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CFP: eSports and professional game play III The purpose of this third special issue is to explore, discover and share insights and research in eSports. Authors are invited to submit manuscripts that Examine the emergence of eSports The uses of streaming technology Traditions of games that support professional players– chess, go, bridge, poker, league of legends, Dota 2, Starcraft Fan perspectives Professional... [Read more]

CFP Special Issue On: SURGE, Physics Games, and the Role of Design

CFP Special Issue On: SURGE, Physics Games, and the Role of Design

CFP Special Issue On: SURGE, Physics Games, and the Role of Design Submission Due Date 5/15/2017 Guest Editors Douglas Clark, Vanderbilt University, Nashville, TN, USA Introduction The purpose of this special issue is to investigate the role of design in the efficacy of physics games in terms of what is learned, by whom, and how. Importantly, studies should move beyond basic media comparisons (e.g.,... [Read more]

CFP:  Gaming, gender, and the female perspective

CFP: Gaming, gender, and the female perspective

CFP: Gaming, gender, and the female perspective The purpose of this special issue is to investigate and explore female roles, participation, and representation in video games and the video games industry. Authors are invited to submit manuscripts that Examine the emergence and after effects of gamer gate Traditions of games that support professional female players Female fan perspectives Representation... [Read more]

Gamification Transformed: Gamification Should Deliver the Best Parts of Game Experiences, Not Just Experiences of Game Parts

Gamification Transformed: Gamification Should Deliver the Best Parts of Game Experiences, Not Just Experiences of Game Parts

Brock Dubbels Ph.D. Dept. Psychology, Neuroscience, and Behaviour McMaster University Abstract Gamification may provide new venues for offering customer experiences. The chapter compares three models of game play analyzed through user experience research. In section 1, the three models are presented: Grind Core, Freemium, and Immersion. These models are differentiated as value delivered, and user... [Read more]

CFP: eSports and professional game play II

CFP: eSports and professional game play II

CFP: eSports and professional game play The purpose of this second special issue is to investigate the rise of eSports. Much has happened in the area of professional gaming since the Space Invaders Championship of 1980. We have seen live Internet streaming eclipse televised eSports events, such as on the American show Starcade. Authors are invited to submit manuscripts that Examine the emergence... [Read more]