4/8-9/11: Video Game Industry Academic Conference

The School of Communication and Information at Rutgers is planning a major conference to be held April 8-9, 2011.  The conference will cover the cultural, business, legal, and artistic aspects of the videogame and virtual worlds industries — pretty much everything practical and academic about gaming.  If you’d like to spend a couple of days conversing with other folks who think seriously about gamers and the video game industry, please consider submitting to the Call for Papers, which can be found here: http://bit.ly/gbgcall (Deadline for 500-word abstract = Dec. 15th.)

For more information about the conference see this link:  http://bit.ly/gamebehindgame

More details about the sorts of topics we’re looking to explore below the fold:


The conference will feature speakers, panels, and workshops based on abstract papers submitted before the event. The submission deadline for abstracts, panel proposals, and student posters is December 15, 2010, and registration opens January 2011. The conference will also feature a poster session and exhibits from industry-leading vendors. An award, covering travel and lodging expenses, will go to the authors of the best paper and best poster.

Topics of interest include but are not limited to:

Business and Economic
•             Labor, production, demand, and consumption of games
•             Economics and business models in the game industry
•             Virtual goods, money, property and/or services
•             Packaging/bundling of gaming into entertainment of all kinds (books, movies, games, theme parks, etc.)
•             New markets (disenfranchised communities, inexpensive games, etc.)
•             Marketing and market strategies
•             Gaming and the globalization processes
•             The economy within videogames/when “virtual” money becomes real
•             Bandwidth and video games
•             Videogame impacts on telecommunications infrastructure

Applications
•             Business applications of gaming platforms
•             New technology and non-traditional applications (e.g. defense)
•             Games as social platforms
•             Developing games in virtual worlds

Law and Policy
•             Legal aspects (e.g. Supreme Court case of California law)
•             Policy/regulatory environment/constraints of videogames
•             “Filters” and videogames; videogame regulation
•             Ethics and games
•             Political role of videogames

Society
•             The role of the press/media in gaming industry
•             Social, political and ethical issues related to digital games and gaming
•             Women and diversity in games/representations and stereotypes in games
•             Gamer culture and community trends
•             Impacts of videogames on society

Links:
Conference Website: http://comminfo.rutgers.edu/conferences/game-behind-the-game/
School of Communication and Information: http://comminfo.rutgers.edu
Institute for Information Policy: http://comm.psu.edu/about/centers/institute-for-information-policy/