Journals and Publications

By The Gamer, August 28, 2009 11:50 am
Journals and Publications

This page lists academic (or not-so academic) journals that deal with video games in education. Most links take you directly to the publication pages where you can learn how to submit articles for publication. If possible, a cover is shown.

ACM Computers in Entertainment (direct link to PDF Call for Papers)

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.

Computers & Education

Computing and communication technology continue to make an ever-increasing impact on all aspects of cognition, education and training, from primary to tertiary and in the growing open and distance learning environment. The journal is an established technically-based, interdisciplinary forum for communication in the use of all forms of computing in this socially and technologically significant area of application and will continue to publish definitive contributions to serve as a reference standard against which the current state-of-the-art can be assessed.

The Editors welcome any papers on cognition, educational or training systems development using techniques from and applications in any technical knowledge domain: social issues and gender issues; curricula considerations, graphics, simulations, computer-aided design, computer integrated manufacture, artificial intelligence and its applications including intelligent tutoring systems and computer assisted language learning; hypertext and hypermedia; user interfaces to learning systems; management of technological change on campus and in local education; uses of advanced technology information systems, networks, terrestrial and satellite transmissions and distributed processing; and virtual reality in an educational context; state-of-the-art summaries and review articles.

We are pleased to announce that a new electronic submission and handling system, EES, has been implemented for Computers & Education. This ‘Elsevier Editorial System’ is a web-based system with full online submission, review and status update capabilities. EES allows you to upload files directly from your computer. We strongly encourage all authors to use EES at the following URL when submitting papers to the journal: External link http://ees.elsevier.com/cae/

Eludamos: Journal for Computer Game Culture

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. This approach does not exclude questions about the distinct features of digital games a an aesthetic and cultural form of articulation, on the contrary, the issue is to distinguish their media specific characteristics as well as their similarity to other forms of aesthetic and cultural practice. That way, the editors would like to contribute to the lasting distinction of international game studies as an academic discipline. The journal consists of three main sections: 1. An introductory article presenting and discussing current scientific discourse in game studies and/or responding to latest developments and problematic aspects on the digital games sector. 2. Academic peer reviewed articles on game studies in the broadest sense 3. Reviews of games and books.

Entertainment Computing

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.

Specific areas of interest include:

• Computer, video, console and internet games

• Digital new media for entertainment

• Entertainment robots

• Entertainment technology, applications, application program interfaces, and entertainment system architectures

• Human factors of entertainment technology

• Impact of entertainment technology on users and society

• Integration of interaction and multimedia capabilities in entertainment systems

• Interactive television and broadcasting

• Methodologies, paradigms, tools, and software/hardware architectures for supporting entertainment applications

• New genres of entertainment technology

• Simulation/gaming methodologies used in education, training, and research

In the area of empirical and experimental studies we are looking for contributions which are very well documented, innovative, and tested or evaluated in a particular entertainment domain.

Games and Culture

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. Other arenas include the following:

  • Issues of gaming culture related to race, class, gender, and sexuality
  • Issues of game development
  • Textual and cultural analysis of games as artifacts
  • Issues of political economy and public policy in both US and international arenas

Of primary importance will be bridging the gap between games studies scholarship in the United States and in Europe.

One of the primary goals of the journal is to foster dialogue among the academic, design, development, and research communities that will influence both game design and research about games within various public contexts.  A second goal is to examine how gaming and interactive media are being used outside of entertainment, including in education, for the purposes of training, for military simulation, and for political action.

Innovate: The Journal of Online Education

(Down at the time of editing.)

International Journal of Computer Game Research

Our Mission – To explore the rich cultural genre of games; to give scholars a peer-reviewed forum for their ideas and theories; to provide an academic channel for the ongoing discussions on games and gaming.

Game Studies is a crossdisciplinary journal dedicated to games research, web-published several times a year at www.gamestudies.org.

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.

International Journal of Computer Games Technology

The overall aim of the International Journal of Computer Games Technology is to bring together both the research and development aspects of games technology (algorithms, software and hardware) for 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.

Areas of interest include but are not limited to:

  • HCI for Games
  • Artificial Intelligence for Games
  • Tools and Techniques for Game Level Design
  • Game Software Architecture and Game Programming
  • Intelligent Software Agents for Games
  • Game Animation, Game Physics
  • Interactive Digital Media
  • Algorithms for Game Audio and Music
  • Algorithms, Software and Hardware for Online and Massively Multiplayer Games
  • Games Performance with High Performance Computing and Grid Computing
  • Algorithms, Software and Hardware for Mobile Game Development
  • Pervasive Computing Technology for Games
  • Very Large Simulation Games (e.g. Military/Power Plants/Air Ports/Medicine, etc.)
  • Game Mechanics and Game Software Patterns
  • Game Consoles, Hardware and Game Platforms
  • Graphical Modelling, Rendering and Animation for Games
  • 2D and 3D Character Modelling and Animation for Games

The journal is dedicated only for engineering papers related to computer games technology, and does not consider papers from non-technical aspects such as game arts, game play, game culture, game communities, social interactions or entertainment experiences.

International Journal of Role Playing

The aim of The International Journal of Role-Playing is to act as a hybrid knowledge network, and bring together the varied interests in role-playing and the associated knowledge networks, e.g. academic research, the games and creative industries, the arts and the strong role-playing communities.

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.

Since the release of D&D in 1974 Fantasy role-playing games in its many incarnations (tabletop, LARP, MUD and MMORPGs, mixed reality role-playing games) became an important cultural phenomenon in Europe, America, Asia and Australia. Over the last years role-playing-focused (or related) studies and development projects are increasingly common in the games studies field, in game development and outside these two areas. Role-play is a much broader concept than Fantasy role-play, which means we can also find role-play and role-play research in the context of theatre, interactive storytelling, therapy, education, training  etc.

JISC

(JISC provides a tremendous number of papers and briefs, not a particular game-based journal that I know of. It’s still a good resource, though.)

Journal of Visual Literacy

The Journal of Visual Literacy (JVL) is a refereed, scholarly journal. It invites manuscripts that explore empirical, theoretical, practical, or applied aspects of visual literacy and communication. The journal reflects the eclectic nature of the membership of the International Visual Literacy Association (IVLA). The JVL provides an open forum in which researchers and practitioners can explore the evolving field of visual literacy. Manuscripts pertaining to the effective use of visuals in communication, education, business, the arts, law, commerce, medicine, design, and a wide variety of fields are encouraged.

JVL is published twice annually, Spring and Autumn. JVL encourages interdisciplinary authorship and assures authors of copyright protection for all contributions in both print and electronic forms. For information about submitting manuscripts, institutional or library subscriptions, individual issues, publication and distribution of JVL, contact the Editor: Dr. David Richard Moore Use the following links to see a list of the current JVL Policy Board Members or download a copy of the JVL Bylaws.

JVL encourages interdisciplinary authorship and assures authors of copyright protection for all contributionsin both print and electronic forms. Although our budget limits us to black and white images in print, color images can be placed online. While the JVL remains a print journal for the historical record, authors should consider creative ways to supplement their manuscripts with electronic imagery that goes beyond the capability of the JVL’s typical print form. Please feel free to discuss your creative ideas with the Editor.

Journal of Virtual Worlds and Education

The Journal of Virtual Worlds and Education is a trans-disciplinary academic journal that offers a publication venue for articles and authors examining issues, ideas, and research inspired by the intersection of emerging virtual worlds technologies and education.  The Journal maintains the highest standards of peer review and seeks to attract and engage new and emerging authors and scholars across the globe.
Although virtual worlds are a recent development in the history of education, their evolution outside and alongside education has been extended and complex.  From initial roots in video gaming, virtual worlds have grown to embrace whole communities and economies in Second Life and similar platforms. The scope of virtual worlds is increasingly vast, but their applications and implications for education are increasing in relevance at an ever quickening pace.
Our intent, in creating this Journal, is to provide a forum that engages and inspires both the scholarly and creative communities to share ideas, theories, quantitative and qualitative research, speculations, informed commentary, and through this discourse generate new synergies between virtual worlds and education.

The Journal of Virtual Worlds and Education is a peer-reviewed journal that will present the best writing and thinking available about Virtual Worlds and their applications and implications for the field of education.

The Journal will publish online in digital formats twice annually at its web site, www.jvweducation.org. The first issue will be available in early 2010.

Loading…

Loading… attempts to provide a mixed-methods approach to the study of digital games, and therefore invites not only traditional academic papers, but may reprint ‘classic’ works in the field, as well as provide a forum for machinima, new and open-source innovative code, product reviews, blogs, program descriptions and course outlines for games studies and ‘conversations’ within and across the trajectories of inquiry and activity that constitute Canadian Games Studies now and into the future.A print-based and online journal, Loading… publishes empirical, theoretical, and design-based research on the multifaceted, multimodal, interdisciplinary subject of digital games. It invites papers which approach research and scholarship in the field of game studies from its many angles: social, cultural, technical, theoretical, procedural, artistic…

The journal aims to support current and future interdisciplinary, multi-method and multimodal approaches to the study of digital games. Its principal goal is to support both the established and fledgling work of Canadian scholars, to give them a voice on the international scene of game studies, and to establish a uniquely Canadian voice in a field that is currently described as a polarization of perspectives between the United States and Europe. Loading… will support the valuable contribution of Canadian scholarship in directing and shaping this burgeoning field.

TechTrends

TechTrends is a publication for professionals and seeks authoritative articles that focus on the practical applications of technology in education and training.

TechTrends considers manuscripts of the following types:

1. Reports of innovative and/or exemplary practice.

2. General articles discussing matters of concern to practitioners.

3. Critical reviews of important literature, materials, and devices related to the field.

4. Summaries of research translated into practical application.

5. Reports of developmental programs and trends of national and international significance.

6. News of the latest products, both materials and devices, for use in the field.

7. Articles of use to managers and various specializations within the general educational communications and technology field.

We do not accept manuscripts unless they are idea or application pieces grounded in the professional literature and/or research, or they are descriptions of products from the perspective of reflective design practice. News releases are reviewed by the departments editor and used at the discretion of the departments editor.

TechTrends is a peer-reviewed publication, and submitted manuscripts are reviewed without bias by a panel of consulting editors and other professionals with expertise in the topics presented in the manuscripts. Any manuscript considered appropriate is reviewed anonymously. Reviewers are asked to provide detailed comments for the author(s), and these comments are reviewed by the Editor-in-Chief before the final review is sent to the author(s).

Authors submitting manuscripts for consideration are advised that if the submitted manuscript varies considerably with regard to the following guidelines, it will be returned before review.

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