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[ecrea] CfP "Digital Entertainment for Special Needs, Special Needs for Digital Entertainment" - G/A/M/E: The Italian Journal of Game Studies
Thu Dec 21 05:14:12 GMT 2017
Objective: G/A/M/E: CfP "Digital Entertainment for Special Needs,
Special Needs for Digital Entertainment"
G/A/M/E: The Italian Journal of Game Studies
Special Issue: /"//Digital Entertainment for Special Needs, Special
Needs for Digital Entertainment"/
//
//
//
/Guest Editors/:
Dr. Enrico Gandolfi (Kent State University) (egandol1 /at/ kent.edu)
<mailto:(Egandol1 /at/ kent.edu)>; Dr. Richard E. Ferdig (Kent State
University) (rferdig /at/ gmail.com) <mailto:(rferdig /at/ gmail.com)>; Dr. Kaybeth
Calabria (Franciscan University of Steubenville) (dockbc /at/ icloud.com)
<mailto:(dockbc /at/ icloud.com)>
It is well known that videogames represent the driving sector of the
current entertainment with an excepted business of 90 billion dollars in
2016 (NewZoo 2015). Furthermore, the supporting technology is often at
the cutting edge (e.g., Oculus Rift, Microsoft Hololens, PlayStation VR)
and constantly in progress (e.g., social games, cloud gaming,
holograms). Along with such a rising popularization, sectorial trends
and orientations are getting more and more articulated going beyond the
mere escapism: serious games, newsgames, and persuasive games (e.g.,
Bogost, 2011; Djaouti et al., 2011) are now well-established genres that
are able to deal with a remarkable range of issues. The educational and
pro-active implications of the medium are noteworthy as well and
different fields and disciplines are increasingly applying them toward a
multitude of audiences and issues (Ferdig, 2014; Gee, 2007). Moreover,
phenomena like the reaction to Gamergate scandals are glaring signals
that the game industry is embracing a turning point in terms of
representation and equal opportunities. To summarize, it can be argued
that the sector is now more different and diversified than in the past.
Nevertheless, /special needs/ still foster blurry reflections and
engender discontinuous efforts in video game landscapes. With this broad
term, the reference is to physical, cognitive and even socio-cultural
conditions than require specific interventions in everyday life
routines, learning activities, general accessibility (etc.). Eligible
factors vary from mental retardation and sight/hearing impairments to
racial background and age. A contiguous and more defined concept is
/Special Education/, which means “specially designed instruction, at no
cost to the parents, to meet the unique needs of a child with a
disability” (20 U.S.C. 1401(29)) (for more information about related
media implementation see Fage et al., 2014; Kagohara et al., 2013). The
implication of embracing special needs in digital entertainment points
to usability, engagement and representation in design, production and
final consumption. In addition, it might trigger an instrumental
perspective in exploiting videogames to improve the state of individuals
with disabilities/suffering biases (e.g., ludic experiences that enrich
autonomy and social skills) and empowering their participation, which is
a fundamental human right (UNICEF, 1990). Unsurprisingly, supportive and
communicative efforts of foundations like AbleGamers Charity and Special
Effect are increasing all around the world as well as the attention
given by academy (e.g., EPINOIS R&D project, Games for Health
conferences) and majors (e.g., Activision-Blizzard, Microsoft, Sony) to
the assistive potential of the medium. Scholars and researchers are
increasingly addressing the topic (Carr, 2014; Champlin, 2014; Ledder,
2015) and exploring on how special needs can benefit from the medium
(e.g., Anthony et al., 2012; Nardi & Lim, 2011; Powers et al.,
2015; Saridaki, Gouscos & Meimaris, 2009; Yuan, Folmer, & Harris,
2011).Finally, development guidelines have been proposed (as the ones
suggested by Universally Accessible Games, Serious Games Initiative,
IGDA game accessibility interest group, and International Game
Developers Association) and specific titles explicitly addressed the
topic (e.g., Drospy, Oddworld: Abe’s Oddysee, If…).
However, although these premises are encouraging and prove the potential
of such an association, we are at a standstill in comprehending:
a) how game industry concretely frames and supports special needs in
terms of interaction, representation and customization;
b) what policies and affordances should be applied to satisfy special
needs through digital games;
c) conversely, what suggestions and insights special needs-related
expertise, professionals and involved audiences can provide to game
industry as sources of diversity, inclusion and accessibility.
In light of these questions, the special issue *_Digital Entertainment
for Special Needs, Special Needs for Digital Entertainment_* aims to
stimulate both theoretical and empirical outcomes aimed to enlighten the
relation between special needs and video games. Contributions from Game
Studies, Media Studies, Disability Studies, HCI field, Science and
Technology Studies, Psychology and Sociology (and so on) are welcome
along with pieces by educators, developers and stakeholders dealing with
such a potential interplay. Accordingly, this thematic call also seeks
risky and game-changer proposals in order to frame and even suggest
future moves in multiple directions, from design stimuli to therapeutic
applications. Therefore, implications aim to be significant for a wide
range of audiences including scholars, researchers, practitioners and
caregivers. The final objective is to outline a coherent and multi-angle
overview of the topic and take a step forward for supporting a
pro-active synergy between digital games and special needs.
Topics of interest may include but are not limited to:
·Current and alternative procedures in making the medium more accessible
(from input devices to user interface) (e.g., the high customization of
/Uncharted 4 /and/ Overwatch/).
·Creative and productive insights for staging a meaningful play for
special needs.
·Case histories of video games especially effective or conversely
ineffective in dealing with special needs.
·Liaisons between industry/stakeholders and special needs (e.g.,
low-cost prosthetics inspired by /Deus Ex/)
·Performing different abilities in gaming (e.g., AbleGamers’ 5-day
streaming event on Twitch.tv)
·Empirical research on digital play’s effects on individuals with
special needs.
·Perspectives and methods for implementing digital games in Special
Education
·Application of special needs-related guidelines/criteria in gaming
development and practices.
·Q/A of ludic experiences enrolling users/testers with special needs.
·Cultural/social/economic analysis of relations between digital
entertainment and special needs
·Virtual worlds, online communities and sub-game cultures related to
special needs/disabilities.
·UGCs and mod-scapes addressing special needs/disabilities/bias.
·How disability, impairments and bias are portrayed in digital
entertainment from aesthetics (plot, characters, etc.) to mechanics
(rules, resources, etc.).
·Potential of gamification toward special needs and Special Education.
·Participative game design dealing with disabilities and inequalities.
·Disabilities, special needs and minorities in Game Industry workforce.
·New/specific bias and difference factors related to digital gaming.
*Submission*
Please send your abstracts of 500 words (references not included) by
January 20, 2018 to Enrico Gandolfi ((egandol1 /at/ kent.edu)
<mailto:(egandol1 /at/ kent.edu)>). Notifications of acceptance/rejection will
be sent out by February 5, 2018, and full manuscripts are going to be
submitted within May 15, 2018. Contributions will be subjected to a
double blind peer review process. The special issue is expected to be
released in September 2018.
**
*References*
Anthony, l., Prasad, S., Hurst, A., & Kuber, R. (2012). A Participatory
Design Workshop on Accessible Apps and Games with Students with Learning
Differences. /ASSETS’12/, Boulder, CO.
Bogost, I. (2011). /How to do things with videogames/. Minneapolis, MN:
University of Minnesota Press.
Carr, D. (2014). Ability, Disability and Dead Space. /GameStudies/,
14(2). Retrieved from http://gamestudies.org/1402/articles/carr
Champlin, A. (2014) Playing with Feelings: Porn, Emotion, and Disability
in /Katawa Shoujo/. /Well Played/, 3(2),
Djaouti, D., Alvarez, J., & Jessel, J.P. (2011). Classifying Serious
Games: the G/P/S model. In P. Felicia (Ed.), /Handbook of Research on
Improving Learning and Motivation through Educational Games:
Multidisciplinary Approaches/. Hershey, PA: IGI global.
Fage, C., Pommereau, L., Consel, C., Balland, É., & Sauzéon, H. (2014).
Tablet-Based Activity Schedule for Children with Autism in Mainstream
Environment. /ASSETS’14/, Rochester, NY.
Ferdig, R. (2014). Education. In B. Perron & M. Wolf (Eds.), /The
Routledge Companion to Video Games Studies/. New York, NY: Routledge.
Gee, J. P. (2007). /What video games have to teach us about learning and
literacy/ (second edition). New York, NY: Palgrave Macmillan.
Kagohara, D. M., van der Meer, L., Ramdoss, S., O’Reilly, M. F.,
Lancioni, G. E., Davis, T. N., Rispoli, M., Lang, R., Marschik, P. B.,
Sutherland, D., Green V. A., & Sigafoos, J. (2013). Using iPods1 and
iPads1 in teaching programs for individuals with developmental
disabilities: A systematic review. /Research in Developmental
Disabilities/, 34(1), 147-156.
Ledder, S. (2015) “Evolve today!”: Human Enhancement Technologies in the
/BioShock/ universe. In L. Cuddy (ed.) /BioShock and Philosophy/,
Oxford: Wiley-Blackwell
Nardi, B., & Lim, T. (2011). A Study of Raiders with Disabilities in
World of Warcraft. In /Proceedings of the 6th International Conference
on Foundations of Digital Games/. New York, NY: ACM.
Powers, G.M., Nguyen, V., & Frieden, L.M. (2015). Video Game
Accessibility: A Legal Approach. /Disability Studies Quarterly/, 35(1).
Saridaki, M. , Gouscos. D., & Meimaris, M. G. (2009). Digital
Games-Based Learning for Students with Intellectual Disability. In
Thomas Connolly, Mark Stansfield, and Liz Boyle (Eds.) /Games-Based
Learning Advancements for Multi-Sensory Human Computer Interfaces:
Techniques and Effective Practices/ (pp. 304-325). Hershey, PA: IGI Global.
Yuan, B., Folmer, E., & Harris Jr., F.C. (2011). Game accessibility: a
survey. /Universal Access in the Information Society/, 10(1), 81-100.
*CFP online*:
https://www.gamejournal.it/n-72018-digital-entertainment-for-special-needs-special-needs-for-digital-entertainment/
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