods)
 - User-centred approaches to design and the serious applications of games
and virtual world technologies
 - New technologies, for example AI applications, augmented reality, mobile
technologies, GPS technologies, sensor technologies and social networking
software
 - Playful or game-based solutions which encourage positive behavioural
change or consider the motivational aspects of games
 - The use and usefulness of serious games and gamification
 - Game based learning and the social, cultural and collaborative aspects
of play
 - Multimodality and learning

Key words: creative gaming, pedagogical principles, realism, engagement,
learning and entertainment, persuasive games, serious games and alternative
reality games, immersion, ethics, game literacies, game cultures and
creative gaming.

Conference Contributions

Live presentation made at the conference (20 mins)
Poster presentation (10 mins)
Exhibition including video, objects and interactive installations

Publication Opportunities

Selected authors will be asked to submit full papers of up to 4,000 words
for peer review for a special issue of the Journal of Creative Technology –
Creative Gaming 2015. We aim to publish The Journal of Creative Technology
Creative Gaming 2015 issue by 30 November 2015. We look forward to
receiving your abstracts. We will be in touch again shortly with further
details and conference booking information.

For more information see https://ctechjournal.aut.ac.nz/call-papers/

—
Dr. Paul Ralph
Lecturer in Software Engineering, University of Auckland
http://paulralph.name



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