Digra 07, Tokyo, Cfp

Following successful conferences in Utrecht and Vancouver this year DIGRA goes to Japan. Edited version of the call for papers below.

*The Third Digital Games Research Association International Conference
(DiGRA 2007) “Situated Play”*

Second Circular and Call for Papers

1. Date and Venue

The conference is planned to take place from September 24th to 28th. This will be immediately after the Tokyo Game Show 2007, which is currently scheduled from September 21st to 23rd (There is still a small chance that these dates might change).

The conference venue is expected to be the University of Tokyo’s Hongo Campus in Tokyo, Japan.

2. Conference Theme: Situated Play

Games are everywhere. On subways, we see people playing Tetris with cell-phones. On the street and in restaurants, kids play with GameBoys and other portable devices. At home, we gather around the console or collaborate with a family member to take out a monster in a multiplayer game. In our offices, we spend stolen moments playing PC games. Our elderly are whiling away free hours playing online games. Games are everywhere, and becoming more deeply embedded in the fabric of our everyday lives.

As digital games penetrate our life and society, they are increasingly difficult to ignore. Games have created huge industries in some countries, while still others note this success and clamor to build industries of their own. The idea of games as mere entertainment is beginning to fade: the potential of games is now being recognized as they are becoming progressively more employed for education, job training, physical exercise, rehabilitation, psychotherapy and more.

Games, therefore, deserve serious attention.

Yet, we have a problem. A digital game is an extremely complex aesthetic, social and technological phenomenon. Games are not isolated entities that one can effectively study in vitro. Games are situated in culture and society. To truly understand the phenomenon of digital games, it is not enough to merely study the games themselves or short-term impacts as described by laboratory experiments — these are only part of the story. Their context begins when the games are marketed and circulated, and they reach the hands of players. Context continues to build as potential players satisfy certain prerequisites: resources to obtain a console or a PC, time and motivations to play games, and skills to enjoy sometimes very complex digital games. We need to understand not just narratological and ludological aspects of the games, but also the industrial and economic contexts that produce them, and the socio-cultural backgrounds that produce game players and
generate gameplay. In short, to understand games, we need to investigate them from a multitude of different perspectives.

To make the case even more complex, while games are ubiquitous, they are geographically diverse, and game play is local. Games are produced and consumed differently in Japan and in North America. Online games have different meanings and functions in Korea and in Europe. When we look at the situatedness of games, we see greater cultural diversity in games, even beyond the superficiality of geo-political boundaries into myriad sub-cultures that might find unifying interests across traditional cultural lines. Gameplay is messy. Yet we must strive to understand it, even if that means pulling together many small pieces of the overall puzzle together in the hope that the whole might reveal itself over time.

3. Call for Full Papers

Papers and panel proposals are invited for the third Digital Games Research Association International Conference (DiGRA 2007) in Tokyo. The theme of this conference is “Situated Play.” Its goal is to shed light on various kinds of situatedness of games. In particular, the conference aims to create a bridge between professionally and geographically diverse scholars and practitioners. We therefore welcome panel proposals and papers that tackle various facets regarding the situatedness of digital games and attempt to combine a range of approaches in innovative ways.

The deadline for papers and panel proposals is midnight (Apia time), February 14, 2007.

The selection will be based on full papers and panel proposals. The time allotted to one paper is 30 minutes, and the submitted papers should be between 2500 to 6000 words and an abstract must be attached.

A panel session will have two hours, and a panel proposal should be up to 800 words in addition to all the full papers in the panel. Authors and organizers of panels will be requested to specify a relevant thematic focus (see below) and their relevant disciplinary backgrounds. Submission will be accepted by an online review system. Practical details of submission will be announced on the conference website in January.

Based on the abstracts and the specified disciplinary backgrounds, the Review Committee Chair Douglas Thomas will assign papers and panel proposals to a Review Committee member, who will assign three or more reviewers to the paper. Based on the double-blind evaluation of the reviewers and taking the relevance of the papers to the conference theme into consideration, the Program Committee will select approximately 50 papers.

In addition to full papers, there will be lightening sessions, student round tables, and poster sessions. A call for papers for these kinds of sessions will be announced later. The deadline of submissions for these sessions is planned to be in May. Further details of the conference will be announced on the conference website (http://www.gamesconference.org) as the preparation proceeds. For inquiries, contact Kenji Ito at
kenjiito67 [at] gmail.com.

4. Thematic Foci

Thematic foci are meant to be used to help organize sessions and tracks. They are mainly for the convenience of conference attendees, and is certainly not meant to be overly prescriptive.

– Player-Focus: Sociology and economy of MMORPGs, sociological approaches to games, gender and gaming, player engagement, player co-production, cross-cultural issues, etc. Relevant disciplines include: sociology, anthropology, cultural studies, gender studies, history, economics, and psychology.

– Content Focus: Theory and practice of game design, game storytelling, game graphics, etc. Relevant disciplines include: literature, film studies, art studies, and game design theory.

– Learning/Education Focus: Teaching and curriculum development in game programs, serious games, games at school, learning and games. Relevant disciplines include: education and psychology.

– Technology focus: Game programming, AI, computer graphics, computer hardware. Relevant discipline include: Computer science and electronic engineering.

– Business Focus: Economics-based studies of game industry, business models, sociology of game production, copyright and legal issues, national policy of game production and training,independent/amateur designers, etc. Relevant disciplines include: business and management, economics, sociology, history, law, and political sciences.

– Interdisciplinary: Any studies to cross these themes or innovative attempts that do not fit in any other theme areas.

IT-T Conf, Carlow, Update

From October 25-26 the 6th IT&T Conference will be held in the Institute of Technology, Carlow.

This is promising to be an interesting mix of industry, academic and student work and on Wed. the 25th there is a workshop on “The Future of Games Development in Ireland” involving Steven Collins, Havoc and TCD; Tony Kelly, Nephin Games & President of IGDA; Aidan Keogh, Logitech; Will Golby, PopCap Games International; Sean Blanchfield, DemonWare; Ross Palmer, IT Carlow and Aphra Kerr, Maynooth University.

Prior to this workshop Tony Kelly will be giving a keynote.

Other sessions involve presentations on commercialisation, current unviersity research on games and entertainment technology, speech and language technology, IT security, wireless and software innovations.

Full fee is €320 for all session and workshops while the student fee is €180. You can also attend just one day workshops for €100.

More info at www.ittconference.com/booking.html

Splinter Cell

This is a chance to show off your skills at Splinter Cell Double Agent.

Tourno will be running at the XBOX Live Gaming Centre in Dublin on November 3rd.

You need teams of three or we could have a gd.ie team.

The grand prize is a trip to the Ubisoft Development Studio in Montreal on November 13th to meet the producers of Assasin’s Creed.

Maya 8 & Ati Demo Dublin


> 2.00pm Doors open

> 2.45pm Show reels & customer profiles

> 3.00pm The latest news & update announcements

> 3.30pm Maya 8 new features & workflow overview:
Maya Application Specialist Nick Jovic will demonstrate the exciting new features within the 64-bit release of Maya 8. Including the Transfer Polygon Attributes, the enhancements to Soft Modification and UV creation, the Geometry Caching and performance optimisation

> 4.30pm ATI Technology Update by Richard Huddy

> 4.50pm 3ds Max New features overview:
3ds Max Application Specialist Jamie Gwilliam will show the exciting new features within the 64-bit release of 3ds Max 9. Focusing on Mental Ray, Pro
Booleans, point cache 2, proxy creation, performance optimisations,x-ref
enhancements and layered animation.
> 5.30pm Guest Speaker
> 5.30pm Summary & close with drinks reception & networking
> 6.30pm Ends
> Places can be booked by emailing lee.griffin@eurotek.ie

Venue: The Morgan Hotel
Temple Bar
Dublin 2

Sense Of Play Symposium London 06


The London games festival fringe is proud to announce Sense of Play 06, a one-day symposium that takes a long hard look at game design, and the role of the game designer. Looking beyond the current generation, the event aims to promote lively debate on the nature of game design and what it means to different people – both inside and outside the industry.

Sense of Play 06 is co-sponsored by the University College for the Creative Arts and features Patrick O’Luanaigh (nDreams, ex creative director Eidos/Sci), Charles Cecil (Revolution), and Rob Cooper (Interactive Drama & Entertainment, BBC) as well as range of games industry and academic experts.

Focusing on the creative and cultural dimensions, Sense of Play 06 explores the role of the game designer in an industry that many believe to be in something of a state of flux. Given that game designers are considered to be key to the medium’s creative future, how can we best equip emerging talent to square up to the considerable challenges they face as the industry evolves?

The symposium will be rounded off with a showcase of exciting new work from recent graduates of the MA Digital Games Design programme at UCCA Farnham,
joined by fellow postgraduates from other universities offering Masters level game design related courses.

Patrick O’Luanaigh will follow on from his Leipzig Games Convention talk with a look at how we can improve the quality of storytelling in games. According to Patrick, “Game design is a key area for the future of the industry. As graphics, audio, physics simulation and animation move closer to true realism, it’s game design which will increasingly set titles apart.

Sense of Play will be an exciting and important part of the games festival, as we’ll be exploring what it means to be a games designer, looking at where interactive storytelling is going, and how the industry is trying new ways to create deeper levels of emotion and immersion.”

Charles Cecil of Revolution Software, recently honoured as a ‘Development Legend’ by industry magazine Develop, tempers the celebration of future possibilities with a level-headed investigation of what’s holding things back, exploring the so called ‘content crisis’ within the games development and publishing communities and suggesting how game designers are vital in securing the industry’s creative and cultural sustainability.

Rob Cooper broadens the debate by looking at various projects within and beyond the broadcast communities, destined to bring interactivity and gameplay to areas which have previously been the bastion of traditional, ‘delivered’ dramatic form. BBC’s Head of Interactive Drama & Entertainment Sophie Walpole comments “The BBC is constantly pushing the boundaries of interactive storytelling and narrative, looking for new ways to tell stories, to surprise and entertain our audiences on new platforms. Sense of Play is an exciting new date in the calendar which we look forward to participating in.”

Sense of Play takes place on Friday 6th October 2006

Symposium 9.30am – 5.30pm at Soho Theatre, 21 Dean Street, London W1D 3NE

Showcase 6.00pm – 9.00pm at 01zero-one, Hopkins Street, London W1F 0HS

Entry is free but places limited. Register online at www.senseofplay.com (or email registration@senseofplay.com with full contact details)

All information: www.senseofplay.com
Contact: Toby Barnes, info@pixel-lab.co.uk or Jon Weinbren via info@senseofplay.com

PC Pilots Ireland Flight Simulator Show

Interesting press release this one – the combined computer flight simulator and aviation show at the Red Cow Inn. For hobbyists, pilots and anyone with an interest in planes I presume. And you can play the latest in the ’25 year’ phenomenon which is Microsoft’s Flight Simulator. Only €5!



Ireland’s only combined Computer Flight Simulator and Aviation show

The PC Pilots of Ireland will host Ireland’s only combined Computer Flight Simulator and Aviation Show on Sunday, 1st October 2006 in the Red Cow Hotel, Naas Road, Dublin, from 10am to 5 pm.

The purpose of the event is to promote Computer Flight Simulation as a hobby in the context of the wider aviation interest. The show will feature exhibits from the computer flight simulator communities in Ireland, UK, Holland, France, Germany, Canada, and Aviation groups in Ireland.

Show visitors will have the opportunity to fly Microsoft’s newest addition to the 25-year “Flight Simulator” franchise “Flight Simulator X” before it hits the shops in Ireland on 13th October; watch demonstrations of flying on the internet using live virtual Air Traffic Control, and fly in a home built cockpit. Presentations from flight simulator, aviation groups and screenings of Aviation Cockpit DVDs will take place in a seated ‘Presentation Theatre’

Visitors will get the opportunity to win copies of Microsoft Flight Simulator X, Microsoft Keyboards and Mice, and Combat Flight Simulation software by entering a free draw on the day.

Visitors will be able fly a range of aircraft such as a Cessna 152, a Learjet, a DC3, or a Boeing 747 on Microsoft Flight Simulator 2004 in the PC Pilots Ireland home built cockpit.

Demonstrations of On-Line Flights, where Flight Simulator Pilots will have live virtual Air Traffic Controllers guiding them while flying on the Internet. The virtual Irish Air Traffic Controllers will be controlling aircraft flying into Ireland from the UK, Mainland Europe and the USA.

Experience the FRASCA Training Simulator. A light aircraft training simulator from the UK.

Take a seat in the ‘Cyberseat’. This seat moves with the movements of Flight Simulator and Falcon 4.

Members of the PC Pilots Ireland will have their PCs running Flight Simulator on various setups from a simple PC and Joystick to Multi-Monitors, flight controls and software.

Advice will be available on Flight Simulator equipment and accessories including a specially designed “Pilots Seat”, suitable home computers, graphics cards, joysticks, control yokes, rudder pedals, etc.

Software will be on sale for use on Microsoft Flight Simulator 2004 (Aircraft, Scenery, Utilities), plus Joysticks, Throttles, Flight Control Yokes, Rudder Pedals, Cockpit Modules, Graphics Cards.

Share your interest in computer Flight Simulation by joining the ‘PC Pilots Ireland’ and receive our magazine ‘PC Flight’.

Enthusiasts will be able to order purpose built PC on the day from Alpine Systems, who specialise in building PCs for Flight Simulator, Office, or Home use.

Flight Simulators Ltd will have a selection of Elite Consoles and Control Yokes for the PC Pilot.

For those who are looking for a different approach to flying, the National Microlight Association of Ireland will introduce you to flying a Microlight.

Want to share your interest in aviation with other enthusiasts? Talk to the ‘Aviation Society of Ireland’.

The ‘Model Aeronautics Council of Ireland’ will introduce to flying remote-controlled model aircraft.

The ‘Historical Aviation Society of Ireland’ will have information on Ireland’s aviation history.

If you’re looking for a dedicated Irish aviation magazine, ‘Flying In Ireland’ is Ireland’s new aviation magazine. You can subscribe or just get the latest issue.

‘PC Pilot’ magazine is a UK dedicated Flight Simulation magazine, covering Civil and Combat Flight Simulators. You will be able to subscribe or buy the latest issue.

For those interested in building their own cockpit, Canadian company ‘Flightdeck Solutions’ provide panels and components and Dutch company ‘Sea Gull’ produce high quality instruments for such projects.

Entrance fee: €5.00 per person. Family €10.00

Full details are available on our website www.pcpilotsireland.com

Contact: Terry McGee (PC Pilots Ireland)

Email: tmcg@iol.ie. Ph: (H) 01 8405 105 (M) 087 257 0020 (Mon-Fri 9am – 6pm)

Flight Simulation And Aviation Show 2006

PC Pilots Ireland – Flight Simulator Show

Sunday 1st October 2006

Red Cow Hotel, Naas Road, Dublin.

10am – 5pm

Entrance fee: €5.00 per person. Family €10.00

Full details are available on www.pcpilotsireland.com

Contact: Terry McGee (PC Pilots Ireland)

Email: tmcg@iol.ie. Ph: (H) 01 8405 105 (M) 087 257 0020 (Mon-Fri 9am – 6pm)

Games Production Masterclass, Belfast.

Top games developers, publishers and producers will be in Belfast on Monday 9th October as part of a week-long series of IDEASFACTORY masterclasses in association with Belfast City Council. They’ll be discussing the latest developments in the world of consoles, mobiles and PCs.

This masterclass is suitable for anyone with an artistic or technical background who is interested in making their way in games production. The panellists are:


Paul McLaughlin is head of art for Lionhead Studios in the UK.

He’s ultimately responsible for the visual ambition of the studio’s projects, sitting on the senior Management and executive committees. He formulates visual policy and helps to steer the direction of the company.

Before moving to Lionhead in Guilford, Paul worked at Bullfrog Productions on strategy games such as Populus and Theme Park

In the late eighties he worked at Emerald Software in Waterford on various games for the Amiga including Treasure Trap & Phantom Fighter.

Paul’s worked on over 15 published titles and many (character forming if failed) prototypes. Currently he is Art director on a major new concept which is destined to be one of Lionhead’s key intellectual properties over coming years.


Risa Cohen is Adjunct professor for 3D & Videogames production at the University of Paris.

She also works as a senior producer and consultant at Film Finances Inc., evaluating and monitoring games projects.

Born and raised in New York City, Risa started her career in entertainment as a Playwright and Producer. After finishing art school, she moved to Paris and began working in multimedia and videogames.

Risa has worked for Kalisto, Infogrames, Exmachina Image and Disney. She has worked in collaboration with Square, Namco, NEC, Microprose, Universal studios, Warner Bros, Moulinsart and ABC television.

Her credits include: Dark Earth, Loons: fight for fame, Martian Alert, Martian Revenge, Lucky Luke: on the Dolton trail, Smurf Adventure, Loony Tunes racing, Adventures of Tintin, Dead to Rights; Piglets BIG Game, and Alias.

She has won awards including Best voice recording 2000, Dark Earth and Piglets BIG Game in 2002 and Best kids game, PS2 Magazine USA in 2003. She is an authority in Europe on 3D animation and 3D special fx.


John Broomhall is an independent Audio Director & Consultant with twelve years experience in videogames.

He has held senior management roles with major videogame publishers and has over sixty published titles to his credit.

As an accomplished musician and composer with ten years’ work in recording behind him, John originally joined MicroProse in ’92 to write game scores.

His career, which also includes working as a game producer, encompasses many hit titles such as the hugely successful X-COM series, Superman, American Idol/Pop Idol, Guinness World Records and the BAFTA-winning Football Manager 2005 as well as many others.

He sits on the BAFTA Games Committee and the Skillset Games Skills Forum, Edinburgh International Entertainment Festival steering committee and the MusicWorks advisory board. He writes a monthly column for well-known industry magazine, Develop.

His company, Broomhall Projects Ltd was set up to provide professional services to the videogame, music and publishing businesses.


Gina Jackson is Head of Business Development for New Media at Eidos, publishers of Tomb Raider, Hitman and Commandos.

She is responsible for global business development strategy for Eidos’ mobile games and the online distribution of PC games.

Gina Jackson and her team manage relationships with a worldwide network of distributors, mobile carriers and technology providers.

She has been part of the games industry since 1991, initially at two independent developers before joining publisher Ocean Software where she worked as a producer on Break Point and True Pinball among others.

In 2000 she joined Nokia where she helped initiate some of the first mobile games, sourcing mobile games for embedding into Nokia handsets or distribution through Nokia’s content services.

Gina returned to work at a developer, Kuju, as a Business Development Manager where she signed three titles to three different publishers including a first party to Nintendo and the first title signed to Konami Europe.

If you’re interested in attending this session scheduled for 2 – 5pm on Monday 9th October, at the Waterfront Hall’s Green Room, then email ideasfactoryni@channel4.co.uk outlining why you believe that you’d personally benefit from this experience. Include a 300 word review of a game that grabs you for good or bad!

Email: ideasfactoryni@channel4.co.uk
Web: http://northernireland.ideasfactory.com/belfastmasterclass/

Cgames – News And Call For Papers, 2006

CGAMES 2006 Dublin

The 9th INTERNATIONAL COMPUTER GAMES CONFERENCE on the theme: AI, Mobile, Educational and Serious Games


22nd -24th November 2006, Dublin Institute of Technology, Dublin, Ireland

CGAMES 2006 is organised by the University of Wolverhampton, UK, in association with the Dublin Institute of Technology and the IEEE Computer Society. Please visit the main website for more information: http://www.scit.wlv.ac.uk/gamecentre/cgmain.html

This conference brings together an international community of experts to discuss the state-of-the-art, new research results, perspectives of future developments, and innovative applications relevant to games development and related areas. For further information, please read on or go to http://www.comp.dit.ie/cgames/

On behalf of our conference sponsors and the conference organizing committee, we hope that you will plan to join us in Dublin, Ireland in November 2006.

Qasim Mehdi (General Conference Chair) q.h.mehdi@wlv.ac.uk

Norman Gough (General Programme Chair) n.gough@wlv.ac.uk

Stephane Natkin (International Programme Committee Chair) natkin@cnam.fr

Fred Mtenzi (local Conference Chair) _fred.mtenzi@comp.dit.ie_

Bryan Duggan and Hugh McAtamney (Local Conference Organisers)



For more information and enquires, please contact the conference administrator:Ms Tarvinder Kaur T.Kaur2@wlv.ac.uk



You are invited to submit a paper on any topic related to computer games design, development and education, and particularly papers covering the
se of AI for modelling and programming “believable characters”, mobile games, multiplayer on-line, educational and serious games.

We strongly encourage the submission of papers related to the design and the experiments of original type of games, in particular in the fields of serious games, ubiquitous, mobile, cross media platforms and massively multiplayer on line games, Sound and Music Systems.


The conference will cover, but is not restricted to, the following topics.

1. Tools and systems for Games and Virtual Reality

2. AI Tools

3. Mobile and Multi-user Games

4. Games Design

5. Intelligent agents and Game bots

6. Learning and Adaptation in Games

7. Graphics & Visualisation

8. Social/humanities aspects of games

9. Games and Homeland Security

10. Serious Games

11. Interactive Robots and Toys ? New Track

12. Aesthetic approaches to game design ? NEW TRACK

13. Sound Design and Music Systems for computer games- New TRACK

*Special Sessions:* Proposals for organizing special sessions should be sent to any one of the programme chairs.



First call for papers 13th June 2006.

Deadline for paper submission 20th September 2006

Notification of Paper Acceptance 13th October 2006

Final Paper Submission and registration 27th October 2006

Papers received after this deadline will not appear in the Proceedings


The best papers will receive an Award and are refereed for possible inclusion in the International Journal of Intelligent Games & Simulation.

Students are encouraged to attend at a reduced registration fee. They may show a poster and/or demos of their work to the companies present at the conference.

Companies wishing to hire exhibition space for marketing/recruitment purposes are invited to contact the organisers.

Registration and payment in advance is required for all authors.