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Subject:
From:
Casper Harteveld <[log in to unmask]>
Reply To:
Casper Harteveld <[log in to unmask]>
Date:
Fri, 14 Apr 2017 22:14:50 -0400
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*FDG2017: Announcements April 2017*
The 12th International Conference on the Foundations of Digital Games
(FDG), August 14-17, 2017, Cape Cod, MA (hosted by Northeastern University)
http://fdg2017.org

We have the following announcements:

   - The workshop CFPs are out
   - Games, demos and panels are due May 1st
   - Poster and Doctoral Consortium deadlines are extended to May 8th
   - Rational Level Design Tutorial by Ubisoft Game Director Alexis
   Jolis-Desautels
   - LARP on Tuesday evening 8/15 by Lizzie Stark and Emily Care Boss
   - Registration is open!

*Workshops*
The following workshops will be hosted at FDG2017:

   - Advancing STEM Education Through Game Creation, see
   https://sites.google.com/view/educationworkshop2017
   <https://sites.google.com/view/educationworkshop2017>
   - Procedural Content Generation (PCG) Workshop, https://www.pcgworks
   hop.com/
   - The Workshop on Non-Player Characters and Social Believability, see
   http://www.npc-workshop.org/ <http://www.npc-workshop.org/>
   - Tracing the Boundaries of Games as Research Environments, see
   https://gamesasresearchenvironments.wordpress.com/
   <https://gamesasresearchenvironments.wordpress.com/>
   - Virtual Environment Design for VR Workshop, see
   http://2017.vedvrworkshop.com/ <http://2017.vedvrworkshop.com/>

*Rational Level Design Tutorial*
A full day crash course in Rational Level Design (RLD) and the rational
conception process to learn the Ubisoft Way from Game Director Alexis
Jolis-Desautels. RLD is a way of objectively quantifying elements of user
experience in order to create a consistent game play experience. RLD is
most commonly used to understand how various game elements impact on
difficulty. As difficulty plays such a significant role in determining user
experience (a precarious balance between rage and boredom!), we can use the
objective, number driven system of RLD to craft user experience. Although
RLD is now used to create much more than just game levels, the RLD tag has
stuck and is now used to describe design activities using this data driven
approach. For more on rational game design, see an introduction Gamasutra
article
<http://www.gamasutra.com/blogs/LukeMcMillan/20130806/197147/The_Rational_Design_Handbook_An_Intro_to_RLD.php>
and a Gamasutra article applying it to Rayman
<http://www.gamasutra.com/view/feature/167214/rational_design_the_core_of_.php>
.

Part of Ubisoft Montreal since 2004, Alexis is a game director that has
worked, amongst others, on Splinter Cell: Double Agent, TMNT, Lost: Via
Domus, Shaun White Skateboarding and on the Assassin’s Creed brand. He is
mostly interested in new applications of science and psychology in the
field of games. With a background as an actor and journalist, he developed
skills as a trainer and a communicator, mostly about game design but also
about games as a medium and human activity. After teaching game design at
the Ubisoft Campus, he specialized as a teacher and internal trainer and
assisted the design community within the studio. He is now sweating in VR
as part of the Ubisoft FunHouse.

*LARP*
Lizzie Stark and Emily Care Boss will run a short larp from or influenced
by the Nordic tradition--few rules, a set structure, and packing a powerful
emotional wallop. What we run, and whether we run two games simultaneously,
will depend on the number of participants who sign up. Candidates
include *White
Death*, a poetic non-verbal larp that emphasizes physical expression; *In
Residency*, about the strange atmosphere of artists' colonies, the
relationship between trauma and art, and flirting; *Before and After
Silence*, about the power of silence in a world of sound; *Papers*, about
life in a surreal office governed by consultants; and more.

Lizzie Stark is an author, journalist, and larp designer. Her first
book, *Leaving
Mundania*, was a narrative nonfiction account of larp in the US and Nordic
countries. Since then, she has edited the collections *Larps from the
Factory* and *#Feminism; *served as a play consultant to museums and
interactive theater troupes; designed larps for festivals, the Kennedy
Center's ArtsEdge, and for fun; and traveled the country giving talks and
workshops about games. Her larp blog, LeavingMundania.com, is widely cited
in the field.

Emily Care Boss of Black & Green Games is an award-winning, independent
role-playing game designer living in western Massachusetts, USA. Her
designs include *Breaking the Ice*, *Shooting the Moon*, and *Under my Skin*,
now collected as the *Romance Trilogy*. An outspoken and influential
advocate of diversity and creator-control in analog games for over a
decade, Emily has edited collections of essays on women in gaming; founded
a regional convention showcasing small-press and indie tabletop games; and
been published internationally in journals and games. Emily is a member of
the Indie Game Developer's Network. Find her work at blackgreengames.com.

*Registration*
You can now register for the conference and book your hotel room at a
reduced rate. Find all the information on the conference website, see
http://fdg2017.org

*The Conference*
The International Conference on the Foundations of Digital Games (FDG) is a
major international event in-cooperation with ACM SIGAI, SIGCHI, and
SIGGRAPH. It seeks to promote the exchange of information concerning the
foundations of digital games, technology used to develop digital games, and
the study of digital games and their design, broadly construed. The goal of
the conference is the advancement of the study of digital games, including
but not limited to new game technologies, critical analysis, innovative
designs, theories on play, empirical studies, and data analysis.

This year’s conference theme focuses on Celebrating the Player. The field
of digital game research has made significant advances in the past decade,
from attempting to define what games are to developing techniques to create
content automatically. As such, the academic community has contributed to
the increasing growth, understanding, and diversity of digital games. This
year we want to challenge and expand research that improves theories and
methodologies around: the interaction between players and games, how games
are designed with the player in mind, how games are perceived by players,
how novel technologies enhance the player experience, and how games affect
players on a cognitive, behavioral and affective level. The aim of this
year’s conference is to bring together game researchers from a wide variety
of backgrounds and research interests to increase our understanding of
players. We welcome high quality conceptual, empirical, theoretical, and
methodological contributions.

FDG2017 will include presentations of peer-reviewed papers (with rebuttal
process), invited talks by high-profile industry and academic leaders,
panels, workshops, and posters. The conference will also host a game
competition, tech demo session, and a doctoral consortium. This year’s FDG
conference will nominate two papers with honorable mention and one best
paper from each track.

FDG2017 is organized in-cooperation with ACM SIGAI, SIGCHI, and SIGGRAPH.
We anticipate that long papers, short papers, and posters from this year’s
conference will appear in ACM's Digital Library.

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