scholarly journals Introduction

Author(s):  
Ashley Brown ◽  
Rafael Bidarra

In 2016, for the first time, the Digital Games Research Association (DiGRA) and the Society for the Advancement of the Science of Digital Games (SASDG) partnered and decided to jointly host an unprecedented gathering of game-related researchers. The result was the largest ever academic conference on games research: the 1st JOINT INTERNATIONAL CONFERENCE OF DIGRA AND FDG.

2018 ◽  
Vol 7 (1) ◽  
pp. 65-69
Author(s):  
Binaya Bhandari

This non-refereed contribution to the special issue of Journal of Education and Research portrays the reflective experiences of a novice researcher who attended the First International Conference on Transformative Education Research and Sustainable Development in Dhulikhel, Nepal, in October 2016. I begin by introducing my interest in participating in academic and scientific conferences, reflect upon the mentorship received during my Master of Philosophy study at Kathmandu University School of Education, examine my dual roles of a volunteer in conference organization and a poster presenter at the same conference, and share my impressions of the conference environment. I conclude with some final thoughts on how I could enlarge conference learning.


Author(s):  
Martin Gibbs ◽  
Matteo Bittanti ◽  
Riccardo Fassone

The 2018 Digital Games Research Association International Conference (DIGRA 2018), The Game is the Message was held at the Campus Luigi Einaudi of Turin University, Italy, 25-28 July 2018. Since it was first held in 2003, the DiGRA International Conference series provides a venue for the presentation and discussion of games-related research from multiple and diverse research disciplines.


1996 ◽  
Vol 11 (2) ◽  
pp. 191-192 ◽  
Author(s):  
Stefan Conrad

For the first time, post-conference workshops were organised for the International Conference on Deductive and Object-Oriented Databases (DOOD). There were two workshops focusing on knowledge discovery and temporal reasoning. This report is dedicated to one dealing with temporal reasoning.


2018 ◽  
Vol 18 (33) ◽  
pp. 129-144 ◽  
Author(s):  
Eleni Timplalexi

Shakespeare’s plays have long flirted with using various artistic and medial forms other than theatre, such as cinema, music, visual arts, television, comics, animation and, lately, digital games and virtual worlds. Especially in the 20th and 21st century, a fascination with Shakespeare both as a historical and theatrical figure and as a playwright has become evident in screen based media (cinema, television and video), ranging from “faithful,” almost documented performances of his plays to free style adaptations or vague film references. Digital games and virtual worlds carry on this tradition of the transmedial journey of Shakespeare’s plays to screen based media but top it up with new forms of interaction and performativity. For the first time in the history of mankind everyone can enjoy firsthand from his armchair and for free the experience of taking part in a play by the Bard by entering a virtual world as if it was a stage and by assuming roles through avatars. The article attempts first to introduce the reader to the deeper needs that gave rise to animation, a fundamental aspect of digital gaming and virtual worlds. It then tries to illuminate the various facets of digital performance and gaming, especially in relation to Shakespeare-themed and inspired digital games and virtual worlds, by putting forward some axes of classification. Finally, it both suggests some ideas that may be of use in rendering the Shakespeare gaming experience more “complete” and “theatrical” and ends by acknowledging the immense potential for the exploration of theatricality and performativity in digital games and virtual worlds.


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