Conferences related to Game Development

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2018 13th Iberian Conference on Information Systems and Technologies (CISTI)

CISTI is a technical and scientific event, whose purpose is to present and discuss knowledge,new perspectives, experiences and innovations in the Information Systems and Technologiesfield


2018 33rd Annual ACM/IEEE Symposium on Logic in Computer Science (LICS)

Suggested, but not exclusive, topics of interest include: automata theory, automated deduction, categorical models and logics, concurrency and distributed computation, constraint programming, constructive mathematics, database theory, decision procedures, description logics, domain theory, finite model theory, formal aspects of program analysis, formal methods, foundations of computability, games and logic, higher-order logic, lambda and combinatory calculi, linear logic, logic in artificial intelligence, logic programming, logical aspects of bioinformatics, logical aspects of computational complexity, logical aspects of quantum computation, logical frameworks, logics of programs, modal and temporal logics, model checking, probabilistic systems, process calculi, programming language semantics, proof theory, real-time systems, reasoning about security and privacy, rewriting, type systems and type theory, and verification.

  • 2017 32nd Annual ACM/IEEE Symposium on Logic in Computer Science (LICS)

    Suggested, but not exclusive, topics of interest include: automata theory, automated deduction, categorical models and logics, concurrency and distributed computation, constraint programming, constructive mathematics, database theory, decision procedures, description logics, domain theory, finite model theory, formal aspects of program analysis, formal methods, foundations of computability, games and logic, higher-order logic, lambda and combinatory calculi, linear logic, logic in artificial intelligence, logic programming, logical aspects of bioinformatics, logical aspects of computational complexity, logical aspects of quantum computation, logical frameworks, logics of programs, modal and temporal logics, model checking, probabilistic systems, process calculi, programming language semantics, proof theory, real-time systems, reasoning about security and privacy, rewriting, type systems and type theory, and verification.

  • 2016 31st Annual ACM/IEEE Symposium on Logic in Computer Science (LICS)

    The LICS Symposium is an annual international forum on theoretical and practical topics in computer science that relate to logic, broadly construed. We invite submissions on topics that fit under that rubric. Suggested, but not exclusive, topics of interest include:automata theory, automated deduction, categorical models and logics, concurrency and distributed computation, constraint programming, constructive mathematics, database theory, decision procedures, description logics, domain theory, finite model theory, formal aspects of program analysis, formal methods, foundations of computability, higher-order logic, lambda and combinatory calculi, linear logic, logic in artificial intelligence, logic programming, logical aspects of bioinformatics, logical aspects of computational complexity, logical aspects of quantum computation, logical frameworks, logics of programs, modal and temporal logics, model checking, probabilistic systems, process calculi, programming language semantic

  • 2015 30th Annual ACM/IEEE Symposium on Logic in Computer Science (LICS)

    Suggested, but not exclusive, topics of interest include: automata theory, automated deduction, categorical models and logics, concurrency and distributed computation, constraint programming, constructive mathematics, database theory, decision procedures, description logics, domain theory, finite model theory, theory of automatic structures, formal aspects of program analysis, formal methods, foundations of computability, higher-order logic, lambda and combinatory calculi, linear logic, logic in artificial intelligence, logic programming, logical aspects of bioinformatics, logical aspects of computational complexity, logical aspects of quantum computation, logical frameworks, logics of programs, modal and temporal logics, model checking, probabilistic systems, process calculi, programming language semantics, proof theory, real-time systems, reasoning about security, rewriting, type systems and type theory, and verification.

  • 2014 29th Annual IEEE/ACM Symposium on Logic in Computer Science (LICS)

    Suggested, but not exclusive, topics of interest include: automata theory, automated deduction, categorical models and logics, concurrency and distributed computation, constraint programming, constructive mathematics, database theory, decision procedures, description logics, domain theory, finite model theory, theory of automatic structures, formal aspects of program analysis, formal methods, foundations of computability, higher-order logic, lambda and combinatory calculi, linear logic, logic in artificial intelligence, logic programming, logical aspects of bioinformatics, logical aspects of computational complexity, logical aspects of quantum computation, logical frameworks, logics of programs, modal and temporal logics, model checking, probabilistic systems, process calculi, programming language semantics, proof theory, real-time systems, reasoning about security, rewriting, type systems and type theory, and verification.

  • 2013 Twenty-Eighth Annual IEEE/ACM Symposium on Logic in Computer Science (LICS 2013)

    The LICS Symposium is an annual international forum on theoretical and practical topics in computer science that relate to logic, broadly construed.

  • 2012 27th Annual IEEE Symposium on Logic in Computer Science (LICS 2012)

    The LICS Symposium is an annual international forum on theoretical and practical topics in computer science that relate to logic in a broad sense.

  • 2011 26th Annual IEEE Symposium on Logic in Computer Science (LICS 2011)

    LICS is an annual international forum on topics that lie at the intersection of computer science and mathematical logic.

  • 2010 25th Annual IEEE Symposium on Logic in Computer Science (LICS 2010)

    LICS is an annual international forum on topics that lie at the intersection of computer science and mathematical logic.

  • 2009 24th Annual IEEE Symposium on Logic in Computer Science (LICS 2009)

    LICS is an annual international forum on topics that lie at the intersection of computer science and mathematical logic.

  • 2008 23rd Annual IEEE Symposium on Logic in Computer Science (LICS 2008)

    The LICS Symposium is an annual international forum on theoretical and practical topics in computer science that relate to logic in a broad sense.

  • 2007 22nd Annual IEEE Symposium on Logic in Computer Science (LICS 2007)

  • 2006 21st Annual IEEE Symposium on Logic in Computer Science (LICS 2006)

  • 2005 20th Annual IEEE Symposium on Logic in Computer Science (LICS 2005)


2018 41st International Convention on Information and Communication Technology, Electronicsand Microelectronics (MIPRO)

Computer in Technical Systems, Intelligent Systems, Distributed Computing and VisualizationSystems, Communication Systems, Information Systems Security, Digital Economy, Computersin Education, Microelectronics, Electronic Technology, Education


2018 7th IEEE International Conference on Biomedical Robotics and Biomechatronics (Biorob)

The RAS/EMBS International Conference on Biomedical Robotics and Biomechatronics - BioRob 2018 - is a joint effort of the two IEEE Societies of Robotics and Automation - RAS - and Engineering in Medicine and Biology - EMBS.BioRob covers both theoretical and experimental challenges posed by the application of robotics and mechatronics in medicine and biology. The primary focus of Biorobotics is to analyze biological systems from a "biomechatronic" point of view, trying to understand the scientific and engineering principles underlying their extraordinary performance. This profound understanding of how biological systems work, behave and interact can be used for two main objectives: to guide the design and fabrication of novel, high performance bio-inspired machines and systems for many different applications; and to develop novel nano, micro-, macro- devices that can act upon, substitute parts of, and assist human beings in prevention, diagnosis, surgery, prosthetics, rehabilitation.


2018 Chinese Control And Decision Conference (CCDC)

Chinese Control and Decision Conference is an annual international conference to create a forum for scientists, engineers and practitioners throughout the world to present the latest advancement in Control, Decision, Automation, Robotics and Emerging Technologies.

  • 2017 29th Chinese Control And Decision Conference (CCDC)

    Chinese Control and Decision Conference is an annual international conference to create a forum for scientists, engineers and practitioners throughout the world to present the latest advancement in Control, Decision, Automation, Robotics and Emerging Technologies.

  • 2016 Chinese Control and Decision Conference (CCDC)

    Chinese Control and Decision Conference is an annual international conference to create aforum for scientists, engineers and practitioners throughout the world to present the latestadvancement in Control, Decision, Automation, Robotics and Emerging Technologies.

  • 2015 27th Chinese Control and Decision Conference (CCDC)

    Chinese Control and Decision Conference is an annual international conference to create a forum for scientists, engineers and practitioners throughout the world to present the latest advancement in Control, Decision, Automation, Robotics and Emerging Technologies.

  • 2014 26th Chinese Control And Decision Conference (CCDC)

    Chinese Control and Decision Conference is an annual international conference to create aforum for scientists, engineers and practitioners throughout the world to present the latestadvancement in Control, Decision, Automation, Robotics and Emerging Technologies.

  • 2013 25th Chinese Control and Decision Conference (CCDC)

    Chinese Control and Decision Conference is an annual international conference to create a forum for scientists, engineers and practitioners throughout the world to present the latest advancement in Control, Decision, Automation, Robotics and Emerging Technologies.

  • 2012 24th Chinese Control and Decision Conference (CCDC)

    Chinese Control and Decision Conference is an annual international conference to create a forum for scientists, engineers and practitioners throughout the world to present the latest advancement in Control, Decision, Automation, Robotics and Emerging Technologies.

  • 2011 23rd Chinese Control and Decision Conference (CCDC)

    Chinese Control and Decision Conference is an annual international conference to create a forum for scientists, engineers and practitioners throughout the world to present the latest advancement in Control, Decision, Automation, Robotics and Emerging Technologies.

  • 2010 Chinese Control and Decision Conference (CCDC)

    Chinese Control and Decision Conference is an annual international conference to create a forum for scientists, engineers and practitioners throughout the world to present the latest advancement in Control, Decision, Automation, Robotics and Emerging Technologies

  • 2009 Chinese Control and Decision Conference (CCDC)

    Chinese Control and Decision Conference is an annual international conference to create a forum for scientists, engineers and practitioners throughout the world to present the latest advancement in Control, Decision, Automation, Robotics and Emerging Technologies.

  • 2008 Chinese Control and Decision Conference (CCDC)


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Periodicals related to Game Development

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Automatic Control, IEEE Transactions on

The theory, design and application of Control Systems. It shall encompass components, and the integration of these components, as are necessary for the construction of such systems. The word `systems' as used herein shall be interpreted to include physical, biological, organizational and other entities and combinations thereof, which can be represented through a mathematical symbolism. The Field of Interest: shall ...


Communications Letters, IEEE

Covers topics in the scope of IEEE Transactions on Communications but in the form of very brief publication (maximum of 6column lengths, including all diagrams and tables.)


Communications Magazine, IEEE

IEEE Communications Magazine was the number three most-cited journal in telecommunications and the number eighteen cited journal in electrical and electronics engineering in 2004, according to the annual Journal Citation Report (2004 edition) published by the Institute for Scientific Information. Read more at http://www.ieee.org/products/citations.html. This magazine covers all areas of communications such as lightwave telecommunications, high-speed data communications, personal communications ...


Communications, IEEE Transactions on

Telephone, telegraphy, facsimile, and point-to-point television, by electromagnetic propagation, including radio; wire; aerial, underground, coaxial, and submarine cables; waveguides, communication satellites, and lasers; in marine, aeronautical, space and fixed station services; repeaters, radio relaying, signal storage, and regeneration; telecommunication error detection and correction; multiplexing and carrier techniques; communication switching systems; data communications; and communication theory. In addition to the above, ...


Computer

Computer, the flagship publication of the IEEE Computer Society, publishes peer-reviewed technical content that covers all aspects of computer science, computer engineering, technology, and applications. Computer is a resource that practitioners, researchers, and managers can rely on to provide timely information about current research developments, trends, best practices, and changes in the profession.


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Most published Xplore authors for Game Development

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Xplore Articles related to Game Development

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Testing methods for mobile game development a case study on user feedback in different development phases

[{u'author_order': 1, u'affiliation': u'Kari Liukkunen, M3S Research Unit, University of Oulu Oulu, Finland', u'full_name': u'Elina Annanper\xe4'}, {u'author_order': 2, u'affiliation': u'Kari Liukkunen, M3S Research Unit, University of Oulu Oulu, Finland', u'full_name': u'Jani Yli-Kantola'}, {u'author_order': 3, u'affiliation': u'Kari Liukkunen, M3S Research Unit, University of Oulu Oulu, Finland', u'full_name': u'Tanja Sauvola'}, {u'author_order': 4, u'affiliation': u'Data-driven Solutions, VTT Technical Research Centre of Finland Ltd Oulu Finland', u'full_name': u'Samuli Heinonen'}, {u'author_order': 5, u'affiliation': u'Data-driven Solutions, VTT Technical Research Centre of Finland Ltd Oulu Finland', u'full_name': u'Erkki Siira'}] 2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH), None

Mobile games are relatively new industry, and their relevance on the game markets are rising. At the same time, it is very competitive market, as new games are coming out by hundreds every day. The challenges for the new game development come from the creative process and the human factors on how to make the game appealing. In this research, ...


Game development data analysis visualized with virtual reality

[{u'author_order': 1, u'affiliation': u'Department of Digital Multimedia Arts #1, Ln.17, Sec. 1, Mu-Cha Road, Taipei, Taiwan', u'full_name': u'Chih-Wei Chen'}, {u'author_order': 2, u'affiliation': u'Department of Digital Multimedia Arts #1, Ln.17, Sec. 1, Mu-Cha Road, Taipei, Taiwan', u'full_name': u'Taoi Hsu'}] 2018 IEEE International Conference on Applied System Invention (ICASI), None

This project aims to improve the information visualization by means of emerging virtual reality technology. A game development and management information is used as the pilot research. Data analysis algorithm is developed in data cluster, data correlation and data regularity verified by the state of art algorithms. To visual the significant analyzed data is employed by the virtual reality allowing ...


Experiencing musical rhythm through interactive installation and AR/VR game development

[{u'author_order': 1, u'affiliation': u'Dept. of Digital Content Design, Ling Tung University, Taichung, Taiwan, ROC', u'full_name': u'Szu-Ming Chung'}, {u'author_order': 2, u'affiliation': u'Dept. of Digital Content Design, Ling Tung University, Taichung, Taiwan, ROC', u'full_name': u'Hui-Guan Lin'}, {u'author_order': 3, u'affiliation': u'Dept. of Digital Content Design, Ling Tung University, Taichung, Taiwan, ROC', u'full_name': u'Tsai-Ling Tsou'}, {u'author_order': 4, u'affiliation': u'Dept. of Digital Content Design, Ling Tung University, Taichung, Taiwan, ROC', u'full_name': u'Chun-Tsai Wu'}, {u'author_order': 5, u'affiliation': u'Dept. of Digital Content Design, Ling Tung University, Taichung, Taiwan, ROC', u'full_name': u'Chun-Hsiung Huang'}] 2018 IEEE Global Engineering Education Conference (EDUCON), None

To better perceive and internalize rhythmic feeling and understand its relation to musical ideas, and furthermore create music coping with visual production, this game development includes 3 stages of training, thinking/designing and creating, The stage I is to realize and feel the rhythm and pulsation through body movements with a device on foot stepping boards with a game interface on ...


A Consumer Perspective on Digital Games: Factors for Successful Game Development

[{u'author_order': 1, u'affiliation': u'Zayed University, Abu Dhabi, United Arab Emirates', u'full_name': u'Saiqa Aleem'}, {u'author_order': 2, u'affiliation': u'Software Engineering, Western Universtiy, London, Ontario, Canada', u'full_name': u'Luiz Fernando Capretz'}, {u'author_order': 3, u'affiliation': u'Computing Science, Thompson Rivers University, Kamloops, British Columbia, Canada', u'full_name': u'Faheem Ahmed'}] IEEE Consumer Electronics Magazine, 2018

Contemporary digital game development companies offer a variety of games for diverse consumer tastes. One important game-development factor is considering the consumer perspective. Game development is a complex task, and measuring the consumer experience of games poses an additional challenge. For the successful development of high-quality digital games, the developer must consider and explore all related dimensions as well as ...


SciTime: Framework for mobile game development for grade 3 science subject

[{u'author_order': 1, u'affiliation': u'College of Computer Studies, National University, Metro Manila, Philippines', u'full_name': u'Lea Angela Sevillena'}, {u'author_order': 2, u'affiliation': u'College of Computer Studies, National University, Metro Manila, Philippines', u'full_name': u'Renniel S. Canoy'}, {u'author_order': 3, u'affiliation': u'College of Computer Studies, National University, Metro Manila, Philippines', u'full_name': u'Jayson Raymund D. Bermudez'}] 2017IEEE 9th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment and Management (HNICEM), None

This study shows the importance and advantages of using the mobile application as a tool for grade 3 students who are having a hard time studying and acquiring information in their class. This educational mobile game application gives an innovative approach to learning science that focuses on topics per grading period of the entire school year. Changing the mood of ...


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Educational Resources on Game Development

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eLearning

No eLearning Articles are currently tagged "Game Development"

IEEE-USA E-Books

  • Game Development

    This chapter contains sections titled: Emergence of the Term, Digital Game Development, Notes, Works Cited

  • World 4: Interactive Game Development Tools

    This chapter contains sections titled: World 4-1: Engineering Interactivity, World 4-2: Interactive Artistry, World 4-3: Designing Interactivity Interactively, World 4-4: Keeping Things Synched, World 4 Boss Fight: This Ain't Anything like Grandma's Boy

  • Gaming with Purpose: Heuristic Understanding of Ubiquitous Game Development and Design for Human Computation

    In technology, the growth of ubiquitous computing and the increased use of human computation games (HCGs) create a possibility space for games that convert the serious business of work into the seriously engaging experience of play. HCGs have witnessed a significant growth in the last few years. This chapter outlines the defining characteristics of HCGs. It also outlines the design concept of the human cloud for HCGs. The chapter provides an overview of design patterns in games based on heuristic analysis. There are two dichotomous solutions to the design of HCGs. The first is to determine the problem to be solved and then apply an appropriate game design to it. The second solution is to reverse engineer the game solution by starting with a game. The chapter concludes with a discussion on design models for creating ubiquitous and persuasive play using HCGs.

  • Developing Java Games on Symbian OS‐Based Mobile Devices

    Games are one of the most popular applications on mobile phones. Even the first mobile phones with a monochrome screen had different types of game such as Tetris and Snake. Developing games for mobile phones differs from game development for desktop computers, as the capabilities of mobile phones are limited. For instance, it is hard to handle the keyboard, there is no mouse‐like pointing device, and the screen size of the mobile phone is small, which makes it difficult to display the game area effectively. Besides this, people usually play with mobile games in different conditions, such as on a bus or metro while travelling. This shows that developing games for mobile phones requires creativity from developers. One of the most popular platforms for mobile game development is Java ME. This chapter first discusses Java ME implementation on Symbian OS from the game development point of view. The processing power of mobile applications is then demonstrated via a small measurement. In the second part of the chapter, a complex interactive game is described, called MobSensor. MobSensor basically turns the mobile phone into a motion and noise detector and enables a sensor network to be created from mobile phones via ad hoc WLAN communication. MobSensor has several uses including actual game play, where the task of one player is to build up a sensor network from a specific number of mobile phones in a large area and the task of the other is to go through the area without being detected.

  • Index

    Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to "debug" the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon -- from "Amusement Arcade" to "Embodiment" and "Game Art" to "Simulation" and "World Building." Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical "takes" on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simu ation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology -- there is an analysis of game design, and a discussion of intellectual property -- but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. **Contributors**Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas urewal, Rene?? H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinba??, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

  • Contributors

    Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to "debug" the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon -- from "Amusement Arcade" to "Embodiment" and "Game Art" to "Simulation" and "World Building." Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical "takes" on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simu ation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology -- there is an analysis of game design, and a discussion of intellectual property -- but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. **Contributors**Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas urewal, Rene?? H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinba??, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

  • Culturalization

    Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to "debug" the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon -- from "Amusement Arcade" to "Embodiment" and "Game Art" to "Simulation" and "World Building." Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical "takes" on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simu ation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology -- there is an analysis of game design, and a discussion of intellectual property -- but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. **Contributors**Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas urewal, Rene?? H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinba??, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

  • Artisanal Local Networks: Game Work and Culture in Independent Game Production

    This chapter is particularly concerned with the synergies between independent game production and developers?> game cultures. It relies on a cultural industry approach to game work as cultural work, while engaging with the community-of-practice (CoP) framework to understand the internal dynamics of developers?> artisanal local networks. The chapter attempts to describe and reflect on the daily work practices of independent game developers, with special emphasis on a local network in Cambridge, and to provide an understanding of the microsocial relationships that structure their process of game making, both spatially and procedurally. In addition, it is set to explore the meanings and functions of these relationships, which is driven by the pleasures of work/play as suggested by N. Dyer-Witheford and G. De Peuter and C. O?>Donnell as well as shaped by the need to socially ensure access to technical, intellectual, and economic sources of game development.

  • The Desert of the Unreal: Democracy and Military-Funded Videogames and Simulations

    This chapter contains sections titled: The Tactical Iraqi Case Study, The Virtual Iraq Case Study, The Palace of Memory, Identity in Play, Trust and Face, Critical Play, Testing the Prototypes: Gamer Culture and Primary Reception, Backlash in the Professional Game Development Community, Language Games in Tactical Iraqi, Res Publica: Videogames and the Material Culture of Civic Life



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