The crop of games-related conferences and journals has been burgeoning and diversifying in recent times. As a new academic, I am always concerned about where to publish my work, so I’ve been collecting a list of venues. I thought I’d put it up here and add to it from time to time.
I have broken the list down by theme, although I’ve noticed that almost everybody claims to be ‘cross-disciplinary’. I’ve included a blurb on each, where I could find them.
Cross-disciplinary
- Foundations of Digital Games
- Australasian Conference on Interactive Entertainment
- ACM SIGGRAPH Sandbox Symposium
International Conference on the Foundations of Digital Games, is a focal point for academic efforts in all areas of research and education involving computer and console games, game technologies, game play and game design. Previously known as Academic Days on Game Development in Computer Science Education (GDCSE 08), this year’s conference expands its scope to encompass all aspects of Computer Science focused game research, along with game-oriented education research, and game studies and game design research. The goal of the conference is the advancement of the science of digital games, including new game technologies, capabilities, designs, applications, educational uses, and modes of play.
The Australasian Conference on Interactive Entertainment, in its sixth year, is a cross-disciplinary conference that brings together researchers from artificial intelligence, audio, cognitive science, cultural studies, drama, HCI, interactive media, media studies, psychology and computer graphics, as well as researchers from other disciplines working on new interactive entertainment specific technologies or providing critical analysis of games and interactive environments.
We are looking for work that describes or illustrates innovative research in videogame theory, practice, methodologies, and criticism. Video games are a singular technological medium, comparable in cultural impact to the telephone, television or the Internet. What are the creative, technological, and commercial challenges facing this medium today and in the future? How do we relate engaging stories and worlds that leverage advances in technology? What is the continuing impact of this medium on individuals and society?
Game Studies
- DIGRA Conference
- Game Studies: The International Journal of Computer Game Research
- Games and Culture: A Journal of Interactive Media
- Eludamos: Journal for Computer Game Culture
- International Journal of Role-Playing
- Journal of Virtual Worlds Research
- The Philosophy of Computer Games
- Digital Arts and Culture
- Journal of the Game Amusement Society
- Journal of Gaming & Virtual Worlds
DiGRA is an organisation that embraces all aspects of game studies, and the conference aims to provide a diverse platform for discussion, and a lively forum for debate. We therefore welcome papers from any discipline focused on any aspect of games, play, game culture and the games industry.
Our primary focus is aesthetic, cultural and communicative aspects of computer games, but any previously unpublished article focused on games and gaming is welcome. Proposed articles should be jargon-free, and should attempt to shed new light on games, rather than simply use games as metaphor or illustration of some other theory or phenomenon.
Games and Culture: A Journal of Interactive Media is a new, quarterly international journal that publishes innovative theoretical and empirical research about games and culture within interactive media. The journal serves as a premiere outlet for ground-breaking work in the field of game studies.
Games and Culture’s scope includes the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies
ELUDAMOS is an international, multi-disciplined, biannual e-journal that publishes peer-reviewed articles that theoretically and/or empirically deal with digital games in their manifold appearances and their sociocultural-historical contexts. ELUDAMOS positions itself as a publication that fundamentally transgresses disciplinary boundaries. The aim is to join questions about and approaches to computer games from decidedly heterogeneous scientific contexts (for example cultural studies, media studies, (art) history, sociology, (social) psychology, and semiotics) and, thus, to advance the interdisciplinary discourse on digital games.
The International Journal of Role-Playing is a response to a growing need for a place where the various fields of role-playing research and development, covering academia, the games industry, the arts and the strong non-academic role-playing communities that exist worldwide, can exchange knowledge and research, form networks and communicate.
We … hope that through this forum we are contributing to the development of specific space within the scholarly and creative communities for discourse on the wide variety of topic areas that are involved in virtual worlds research, including history of virtual worlds, cultural and social theory, quantitative research, qualitative research, virtual ethnographies, pedagogy, education and virtual worlds, development, experimentation, ideas and the intersection of virtual worlds and society.
The aim of this conference is to contribute to the development of discussions of philosophical problems that are raised by the study of computer games.
This is a humanities culture that focuses on a variety of themes surrounding the digital arts.
The Journal of the Japanese Game Amusement Society aims to disseminate results of outstanding research and practice in the field of game and amusement in all over the world. Researchers and practitioners devoted in this field are invited to submit results of their activities, thus being anticipated to contribute to the progress of research and practice on game and amusement.
The Journal of Gaming and Virtual Worlds focuses on theoretical and applied, empirical, critical, rhetorical, creative, economic and professional approaches to the study of electronic games across platforms and genres as well as ludic and serious online environments.
Computer Science
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General
- ACM Journal of Computers In Entertainment
- Advances in Computer Entertainment Technology
- International Journal of Computer Games Technology
- Entertainment Computing
- Artificial Intelligence and Interactive Digital Entertainment
- Audio Mostly Conference
The ACM Computers in Entertainment online magazine covers a wide range of theoretical and practical computer applications in the field of entertainment. It features video interviews with leading professionals. It publishes peer-reviewed papers on the latest development in software, hardware, and business policies that improve existing mainstream entertainment and that create new genres of entertainment. Topics of interest include but are not limited to: animation, animatronics, digital asset management, digital cinema, digital rights management, games, interactive television, Internet, movies, music, performing arts, robotics, toys, and virtual reality. The magazine welcomes submissions of articles from scholars and professionals involved in all aspects of entertainment technology.
The focus of ACE 2009 is to gather researchers from academia and industry−researchers who are working in multi-disciplinary areas within the arts, psychology, computer science, and design to discuss, present, and demonstrate their new contributions. The goal of ACE is to stimulate discussion in the development and advancement of interactive art and entertainment applications. It, thus, strides to balance several interdisciplinary areas and seeks representation in all these areas.
The overall aim of the International Journal of Computer Games Technology is to bring together both the research and development aspects of games technology covering the whole range of entertainment computing and interactive digital media. The focus will be on three research and development frontiers: first, to expand the technology frontier in terms of both hardware and software for games, second, to validate innovative procedures including algorithms and architectures for games, and finally, to explore novel applications of games technology both for entertainment and serious games.
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
Artificial Intelligence
AIIDE is the definitive point of interaction between entertainment software developers interested in AI and academic and industrial AI researchers. Sponsored by the Association for the Advancement of Artificial Intelligence (AAAI), the conference is targeted at both the research and commercial communities, promoting AI research and practice in the context of interactive digital entertainment systems with an emphasis on commercial computer and video games
Audio
The Audio Mostly Conference provide a venue to explore the unexploited potential of audio in computer-based environments, for example game contexts, and aim to help open up this area of thinking by bringing together game designers, audio experts, content creators, and technology and behavioral researchers. Through this forum, varied experts could discuss developments and new potentials for audio in many areas such as entertainment, health and fitness, education, industrial training, serious gaming, etc. This is also a venue to present sonic solutions to development and design challenges in low resolutions scenarios or environments where screens are unavailable.
Video
Health
Education
- Computer Game Education Review (CGER)
- Simulation & Gaming: An International Journal of Theory, Practice and Research
CGER will be a peer-reviewed academic publication addressing issues that concern the teaching of game design and development including, but not limited to, curriculum organization, teaching techniques (e.g., conceptual vs. exemplary), game typology, societal impact, economic and commercial issues, legal aspects, and student evaluation that are of interest to faculty and institutions involved in the education and training of future game developers.
For more than three and a half decades, Simulation & Gaming: An International Journal of Theory, Practice and Research has served as a leading international forum for the exploration and development of simulation/gaming methodologies used in education, training, consultation, and research. It appraises academic and applied issues in the expanding fields of simulation, computer- and internet-mediated simulation, virtual reality, educational games, video games, industrial simulators, active and experiential learning, case studies, and related methodologies
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