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Conflict simulation, peacebuilding, and development

Category Archives: call for papers

Military Operations Research Society 83rd annual symposium (June 2015)

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The 83rd annual symposium of the Military Operations Research Society will be held in Alexandria, VA on 22-25 June 2015. As usual, there will be a considerable number of panels on wargaming, modelling and simulation, and related topics.

Submission of abstracts opened on 1 December (until 15 March). Symposium registration will open on 7 January. As usual, some sessions will be classified, and either NOFORNed (restricted to US citizens) or open to pre-cleared FVEY participants too.

Further information is available at the MORS website. For a summary of the 82nd symposium, see the following PAXsims reports:

ISAGA / JASAG 2015

ISAGA2015The Japan Association of Simulation and Gaming will host the 46th annual conference of the International Simulation and Gaming Association on 17-21 July 2015 in Kyoto, Japan. The theme of the conference will be “hybridizing simulation and gaming in the network society.”

While the conference website seems incomplete at the moment, you’ll find some additional details here.

International Conference on Exercises, Gaming, and Simulations for Intelligence and National Security

intelconflogoRegistration has opened for the International Conference on Exercises, Gaming, and Simulations for Intelligence and National Security to be held at Georgetown University, Washington, D.C. on 24-25 March 2015: 

The goal of this international conference, between the Center for Intelligence Services and Democratic Systems at Rey Juan Carlos University and the School of  Continuing Studies at Georgetown University is to enhance the role of experiential learning methods and techniques showcasing original simulations, exercises, and games applied to national security intelligence, competitive intelligence, and foreign affairs. The conference will bring together ideas, concepts and demonstrations that can further train and educate military, law enforcement and national security professionals.

A sample of conference topics include:

  • Scenario-based approach for developing the links between analysis and reporting
  • Computational Simulation In Intelligence Analysis
  • The Induction Game and Intelligence Education
  • Gaming and Modeling Before a Crisis
  • Use of Gaming and Exercise as Part of an Engagement Strategy
  • Gaming the Nexus between Intelligence and Policy
  • Concrete Tabletop Exercises for Cognitive Skill Development in Analysts
  • Serious gaming & how to create visionary practitioners and policy makers
  • Balancing Realism and Playability in the Intelligence Classroom
  • Structured Analytic Techniques for Cyber Security through Role Playing
  • Cyber-Attack and Ethics Simulations
  • Virtual Training Systems and Survival Humanistic Factors

Further details and online registration can be found at the link above. Any questions should be directed to Dr. Jan Goldman or Dr. Ruben Arcos  Martin  (outside North America).

Unfortunately I won’t be able to attend, since the dates clash with my own annual Brynania civil war simulation. However we hope to have someone there to report on the conference.

CFP: Canadian Game Studies Association annual conference (June 2015)

uottawa3The 2015 Canadian Game Studies Association (CGSA/ACÉV) annual conference will be held on 3-5 June in Ottawa, in conjunction with the Congress of the Humanities and Social Sciences. The Congress will be hosted by the University of Ottawa.

This year’s theme is “Capital Ideas”:

CGSA-logo-340For this year’s CGSA conference we invite proposals for ‘capital ideas’ in all caps or small caps, in bold and in italics, and most importantly in consideration of and for those individuals, groups, communities, and locales that are far from holding or being in possession of ‘capital’. Suggested topics include:

  • Ideology in games and gaming culture
  • Ideals and values in games
  • Riffs on ‘capital’ and games;
  • Social, cultural, political and economic capital and games
  • Intersectional approaches to studying games and their surrounding player cultures
  • Methods and study designs for investigating underexplored games and gaming communities

We invite submissions from all disciplines from researchers working on or around games including digital and non-digital games.   Graduate student submissions are welcome and encouraged!

New for 2015:

CGSA is growing! We have expanded the conference to add a third day to the official Congress schedule.

CGSA has joined EasyChair! All conference submissions should be made through the conference management portal.

Submissions:

This year we will be accepting proposals for three kinds of submissions:

Individual Paper Submissions

Please submit an abstract no longer than 500 words (excluding references).

Panel Submission

In the spirit of this call for papers, we particularly encourage participants to submit proposals for interdisciplinary panels, as well as to consider the possibility of organizing joint sessions with other scholarly associations. CGSA welcomes proposals for joint panels with FSAC and Digital Humanities, and we encourage individual presenters to note if they are open to being scheduled on a joint panel. Submit your pre-constituted panel proposal or individual paper proposal to either association. You and your panellists need to be members of one of these three associations, but not necessarily all.

Please indicate clearly if your panel submission is intended to be a joint session with another scholarly association.

Panel submissions must include a 500-word panel overview and 250 words describing each individual presentation. The panel organizer/chair should assemble all materials and submit as a single submission to Easy Chair. When submitting the panel to EasyChair, the organizer/chair should be listed as corresponding author, and all other panel participants should be listed as co-authors.

Creative Work/Workshops/Other Formats

CGSA welcomes other types of submissions including workshops, gameplay demonstrations, fishbowls, etc. Please contact the 2015 CGSA chairs in advance of the deadline with a brief summary of your proposed submission, anticipated equipment needs, and an estimated length of time requested.

Deadline is January 31, 2015.

 Please submit all proposals here.

The 2015 CGSA co-chairs are Kelly Bergstrom, Felan Parker and Jennifer Jenson.

CFP: 2015 APSA Teaching and Learning Conference

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The deadline for submitting paper prooposals to the 2015 American Political Science Association Teaching & Learning Conference is October 20. The conference itself will be held in Washington DC on 16-18 January 2015.

The theme for the 12th Annual APSA Teaching and Learning Conference is, “Innovations and Expectations for Teaching in the Digital Era,” which focuses on the challenges and opportunities of teaching in the digital age when information literacy is a critical skill and we are all “plugged in.” Panels and workshops will present research on pedagogy in the digital age; and, discuss best practices for integrating digital techniques and traditional methods to engage students and train them to think critically, write effectively, and evaluate, consume and generate knowledge of political science successfully.

The paper proposal themes include simulations and role-play:

Simulations and role play exercises help political scientists and students model the decision making processes of real-world political actors. Examples of these teaching techniques and strategies include Model United Nations, Model European Union, in-class self designed simulations, and on-line role playing exercises. Papers in this track will address such topics as: in what way can simulations and role-play expand student learning opportunities in political science? Which formats are most effective? and How do we measure the effectiveness of simulations?

You’ll find the online proposal submission form here.

CFP: ISCRAM 2015 – serious gaming track

ISCRAM2015

The 12th International Conference on Information Systems for Crisis Response and Management (ISCRAM 2015) will be held on 24-27 May 2015 in Kristiansand, Norway. The conference will include a track on serious games:

Experiencing the unexpected is crucial to understanding and being able to handle crisis. Serious Gaming is rapidly gaining credibility in providing professionals with rich and varied experiences that present the reality of crisis management, but in a safe environment that allows them to reflect and gradually improve. Serious games can range from single player, standalone computer games aimed at informing or educating citizens to extensive, multiplayer virtual exercises for the training of professionals.

The aims of this track are to explore how serious games contribute to crisis management and to offer a platform for researchers and practitioners to exchange state of-the art knowledge on serious games for crisis management as well as discuss future challenges and opportunities. The type of submissions that we are looking for can serve any of these purposes including the use of serious games for training, for creating awareness and for research. The track also aims to explore possibilities of the upcoming notion of gamification in crisis management, i.e. applying game mechanics to non-game applications. Such game elements provide alternative ways to guide, motivate, and engage people – citizens and professionals – in tasks, and therefore have the potential to increase the effectiveness of crisis management.

Track topics

The theme for this track is “experiencing the unexpected”, because of the power of serious games to induce practical learning in a safe but realistic environment.

  • Serious Gaming (SG) for crisis preparation – including community awareness
  • Virtual environments for crisis and emergency response training
  • Strategy gaming for complex decision making during crisis
  • Serious gaming for inter-organizational coordination during crisis
  • Crisis communication: Serious gaming that trains users to transfer information and instructions (earthquake or flood risks) to different audiences
  • Crowd sourcing games, which involve the larger public in data analysis and solution generation during crisis
  • Gaming Analysis for measuring disaster response aspects
  • Serious games to develop and evaluate disaster recovery plans

You will find further information and contact details in the full call for papers.

h/t Anja van der Hulst 

CFP: The military and the cultural influences of role-playing games

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A call for papers—or, more accurately, a call for a specific paper—has been issued in connection with a planned edited volume on the cultural impact of role-playing games:

Since its initial publication in 1974, the iconic role-playing game (RPG) Dungeons & Dragons (D&D) has spawned hundreds of other analog and digital RPGs, as well as an entirely new industry and subculture. In the last decade, scholars from across the disciplinary spectrum have explored the origins, characteristics, cultures, and player experiences of RPGs. Yet, little scholarly attention has been devoted to the meaningful ways RPGs have shaped and transformed society at large over the past forty years.

The majority of the chapters for the collection have already been selected, but we would like to include an additional chapter on the use of role-playing games (tabletop, live-action, etc.), or similar games or gaming-related activities used by the U.S. or another military organization for training, operational concept development, or any other purpose.

Please send proposed abstracts of 250-500 words, along with a brief (250 word) biography and C.V., in either *.rtf (rich text format) or *.doc (MS Word document format), to editors Andrew Byers and Francesco Crocco at rpgbook2014@gmail.com by August 15, 2014. If accepted for the collection, completed essays of 7,000 to 10,000 words will be due by January 1, 2015.

Source: cfp.english.upenn.edu

Simulation & Gaming, April 2014

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The latest issue of Simulation & Gaming 45, 2 (April 2014) is now available.

Articles
Christle Grace G. Carabeo, Charisse May M. Dalida, Erica Marla Z. Padilla, and Ma. Mercedes T. Rodrigo
Timothy C. Clapper
Ki-Young Jeong and Ipek Bozkurt
Alice Y. Kolb, David A. Kolb, Angela Passarelli, and Garima Sharma
Jonna Koponen, Eeva Pyörälä, and Pekka Isotalus
Kimmo Oksanen and Raija Hämäläinen
Call for Papers

The call for papers that forms part of the issue is on the topic of “theory to practice in simulation.”

Call for Papers

Theory to Practice in Simulation

Symposium issue of Simulation & Gaming: An Interdisciplinary Journal of Theory, Practice and Research.

Guest Editors: Timothy C. Clapper, PhD, University of Colorado at Colorado Springs, TC Curriculum & Instructional Design, LLC, USA and Iris G. Cornell, PhD, RN, Rasmussen College, USA Email: timothy.clapper@gmail.com

With this special issue of Simulation & Gaming, we call on authors to prepare and contribute original and unpublished articles exploring specific learning theories that guide best practices in simulation. Theory guides practice and practice guides theory. Practice theory is descriptive and we have a need to describe the use of the learning theories that support best-practices in active, engaging, and informative simulation-based instruction.

We will use a Conceptual paper design and a structured abstract. For this special issue, we prefer articles to be short communications (1500-2500 words) of one or two specific learning theories applicable to appropriate instructional design and simulation-based instruction.

Process: Before submitting a manuscript, please consult the Guide for S&G Authors http://www.unice.fr/sg/authors/ and the detailed call for papers available on the S&G web site and (LINK). The first step involves sending an abstract and keywords to the guest editors. After the approval of your abstract by the guest editors, you will be invited to submit your full manuscript. Only those articles of the highest quality will move forward for publication.

Schedule

  • Receipt of proposals: summer, 2014.
  • Response to proposals: within in a month.
  •  Submission of manuscripts: fall, 2014
  • First review: to be submitted by end of fall 2014.
  • Revision (maybe 2nd review), editing, proofing, in a month • Online publication: as articles are accepted.
  • Publication of special issue: possibly early/mid 2015

More details at: http://www.unice.fr/sg/resources/cfp_Theory-practice_long_Clapper.pdf

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Connections Australia 2014

It is now confirmed—Australia will be getting its own version of the Connections interdisciplinary wargaming conference, to be held at the University of Melbourne on 8-9 December 2014:

Australia-flagConnections Australia

Due to the success of the Connections conference last year in the UK and the many successful years of the US original, we have decided to run a similar conference/ workshop here in Australia.

It will be held in the Interaction Design Lab at the University of Melbourne 8-9 December 2014.

We are seeking expressions of interest from potential attendees, particularly anyone with something to present. The format will be four 90 minute sessions per day with 2-3 speakers and time for open discussion on each topic. We would like to have a broad range of participants from the military, emergency management, law enforcement, business and academia.

Anyone interested in attending is asked to contact Todd Mason or Mariana Zafeirakopoulos with a proposal.

 

Program

Monday 8 December

0900-1030 Introduction to wargaming
1030-1100 Break
1100-1230 Wargaming for Intelligence Analysis
1230-1330 Lunch
1330-1500 Wargaming in the Australian Army (TBC)
1500-1530 Break
1530-1700 TBC

Tuesday 9 December

0900-1030 TBC
1030-1100 Break
1100-1230 TBC
1230-1330 Lunch
1330-1500 TBC
1500-1530 Break
1530-1700 Wrap Up

 

Costs

There will be no cost for conference attendance, however a gold coin donation to cover tea & coffee would be appreciated. No meals will be provided (other than coffee, tea and biscuits etc.)

There are many cafes around the University campus and in nearby Carlton for lunch.

A conference dinner will be held on the Monday evening (details to be confirmed).

CFP: International Conference on Exercises, Gaming, and Simulations for Intelligence and National Security

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A call for papers has been issued for an international conference on “exercises, gaming, and simulations for intelligence and national security,” to be held at Georgetown University (Washington DC) on 24-25 March 2015:

International Conference on Exercises, Gaming, and Simulations for Intelligence and National Security

Georgetown University, Washington, D.C.

March 24-25, 2015

Scholars, industry experts, intelligence and national security practitioners are invited to submit papers or proposals for demonstrations for the International Conference on Exercises, Gaming, and Simulations for Intelligence and National Security. The goal of the conference is to enhance the role of experiential learning methodologies at all levels of intelligence education by showcasing original simulations, exercises, and games applied to national intelligence, competitive intelligence, national security, and foreign affairs. The conference is to bring together ideas, concepts and demonstrations that can further training and education for military, law enforcement and national security professionals.

Proposed Conference topics include:

  • Role-playing simulations to enhance intelligence analysis and production
  • Simulations dealing with intelligence professionalization
  • Experiential learning methodologies in intelligence analysis
  • Intelligence tradecraft gamification
  • Storytelling techniques for developing intelligence scenarios
  • Interactive education and training for addressing national security threats
  • Experiential Learning for Business/Competitive Intelligence
  • Educating intelligence clients and consumers
  • Role-playing for effective debriefing
  • Immersive learning and multimedia communications
  • Effective combinations of case studies, simulation & gaming in intelligence and national security curricula
  • Virtual simulations

51hT0+MXdXL._SL500_AA300_The conference is a follow-on event to the recent released, The Art of Intelligence: Simulations, Exercises, and Games (Roman and Littlefield, 2014).

Proposals or abstracts are to be submitted no later than September 1, 2014 

OR  for further information, contact any of the following:

  • Dr. William Lahneman,  Embry-Riddle Aeronautical University (william.lahneman@erau.edu)
  • Dr. Jan Goldman, Georgetown University (jg28@georgetown.edu)
  • Dr. Rubén Arcos, Rey Juan Carlos University, Madrid, Spain (ruben.arcos@urjc.es)

The Art of Intelligence has been previously reviewed on PAXsims.

Simulations miscellany, 4 May 2014

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Some recent items on conflict simulation and serious games that may be of interest to PAXsims readers:

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Thomas Schelling will be the keynote speaker for this year’s Connections interdisciplinary wargaming conference (4-7 August 2014, at Marine Corps Base Quantico):

There is no Nobel Prize for wargaming, but if there was, Professor Thomas Schelling would have one to go along with his 2005 Nobel Prize in economics. While he is best known as a game theorist and nuclear strategist, his contributions to the field of wargaming have been hugely significant.  An advocate for the unique analytic value of gaming, while at Harvard’s Center for International Affairs he wargamed with RAND at Camp David and undisclosed locations.  His writings pioneered the application of wargaming to diplomatic deliberations and international political-military crises.  I can think of no better Keynote, especially in a year when our theme emphasizes understanding across international wargaming cultures and across wargame applications.

You’ll find information on the Connections conference here.

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lossless-page1-220px-MCWAR_Logo.tifLast month, the US Marine Corps War College used the commercial wargame Darkest Hour as the basis for a WWII strategy exercise:

  1. Background. From March 31- April 2, 2014, the Marine Corps War College (MCWAR) conducted a strategy exercise on World War II. The exercise put the school’s 30 students (military officers at the lieutenant colonel and colonel rank as well as a handful of senior government civilians from the interagency) into Allied leadership positions at the joint staff and theater command levels (USA, UK, and USSR). The exercise leveraged the commercial wargame Darkest Hour to provide a gaming environment in which the students could develop strategy and make decisions.
  2. Educational Objectives. The exercise was designed to meet learning objectives for MCWAR’s War, Policy, and Strategy (WPS) Course (our “history” course). This immersion in WWII was intended to imprint on the students’ minds, through experience, the strategic issues of WWII. Of particular focus was the interaction between Allied staffs and between national and theater commands. And, as the exercise progressed, the students assessed their strategies and made strategic decisions on the direction of the war. Making those decisions as a coalition made conducting the war that much harder. The following were specific educational objectives:
    1. Evaluate the World War II strategic setting and historical strategic decisions.
    2. Develop and implement a “theory of victory” with corresponding objectives and strategic concepts.
    3. Conduct national level and theater level resource prioritization decisions.
    4. Conduct strategic negotiations and diplomacy.
    5. Conduct coalition planning and decision making.
  3. Student Organization. The 30 students were divided into US, UK, and USSR teams. Within each country, students formed joint and theater staffs. While the students were initially assigned to staffs as depicted in the below diagram, the students re-organized themselves to streamline their command and control—consolidating US and UK into one Europe and one Pacific theater, unlike the below diagram. They merged the Pacific Theater 1 and 2 cells with the UK SE Asia cell to form one combined Pacific Theater staff. The students did the same for the European Theater, combining the US and UK theater teams into one combined team. Each of these two theater commanders (Pacific and Europe) then performed a dual reporting function to the USA and UK joint staffs….

You’ll find a slide presentation on the resulting campaign here, and a full after action report on the exercise by LtCol Tim Barrick here. The latter is especially useful reading for those who might be considering adapting commercially-available war-games for classroom use.

h/t Robert Hossal

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A call for papers has been issued for the 2014 conference of the North American Simulation and Gaming Association, to be held in Baltimore on 8-12 October 2014.

The North American Simulation and Gaming Association (NASAGA) is a community of practice of trainers, educators, game designers and facilitators working on the design and implementation of serious games, simulations, and other experiential activities. For decades, NASAGA has been promoting professional networking, providing training and education, and advocating the use of experiential activities to industry and academia through its annual conference.

The North American Simulation and Gaming Association invites proposals for our 2014 conference in Baltimore, MD. NASAGA is a games and learning conference with particular interest in work involving non-digital games, simulations, mixed or alternate reality, locative games, classroom and training exercises, and playful learning. Our theme this year is “Playing Stories, Sharing Worlds, Learning Games.” We particularly welcome work that connects with this year’s theme and engages the potential of playful narratives for learning, experiential education, and learning game design. We welcome proposals from practitioners, educators, designers, researchers and gamers. NASAGA is not a conference for reading papers: session proposals should be hands-on and engaging. This may include playing a game or prototype and debriefing, roundtable discussions, collaborative design, facilitated activities, and any other interactive format. To allow for this active learning, sessions are scheduled in timeslots of 60 or 90 minutes, although you can also propose an extended session to allow for an unusual learning experience.

We also invite researchers, including students, to consider submitting to our poster session to share ongoing research or design proposals. NASAGA invites proposals from researchers working on the theory and application of games and simulations for learning challenges, including but not limited to active learning methods to increase engagement, retention, and performance. We invite the submission of 300-500 word abstracts for poster presentations on all topics related to games and learning.

* * *

journal_coverThe May 2014 issue of the Journal of Simulation is now available. It includes an article by M. Peng H. Chen and M. Zhou on “Modelling and simulating the dynamic environmental factors in post-seismic relief operation:”

This paper introduced dynamic environmental factors into the disaster-relief supply chain to characterize the dynamic relations and provide support to further decision-making in relief operations. A system dynamic model was presented to describe the processes of delivering emergency supply. The researches in post-seismic rapid damage assessment of road networks and injured were referenced, and the impacts of dynamic road condition and delay in information transfer (information delay (ID)) were simulated and analysed. Simulation results indicate that (1) the road condition influences the system performance significantly; and (2) the transport time of relief supplies (transport delay) is a function of the road capacity and the in-transit volume, so the mechanism of considering the feedbacks of these two factors is important to maintain the stability of the relief system. Further analysis of the system behaviours reveals that (3) the ID affects the relief head-quarter (the upper stream) and the disaster-affected town (the lower stream) in different ways; and (4) the choice of the inventory planning strategies is a choice about how to reduce the impact of ID and make full use of the capacity of the damaged road networks.

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img_2112The Interuniversity Consortium for Arab and Middle Eastern Studies at McGill University recently held a simulation exercise to prepare students for the challenge of a future zombie apocalypse on campus. In addition to honing student skills, it also provided interesting empirical insight into the anticipated survival rate of various population subgroups:

  • McGill University faculty members: 100%
  • McGill University graduate students: 50%
  • Fictional TV stars: 0%

You’ll find full details of this sophisticated educational exercise here.

Simulation miscellany, 25 March 2014

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Some recent items on conflict simulations, serious games, and similar topics that may be of interest to PAXsims readers.

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The Mind’s Lie is a free Android gaming app designed by Kris Wheaton (Institute for Intelligence Studies, Mercyhurst University), now available in beta version at the Google Play Store available now:

The game is designed to implicitly teach you and the other players (up to six players per game) to recognize confirmation bias, anchoring bias, stereotyping/representativeness bias, projection/mirror imaging bias, bias blind spot, or fundamental attribution error in more or less realistic situations. It is based on a successful tabletop game I designed.

Read much more about it at his Sources and Methods blog.

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This War Is Mine is a video game under development by 11 Bit Studios:

This War Of Mine provides an experience of war seen from an entirely new angle. For the very first time you do not play as an elite soldier, rather a group of civilians trying to survive in a besieged city. During the day snipers outside stop you from leaving your refuge, so you need to focus on maintaining your hideout. At night you get a chance to scavenge nearby locations for items that will help you stay alive.

Make life-and-death decisions driven by your conscience. Try to protect everybody from your shelter or sacrifice some of them to endure the hardships. During war, there are no good or bad decisions; there is only survival. The sooner you realize that, the better.

See also the coverage at Rock, Paper, Shotgun. (h/t James Sterrett)

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A call for papers has been issued for a special issue of the journal Traces.

This issue of the Tracés journal questions the relationships between play and games, on the one hand, and materiality, on the other – i.e. materials, objects, interfaces and infrastructures, as well as bodily aspects involved in play and games. Various forms of play and games can be studied in that perspective, such as gambling, board games, children’s games, role play and video games, among others. Contributors are invited to explore the role of materiality in play, to tackle the industrial, political, economic or legal dimensions of the materiality of games, their aesthetic or symbolic aspects, or to embrace the material aspects of “non playful” functions sometimes attached to games.

Argument

Studies devoted to play and games are increasingly visible in the humanities. This issue of Tracés aims at questioning this theme from an interdisciplinary perspective with a focus on materiality. It aims at probing the relationships between play, games and the physical and sensitive world.

Although materiality contributes to any experience of play to a significant extent, it has been little approached by game and play studies. Play and games have long been conceptualized separately from their relationship to materials, objects, technical interfaces and infrastructures, or to the body – presumably as a consequence to classic contributions which stressed normative or epistemological aspects of play and games (Huizinga, 1938; Wittgenstein 1953; Henriot, 1989). In the field of video games, such notions as the “virtual” and the “immaterial” have long prevented taking into account the material aspect of these games.

Play can be considered as an activity, framed by systems of rules or models for describing action, or simply bound to specific objects related to an activity or situation. This issue welcomes various definitions of games and play, to reflect on their relationship with materiality. Is materiality necessarily central to the study of games and play, and in what regard? Various types of games can be considered, such as traditional games (card games for instance), toys, digital games, role playing games, sport and all hybrid forms. Investigations can be based on various conceptualizations of games and play, in line with the paper’s research methodologies.

The editors suggest four major themes:

  • Materiality and the framing of play (“This part explores the construction of a frame for play, which can entail formal, normative, symbolical and material dimensions. Relationships between the rules of the game and players’ practices can be explored, in so far as they rely on material elements in the game.”)
  • Materiality and the political, economic and legal implications of game industries. (“Materiality plays a part in the organization of cultural industries, in their political, historical, economic and legal dimensions. Focusing on game industries, the role of materiality in manufacturing, distributing and commercializing games can be explored, as well as its role in marketing and advertising.”)
  • Materiality, representations and game images. (“This part is devoted to cultural, visual and symbolical aspects of games in their material dimensions. Contributors are welcomed to explore the visual and aesthetic dimensions of games as well as the social and cultural representations they can convey. Relationships between the materiality of components and the meanings attached to games and play can be interrogated.”)
  • Materiality and “non-playful” uses of games. (“Finally, this issue aims at dealing with situations where other aims than fun are devoted to games, for instance in ritual, educational, artistic or business environments. The values and roles of play and games in these contexts, and the amount of “seriousness” attached to them, can vary from one context to another. The limits and definitions of this activity are hence questioned in the light of its material dimensions.”)

Contributors can submit long papers  or shorter notes, and papers are expected to consist in first-hand original research, in French, English, or Spanish. Papers will be evaluated using a double-blind review process.The deadline for contributions is 15 June 2014.

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David Gooblar suggests that if you want students to come to class prepared, try rolling some dice.. Read more about it at his “Pedagogy Unbound” column at Vitae. (h/t Brian Train)

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The fourth annual Serious Play Conference will be held at the USC School of Cinematic Arts in Los Angeles on 22-24 July 2014.

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The 8th European Conference on Games Based Learning will be held at the University of Applied Sciences HTW Berlin, Germany on 9-10 October 2014. The call for papers will close on April 4.

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The Society for Modelling and Simulation International will be holding its 2014 Spring Simulation Multi-Conference (SpringSim’14) on 13-16 April 2014 in Tampa, Florida. Details here.

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At the recent World Affairs 2014 conference held in San Francisco on14-15 March 2014 included a simulation of the ongoing Syrian refugee crisis:

CFP: Special issue of S&G on sustainability and simulation/gaming

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Levent Yilmaz (Auburn University) and  Tuncer Ören (University of Ottawa) have issued a call for papers for a special issue of Simulation & Gaming that would be devoted to sustainability and simulation/gaming.

As the challenges involving the achievement of a sustainable society become truly global involving complex interdependencies among social, political, and technical dimensions that collectively influence risk, simulation gaming with complex system models is becoming a highly effective strategy to study them. In today’s challenging policy environment, government officials and other decision-makers are confronting difficult sustainability problems whose common feature is their complexity.

Even under optimistic conditions, unexpected disasters and crises will increase severity of conditions for immediate disaster relief and the need to assist large number of refugees. Also, human actions contribute to environmental disasters such as oil spills. These emerging challenges suggest development of adaptive and resilient plans that can be revised under conditions of deep uncertainty. Development of simulation-based predictive displays for a control system or predictive displays based on multisimulation to evaluate several futures and decisions based on the outcomes of several futures will be critical enablers to deal with uncertainty that is pervasive in complex interconnected systems that need to be properly managed. Better data can also drive simulation games, which can help predicting important trends, assessing how well proposed policies and strategies would meet desired system-level objectives, and determining the optimal levels of resource use. Examples include growth, development, and evolution of urban areas, management of critical infrastructures during crisis and disaster, and management of natural environments such as forests or rivers as well as policies for governance such as fiscal and economic policies to assure sustainability and definitely to avoid disasters. However, effectiveness and relevance of simulation games to decision-making require careful consideration of the integration of the simulation gaming solutions with deliberation and political process. Hence, the issues pertaining to transparency, legitimacy, and participation are critical pillars of an integrated strategy.

With this special issue, we aim to provide the opportunity for authors to contribute original and unpublished articles that present the use of simulation/gaming, including debriefing, for exploring social, economic, and environmental sustainability of human and natural systems. Simulation/gaming, with debriefing, can serve as a proactive anticipatory system to examine possibly unintended consequences of course of actions, as their impacts are amplified and are often unforeseeable due to complex interactions and emergence that permeate through the components of a complex interconnected system of systems. Multidisciplinary approaches are particularly welcome to address the problem of complex system sustainability.

  • Topics of interest include, but are not limited to:
  • Integrated economic, social, and environmental simulation games for sustainability
  • Models of human factors and social dynamics in relation to human and organizational enterprises
  • Simulation games for decision support under uncertainty and long-term policy analysis
  • Metrics for proactive anticipation of unsustainable conditions and their solution
  • Tools and techniques for assessing adaptability, resilience, and emergent behaviour in complex adaptive human and social systems
  • Simulation gaming for disaster management and recovery
  • Advanced methods and tools for testing of the resilience of proposed financial regulations
  • New ways of thinking for policy makers for predictability, control, and explanation of complex adaptive phenomena
  • New resource management paradigms investigated by M&S
  • Data needs and validation of sustainability models and simulation games
  • Synergy of software agents and simulation games, including agent-monitored simulation games
  • The use of debriefing, and the integration of debriefing into simulation/games, for sustainability.

Proposals will be accepted through spring/summer 2014. For more information on submissions, click the link above.

simulations miscellany, 14 January 2014

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Some recent items that may be of interest to PAXsims readers:

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Kris Wheaton wants you to play Hnefatafl—especially if you are an aspiring intelligence analyst. Robert Beckhusen takes up the story at War is Boring:

You Have to Play This 1,600-Year-Old Viking War Game

Especially if you’re a diplomat, soldier or spy, says one ex-spook

Viking warriors storm into the torch-lit camp of a rival clan. Outnumbered, the ambushed Norsemen are far from their boats. Their one goal: flee to a nearby castle while keeping their king alive.

At first glance, Hnefatafl (prounounced “nef-ah-tah-fel”) might just look like a knock-off version of chess with Norse helms and impressive beards, but the game is at least 600 years older—already well-known by 400 A.D.—and is perhaps a lot more relevant to the conflicts of the 21st century.

“I love the asymmetry in this game. To win in this game, you absolutely have to think like your opponent,” emails Kristan Wheaton, a former Army foreign area officer and ex-analyst at U.S. European Command’s Intelligence Directorate. “Geography, force structure, force size and objectives are different for the two sides. If you can’t think like your opponent, you can’t win. I don’t know of a better analogy for post-Cold War conflict.”

For another “simple” game that also highlights the intellectual challenges of asymmetric conflict, check out Brian Train’s Guerrilla Checkers.

There’s even a Vassal module for it.

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The  European Meetings on Cybernetics and Systems Research (EMCSR) will be holding its annual meeting in Vienna on  22-25 April 2014. In conjunction with that meeting a workshop will be held on “Game-based learning in systems thinking.”

Game-based learning is one of the current buzzwords almost everywhere, even if the successful examples are few and far between. The worldwide systems movement could greatly benefit from a critical survey of research and insight in this field, furthering the application of game based learning principles to various fields within the scope of the conference.

This workshop invites authors to submit extended abstracts demonstrating research, design or practice in topics like but not limited to:

  • games & systems
  • games as fail-safe spaces
  • systems, modelling & abstraction
  • games as simulations
  • exploration of cause/effect
  • transformational learning/transfer
  • gameful design
  • gamification
  • serious board games
  • social impact games
  • game-based learning

Prospective authors are invited to submit extended abstracts (not exceeding 800 words) in any of the topics listed above, not including personal information about the authors. Accepted papers will be allocated 30 minutes for oral presentation (including discussion).

Extended abstracts should describe either (1) thought-provoking ideas with the potential for interesting discussions at the conference, (2) the academic reflection of practical work in the space of game-based learning and social impact games or (3) mainly theoretical papers addressing one or more of the above areas.

Further details are available at the link above.

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The latest issue of Simulation & Gaming (December 2013) is now available, devoted to “the development of a Finnish community of game scholars”:

Articles

  • Simulation/Gaming in Finland
  • Subjective Experience and Sociability in a Collaborative Serious Game
    • Kimmo Oksanen
  • Social Network Games: Players’ Perspectives
    • Janne Paavilainen, Juho Hamari, Jaakko Stenros, and Jani Kinnunen

  • Hypercontextualized Learning Games: Fantasy, Motivation, and Engagement in Reality
    • Carolina Islas Sedano, Verona Leendertz, Mikko Vinni, Erkki Sutinen, and Suria Ellis

  • Formation of Novice Business Students’ Mental Models Through Simulation Gaming
    • Lauri-Matti Palmunen, Elina Pelto, Anni Paalumäki, and Timo Lainema

Guest Editorial

  • Development of a Finnish Community of Game Scholars
    • J. Tuomas Harviainen, Timo Lainema, Jaakko Suominen, and Erno Soinila

Newsletter

  • Immersive Technology Strategies
    • David Wortley 

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The latest (February 2014) edition of the Journal of Simulation is out, with articles on discrete-event simulation, dispatching and loitering policies for unmanned aerial vehicles, product and process patterns for agent-based modelling and simulation, simulating a crowd, and many other things beside.

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redteamjournal

The Red Team Journal offers Five Reasons Why You Should Red Team Your Red Team.

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The new blog Powder Keg Politics gives a shout-out to PAXsims. Thanks!

New French-language games journal: Sciences du jeu

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Sciences du jeu is a new academic journal/website that has been launched with the aim of promoting and disseminating French-language research on games:

Revue internationale et interdisciplinaire, Sciences du jeu a pour mission de développer la recherche en langue française sur le jeu, de lui donner une visibilité, de nourrir le dialogue entre les disciplines autour de cet objet, et de susciter des débats. Elle a pour objectif de publier des articles scientifiques inédits sur le jeu. Elle est ouverte à toutes les approches ou méthodes disciplinaires, portant sur tous les objets ludiques (dont, mais non exclusivement, les jeux vidéo), et a pour ambition de présenter des recherches issues de différents terrains concernant le jeu dans un sens large (objets, structures, situations, expériences, attitudes ludiques).

Actuellement l’université Paris 13 à travers le centre de recherche EXPERICE (axe B) en assume la gestion pratique dans le cadre d’une association avec d’autres universités représentées au comité de rédaction de la revue. D’autres personnes et institutions pourront se joindre à cette équipe de départ. La gestion pourra également tourner en fonction des possibilités offertes par telle ou telle institution.

Sciences du jeu est disponible intégralement en libre accès. Les numéros sont thématiques, et peuvent aussi contenir des articles hors dossier dans une rubrique « Varia », ainsi que des comptes rendus. Si les propositions hors dossier de qualité sont abondantes, des numéros de varia (ou avec des dossiers réduits) peuvent être mis en chantier.

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