[Sigkm-l] Call for chapter proposals | Business, Technological and Social Dimensions of Computer Games

Maria Manuela Cruz-Cunha mcunha at ipca.pt
Fri Oct 2 19:48:01 EDT 2009


CALL FOR CHAPTER PROPOSALS 

Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments

Edited by Maria Manuela Cruz-Cunha, Vítor Hugo Carvalho & Paula Tavares

http://www.mcruzcunha.com/computer_games 
computer.games.book at gmail.com

To be published by IGI Global: 
http://www.igi-global.com/requests/details.asp?ID=711

Deadline for chapter proposals submission (1 page): October 7, 2009
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(please excuse us if you receive this email more than once)


Dear Professor / Dr. /Mr. /Mrs.,

We are pleased to invite you to contribute to the book “Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments.” For your reference, please find below a detailed explanation of our objectives for this manuscript as well suggestions of some possible topics to which you may wish to contribute.  You are, however, not limited to these topics.  Please feel free to add any topics that you think are critical issues in the theme.


INTRODUCTION:

This multidisciplinary area presents an exponentially growing impact on the economy, creating huge business opportunities and generating large investments and returns. It also creates, new employment opportunities for professionals of many areas, which range from designers to programmers, psychologists to mathematicians, managers to politicians, and   marketers to investors, as it increases the number of graduate and post-graduate studies offered by universities worldwide.


MISSION AND OVERALL OBJECTIVES OF THE BOOK:  

The mission of the proposed book is to discuss the main issues, challenges, opportunities and trends related to this explosive range of new developments and applications, in permanent evolution. 

The overall objectives are:
  -  To discuss the impact of this emerging industry, new professions, new users;
  -  To present the new technological developments related to the requirements of this industry;
  -  To discuss new requirements;
  -  To present practical solutions and recent developments;
  -  To introduce the state-of-the-art technologies;
  -  To discuss social and individual impact;
  -  To discuss the future generations of computer games;
  -  To provide guidance for further research and development;
  -  To build a bridge between research and practice.


TARGET AUDIENCE:  

The book is intended to support a professional audience of top managers and computer games professionals (developers and creative) and also an academic audience (teachers, researchers and students, mainly of post-graduate studies).
The book is expected to include around 20 chapters of approximately 8,000 words each.


RECOMMENDED TOPICS:

The book intends to collect the most recent technological developments in all embraced fields of knowledge or disciplines of computer games development, encompassing planning, design, development, marketing, business management, and consumer behavior.

The book is intended to cover the following aspects:

1.  The technological dimension, addressing supporting technologies and tools; computing developments and requirements; programming languages; human-computer interaction.

2.  Business / industry dimension: emerging businesses; business opportunities and applications; prospective studies; studies of impact; critical success factors; distribution; piracy and copyrights.

3.  Human aspects: epistemology; psychological aspects; behavioral effects; interaction; social effects.

4. Communication and art: digital art, design and aesthetics in games; games as educational tools.

5. Other applications


SUBMISSION PROCEDURE:  

Researchers and practitioners are invited to submit on or before October 7, 2009, a 1-2 page manuscript proposal clearly explaining the mission and concerns of the proposed chapter. This proposal should be sent in Word format to computer.games.book at gmail.com (LaTex files cannot be accepted).

Authors will be notified by October 15, 2009 about the status of their proposals. 
Guidelines for preparing full chapters will be sent to authors of accepted proposals, who will have until January 15, 2010, to prepare their full chapter of approximately 8,000 words. 
Chapters must be original and not submitted for publication or published elsewhere.

All submitted chapters will be reviewed on a double-blind review basis.

The book is scheduled to be published in 2011 by IGI Global, publisher of Information Science Reference (formerly Idea Group Reference), Medical Information Science Reference, and IGI Publishing imprints. For additional information regarding the publisher, please visit www.igi-global.com .


For more detailed information, please visit the project website at  http://mcruzcunha.com/computer_games

Should you have any questions or concerns, please do not hesitate to contact us at  computer.games.book at gmail.com

We appreciate your consideration for this invitation and hope to hear from you soon!


Kind regards,

Maria Manuela Cruz-Cunha (mcunha at ipca.pt)
Vítor Carvalho (vcarvalho at ipca.pt)
Paula Tavares (ptavares at ipca.pt)






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