Call for Chapters: Game Design Research Collected Edition

Edited by Petri Lankoski and Jussi Holopainen

The aim of this collection is to provide an introductory book to all who wants to study game design—with the focus on games, components, systems, game development, etc.—as part of research or development. Design has been a study topic in various fields where design methods has been in focus of enquiry (e.g., Jones, 1970). In game design, an early look at the design if Crawford’s (1984) book The art of game design.

The three more specific aims are to 1) situate the game design research within and alongside general design research, 2) situate game design research within games research, and 3) provide methodology and methods with concrete case studies as examples to guide anyone interested in game design research.

Design research has moved to cover more general questions of studying design: for example,  how we study design, what methods we can use to study design and what is design along with the more fundamental questions such as what kind of knowledge design research produces. This is apparent in areas outside games. For example, Groat and Wang (2004) cover research methods in architecture to analyze design processes and works.

According to Blessing and Chakrabarti (2009) design research has gone through three overlapping phases: The Experiential phase lasting until end of 1950s where senior designers wrote about their own experiences in designing. The Intellectual phase from 1960s until about 1980s where the emphasis was on providing a robust logical foundation for design and on the methods and principles of design. In the Empirical phase from 1980s forward the aim has been to understand how designers really work by conducting empirical studies both in the laboratory and in the wild.

The history of game design research seems to have followed the same phases from Crawford’s 1984 seminal The Art of game design being an example of the experiential phase to the recent empirical studies of game design (see for example Kultima 2010, Hagen 2009, Peltoniemi 2009; O’Donnell, 2014). In addition, researchers have also started to look using game design as research methodology where game design is used intentionally to study specific aspect of design. This kind of approaches are in akin to what Koskinen et al. (2011) call constructive design research.

Nigel Cross has defined design research as “development, articulation and communication of design knowledge” (Cross 1999, p.5). Cross argues further that the design knowledge resides in people, processes, and artifacts resulting in three different domains of design knowledge: design epistemology (the study of designerly ways of knowing), design praxiology (the study of practices and processes of design) and design phenomenology (the study of the form and function of the resulting artifacts). The studies in game design research can be positioned accordingly.

The book is going to have two thematic parts:

What is game design research

  • epistemology of game design research
  • design knowledge & knowledge in design research
  • aesthetics in design
  • game design vs game design research (the role and contribution of game design research)
  • game design research and games research

Conducting game design research

  • validation of game design research
  • methods in game design research (e.g., qualitative, quantitative, historical, simulations, prototypes)
  • Norm critical design, politics/ethics of design
  • Case studies

Other suitable topics are considered as well.

In the more philosophical or theoretical oriented submissions we would like to see contributions addressing design research in games in contrast to more general theoretical or philosophical arguments about design or design research exemplified with games.

The submission should contain 1000-1500 (without references) words overview of chapter. In addition, include references to 2-4 your research publications that relate to the proposed chapter. We aim for chapters that are 6500–8500 words.

Email proposal to Petri Lankoski (petri.lankoski@sh.se) as plain text (no attachments).

Deadlines

  • chapter overview: Dec 11, 2015
  • full chapter draft: May, 2016

About editors

Petri Lankoski (D.Arts) is an associate professor at Södertörn University where he teaches game development and research. His research focuses on games and emotions, game character design, and game design. Petri also develops games as part of the research. His publications include Character-driven game design  (published by Aalto University) and Game research methods: An overview (book edited with Staffan Björk, published by ETC Press).

Jussi Holopainen (PhD) is a games researcher working for Games and Experimental Entertainment Laboratory in RMIT University’s Centre for Game Design Research. His current research interests include experimental game design, empirical studies of game design practices, and games for behavioral change. He has authored or co-authored several pieces on game design, most notably Patterns in Game Design, and was a co-organizer of the Game Design Research Symposium at ITU Copenhagen in 2004.

REFERENCES

Björk, S. & Holopainen, J. (2004). Patterns in Game Design. Charles River Media.

Blessing, L. T. M., & Chakrabarti, A. (2009). DRM, a Design Research Methodology. Springer London. doi:10.1007/978-1-84882-587-1.

Crawford C. (1984). The Art of Computer Game Design. McGraw-Hill.

Cross, N. (1999). Design Research: A Disciplined Conversation. Design Issues, 15(2), 5–10.

Groat, L.N. & Wang, D. (2004). Architectural Research Methods, 2nd ed. Wiley.

Jones, J.C. (1970). Design Methods. John Wiley & Sons.

Hagen, U. (2011). Designing for player experience: How professional game developers communicate design visions. Journal of Gaming and Virtual Worlds, 3(3), 259–275.

Koskinen, I., Zimmerman, J., Binder, T., Redstrom, J., & Wensveen, S. (2011). Design Research Through Practice: From the Lab, Field, and Showroom. Elsevier.

Kultima, A. (2010). The organic nature of game ideation. In Proceedings of the International Academic Conference on the Future of Game Design and Technology – Futureplay ’10 (p. 33). New York, New York, USA: ACM Press. doi:10.1145/1920778.1920784.

Lankoski, P. (2011). Character-driven game design: A design approach and its foundations in character engagement. Taik Books.

Lankoski, P. & Björk, S. (2015) Game Research Methods: An Overview. ETC Press.

O’Donnell, C. (2014). Developer’s Dilemma: The Secret World of Video Game Creators. MIT Press.

Peltoniemi, M. (2009). Industry Life-Cycle Theory in the Cultural Domain: Dynamics of the Games Industry. Tampere University of Technology.

CFP: DiGRA 2015

Diversity of play: Games – Cultures – Identities
14-17 May 2015, Lüneburg, Germany

www.digra2015.org

Video game culture has had a self-image of being a distinct cultural form united by participants identifying themselves as ‘gamers’ for many years. Variations in this identity have been perceived either in relation to preferred platform or level of commitment and skill (newbie, casual, core, pro, etc.). Today the popularity of games has increased dramatically, games have become more specialized and gaming is taking place in a number of divergent practices, from e-sport to gamification. In addition, the gamer position includes a number of roles and identities such as: players, learners, time-fillers, users, fans, roleplayers, theory crafters, speed runners, etc. Furthermore, techniques like gamification and game-based learning, as well as the playful use of computer simulation for training purposes, is making it difficult to distinguish games from non-games.

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CFP: Nordic Digra 2014

Games are becoming more and more pervasive in our everyday life. Gamification and game-based learning are research topics that are blooming. Games are also used in electioneering.

We invite submission for full papers and for workshops. Topics of interest include, but are not limited to:

– gamification
– games in society
– games and learning
– games as propaganda
– persuasive games
– games in teaching
– critical stances to gamification and game-based learning

IMPORTANT DATES
– Full paper submission and workshop proposals March 30, 2014
– Notification of acceptance: April 25, 2014
– Camera ready May 18, 2014
– Conference: May 29-30, 2014

SUBMISSIONS

Papers submitted are subject to peer review.

Long papers should be 8 to 12 pages in Digra format (http://todigra.org/public/journals/1/DiGRAJournalPublicationFormat.dotx) . For detailed information see Submission page. Selected papers will be published in conference site as well as at Digital Library of Digital Game Research Association DiGRA. Papers can submitted on your https://www.easychair.org/conferences/?conf=nordicdigra2014

CONFERENCE LOCATION

The conference will be held at Uppsala University campus Gotland parallel with the Gotland Game Conference (http://gotlandgameconference.com/2014/about/)

ORGANIZING COMMITTEE

Ulf Benjaminsson
Petri Lankoski
Harko Verhagen

CONFERENCE WEB SITE

http://www.nordic-digra.org/

CFP: 6th International Conference on the Philosophy of Computer Games: The Nature of Player Experience

via DiGRA

We hereby invite scholars in any field of studies who take a professional interest in the philosophy of computer games to submit papers to the 6th International Conference on the Philosophy of Computer Games, to be held in Madrid, Spain, on January 29th-31st 2012. Accepted papers will have a clear focus on philosophy and philosophical issues in relation to computer games. They will refer to specific examples from computer games rather than merely invoke them in general terms.

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CfP: Think Design Play – 5th International DiGRA Conference, 14-17 September, 2011 – Utrecht

THINK DESIGN PLAY 5th International Digital Games Research Association (DiGRA) Conference 14-17 September 2011

Hosted by the Utrecht School of the Arts in the Netherlands

Call for participation

After Leveling Up in the Netherlands (2003), Changing Views in Canada (2005), Situated Play in Japan (2007) and Breaking New Ground in England (2009) the 5th DiGRA Conference returns to Utrecht for Think Design Play

The goal of the DiGRA conference is to advance the study of games and playfulness. DiGRA 2011 seeks to connect game research to the creative industries and society by fostering the development of an integrated practice of game research, design, engineering, entrepreneurship and play. The conference is designed as a physical and online playground for meaningful dialogue between all players in the field of games. Whilst the conference will include the presentation of (peer-reviewed) papers and practice, invited talks and workshops, we are also very interested in supporting alternative forms and processes through which to participate and stimulate debate and discussion.

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CFP: Experiencing Games: Games, Play, and Players

Research on games has grown into a research area of its own. This conference aims to bring together researchers in the Nordic countries that focus on the study of games and gaming, be it on-line, computerised, or in the physical world. Based on the Nordic tradition on user-centered design, the first Nordic DIGRA conference will place a particular focus on studying design for player experience, and research on tools and methods for player-participatory design.

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