Tag Archives: academia

Four academic game vacancies in Europe

It’s another sign of the growth and health in academic game studies that every day seems to bring another new advert for a position in a university. Here’s four, from universities in Europe, spotted in the last few days. In no particular order…

First up, via a tweet from Petri Lankoski, a post for a senior lecturer in games at Södertörn University in Sweden. Swedish not essential, but it helps.

Second, in Bergen, Norway, via a tweet from Kristine Jørgensen, a postdoctoral fellowship in the Games and Transgressive Aesthetics project.

Next, via a tweet from Frans Mäyrä, a tenure track professorship position in gamification shared between Tampere University of Technology and the University of Turku in Finland.

Finally, via a Facebook post from Richard Bartle, a vacancy at Brunel University London for the position of Lecturer in Game Design.

(quietly hopes nice and suitable positions become available when I emigrate)

Secret Sartre

Games about human life are often interesting, and for those in academia, or who survived academia, games about university life specifically can hold a special fascination. From Scandinavia, here’s the introduction to a card-based game (complete with the card designs). Secret Sartre:

In Secret Sartre, the faculty members of an unnamed university department battle for ideological supremacy. A fragile alliance of upstanding rationalists, logical positivists, empiricists, liberal humanists, scientists and other fetishizers of the Enlightenment must work together to stem the rising tide of postmodernism. Watch out, though – there are closet postmodernists among you, and someone is Secret Sartre.

At the beginning of the game, each player is secretly assigned to one of three roles: Science, Postmodernism, or Sartre. Sartre plays for the postmodern team, and the postmodernists know who Sartre is, but most of the time Sartre does not know who his fellow postmodernists are. The Scientists are far out on the autism spectrum and don’t know who anyone is.

The scientists win by enacting five rational policies or having Sartre fired. The postmodernists win by enacting six postmodernist policies, or if Sartre is elected Head of Studies late in the game. As postmodernist policies are enacted, the Department Chair gains new powers. Even scientists may find themselves tempted to enact postmodernist policies that help them control the table and assassinate their enemies.

From the rules, how the cards appear:

Secret Sartre cards

This isn’t a quick game to pick up; the rules need a bit of figuring out, and a familiarity with card games, and academic research philosophy, helps somewhat. You also need several players to make the full benefit of Secret Sartre. But even if you don’t play, the description of the rules is amusing, and it’s an interesting way of comparing and contrasting academic and research positions.

July 2016, Manchester: Playful Learning

Website: http://conference.playthinklearn.net/blog/

13-15 July 2016, Manchester Metropolitan University, Manchester, England.

The conference is being chaired by Mark Langan, Alex Moseley and Nicola Whitton

Call for papers: http://conference.playthinklearn.net/blog/call-for-papers

Playful Learning is pitched at the intersection of learning and play for adults. Playful in approach and outlook, yet underpinned by robust research and working practices, we’ll be providing a space where teachers, researchers and students can play, learn and think together. A space to meet other playful people and be inspired by talks, workshops, activities and events. Based in the heart of Manchester, we’ll also be exploring some of the city’s playful spaces with evening activities to continue the fun and conversations after the formal programme ends.

(I’m on the conference committee and therefore officially endorse this event 🙂 )

April 2016, Tampere: Money and Games

Website: https://gamemoneyseminar.wordpress.com/

18-19 April 2016, Game Research Lab, University of Tampere, Tampere, Finland.

Organised by: http://gamelab.uta.fi

As I’ve happily said before, the Game Research Lab at Tampere University are also a friendly group of pro-active researchers; the best conference I have ever attended was their 2007 Gamers in Society seminar.

October 2015, Ann Arbor: Gender and Gaming

Website: http://www.lib.umich.edu/events/university-michigan-gender-gaming-symposium-2015

24 October 2015, University of Michigan, Ann Arbor, Michigan, USA.

In the past few years, issues of gender have become prominent in the discussion around gaming, both as relates to the games themselves and in the larger gaming culture. This symposium aims to critically engage these ongoing narratives, explore how gaming culture can impact broader social spheres, and indicate how gender relations in gaming can be improved going forward through two keynote talks, a series of roundtable discussions, a panel discussion of student gamers, and a game gallery of significant texts. Attendees can expect to participate heavily throughout the day and leave with a deeper understanding of game culture, its social significance, and what its future might entail.

Keynote Speakers:

  • Rabindra (Robby) Ratan, assistant professor, Department of Media & Information, Michigan State University. “Avatars for Empowerment: A research trajectory aimed toward reducing social disparity in education through avatar use”
  • Adrienne Shaw, assistant professor, Department of Media Studies and Production, Temple University. “Representation Matters: Reframing arguments for diversity in digital games”

Sponsored by: University of Michigan Library Computer & Video Game Archive; University of Michigan Library Diversity Council; University of Michigan Institute for Humanities; Ann Arbor District Library.

August 2016, Dundee: DiGRA/FDG

Website: http://digra-fdg2016.org/

1-6 August 2016, Abertay University, Dundee, Scotland.

(From the blog of Frans Mäyrä)

Abertay University is the home of the Europe’s oldest computer games program and the UK’s first university Centre for Excellence in Computer Games Education, offering undergraduate and post-graduate degrees in games technology, game design and production management, and computer arts. The city of Dundee has been a major hub for game development since the release of Lemmings in 1991 by DMA – now known as Rockstar North.

Dundee is less than an hour away by train from the city centre of Edinburgh, and the 2016 conference will be held in the week immediately preceding the Edinburgh Festival (including the Fringe), the largest annual cultural festival in the world. Abertay also hosts the Dare Protoplay festival, one of the largest indie games festivals in the UK, and the Dare to be Digital game design competition, which will be held just before the conference.

(Updated information, from the DiGRA website)

For the first time, the Digital Games Research Association (DiGRA) and the Foundation of Digital Games (FDG) will partner in an unprecedented gathering of games researchers. We invite researchers and educators within game research, broadly construed, to submit their work.

DiGRA/FDG aims at being a venue for game research from all research disciplines. In line with this, it accepts and encourages submissions in the following six tracks, on a wide range of subjects including, but not limited to:

  • Game design: Design techniques, practices, methods, post mortems, etc.
  • Game criticism and analysis: Close readings, ontologies and frameworks, historical studies, philosophical explorations, and other humanities-informed approaches
  • Play studies + Interaction and player experience: studies of play, observations and interviews of players, and research based on other methods from the social sciences; game interfaces, player metrics, modeling player experience
  • Artificial intelligence: agents, motion/camera planning, navigation, adaptivity, procedural content generation, dialog, authoring tools, general game playing
  • Game technology: engines, frameworks, graphics, networking, animation
  • Game production: studies of game production processes, studio studies, software studies, platform studies and software engineering

Due to the interdisciplinary nature of the DiGRA/FDG conference, authors and reviewers alike will be required to describe their research background and field of study as part of the submission process. The intention for this is to help reviewers be conscious of when they are reviewing work outside their own field as well as making clear the proportions of contributing fields.

May 2015, Lüneburg: Diversity of Play

Website: http://projects.digital-cultures.net/digra2015/

14-17 May 2015, Leuphana University, Lüneburg, Germany.

The conference aims to address the challenge of studying and documenting games, gaming and gamers, in a time when these categories are becoming so general and/or contested, that they might risk losing all meaning. Given this, what concepts do we need to develop in order for our research to be cumulative and how do we give justice to the diverse forms of play found in different games and game cultures?

DiGRA2015 is an event ONLY for DiGRA members. All participants are required to have a valid membership for the conference. If you do not have a valid membership, please choose “for non-DiGRA member” in order to get the required membership.

The final program and the conference leaflet.

Particle Clicker

From last summer, Particle Clicker (PC) is a resource accumulation game in the same mould as Cookie Clicker – but this time with particle physics research, academics, and funding. Click repeatedly on the collider to generate data. Turn data into research to gain funding and increase your reputation. Spend your funding on human resources and upgrades – don’t forget to buy beer to keep your research students happy, and coffee to keep them awake!

Clicker games are, in functionality, about as simple as you can get. There’s usually not many decisions to make (Particle Clicker has more than most), some clicking to do when you feel like it, and things happen in the background whether you click or not. In essence, you accumulate (initially by clicking a lot) some attribute that is measured purely numerically. As you gain more of this attribute, you can decide what to spend it on; often, these are elements which increase the rate at which the attribute accumulates. And that’s it. There’s usually no end goal or target; you just accumulate more and more of whatever the base attribute is, and you stop playing when you lose interest.

One of the aspects of PC which makes it more interesting than most clicker games is the technical/content accuracy within; the game was developed at the CERN summer student webfest by physics students. Expand (ironically, by clicking on it) this screenshot which was taken a few minutes into a new game:

Particle Clicker screenshot

In the centre is the particle collider, the thing you click on to get more of the ‘data’ attribute. In the left-hand column are technically accurate physics concepts; expand on these and you can read more detailed information, often with links to academic papers. In the right-hand columns are essentially power-ups which you can attain to increase attribute generation; as you can see, these are sometimes a satirical nod to academic physics research. Here’s some screenshots – [1] [2] [3] [4] – from when the game has been played/left running for a while.

Particle Clicker is free and online, and is instant and about as easy as you can get to play. You just … click. It’s a neat way to both slide some optional knowledge about physics under the noses of players (in effect, your rewards for leveling up are access to this knowledge), and to make some remarks about the academic research process. Give it a go.

p.s. as an amusing side-point, one comment about playing Particle Clicker was:

“There is something inordinately depressing about procrastinating by fake doing the things that I should be real doing.”