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Special Issue on "Culture Games"

ACM Journal on Computing and Cultural Heritage

CALL FOR PAPERS - Deadline 15th December 2019

Industries, stakeholders, and the general public approach culture (both tangible and intangible) for a variety of purposes, and digital games can channel each of these purposes in different ways. In the context of a cultural experience, people may want to learn (with serious games) but also to have fun (with simple entertainment games), spend some spare time (with casual games), socialize (with social or multiplayer games), or create (with collaborative creation games). Similarly, cultural institutions wish not only to teach, but also to attract more visitors (promotional games or advergames). In the last decade, there have been substantial developments in the gaming technologies applied to cultural heritage purposes. Technologies like crowdsourcing and human computation have become more sophisticated. New game-oriented (but not only) media such as mixed-reality, virtual reality and natural interaction (e.g. motion-based gameplay) have become more prevalent.

Our goal in this special issue is twofold: a) to broaden the scope and explore gaming in cultural heritage across multiple genres used in real-life and b) to include the latest developed gaming technologies in the field of culture.

Authors are invited to submit papers on original and unpublished research and practical applications concerning games for a variety of purposes related to tangible and intangible heritage, including cultural sites, museums, art, mythology and natural heritage. As with the broader topics of JOCCH, we welcome submissions on Use-inspired Basic Research and on Applied Research. Regular papers are expected to be 10-20 pages long (5,000-10,000 words), while other types of papers are possible (see the Author Guidelines). In particular, we welcome contributions on topics including, but not limited to:

·     Game technologies for Culture Heritage (CH)

·     Promotional games for CH

·     Unusual game genres for CH (e.g. first person shooters, or side scrollers)

·     Ubiquitous computing in games for CH (e.g. location-based games)

·     Applications and case studies of games for CH

·     Human computation, crowdsourcing, and artificial intelligence in CH game applications

·     Game design for CH: user experience, interaction, game mechanics and rewards

·     Transformation of tangible artifacts into virtual game environments

·     Games that tell (culturally relevant) stories

As a final outcome, we wish to attract a broad set of researchers from the game studies and game research community, the HCI and AI communities, as well as the applied cultural heritage community, into a truly interdisciplinary and pertinent special issue.

Accepted papers will be published in the ACM Journal on Computing and Cultural Heritage. Please follow the format instructions for the journal. When submitting, please select the option "Culture Games" as the manuscript type in the journal submission system.

Important Dates

Submission: 15 December 2019

First review: 15 April 2020

Revised papers: 30 June 2020

Final review: 30 July 2020

Final version: 15 October 2020

Publication: Issue 13:4 (final issue of 2020) or 14:1 (first issue of 2021)

Guest Editors

George Lepouras is a Professor at the Department of Informatics and Telecommunications, University of Peloponnese and Vice-Rector for Finance, Planning and Development at the same institution. He holds a first degree in Mathematics from University of Athens, MSc in Information Technology from University of Strathclyde, Scotland and a PhD in Human Computer Interaction from University of Athens. Dr Lepouras is a senior member of ACM and has served as the chairman of the Greek ACM SIGCHI. His research interests include game-based profiling, personal and task information management, multilingual interfaces, web based interfaces, virtual reality and augmented reality applications as well as cultural technologies. He is an author and co-author of more than one hundred papers, of which more than forty appear in international journals. He has participated, as researcher, technical manager, team or project coordinator, in many national and European research and technological development projects, among which are SmartGov, DELOS, Experimedia and CROSSCULT (www.uop.gr/~gl/).

Ioanna Lykourentzou is an Assistant Professor at Utrecht University. Prior to joining UU she was a Senior Researcher at the Luxembourg Institute of Science and Technology (LIST). In the past she has also worked at the Human-Computer Interaction Institute of Carnegie Mellon University and INRIA. While at LIST, Dr. Lykourentzou coordinated the H2020 project CrossCult (2016 – 2019). CrossCult is an interdisciplinary project that brings together Cultural Heritage, History and Information Technology. Dr. Lykourentzou has also led the EU-FP7 Experimedia BLUE project (on smart museum applications based on personalized path routing, 2012-2013), FNR Accordo project (on computational methods for human involvement optimization in complex crowdsourcing, 2015-2016) and the FNR-Marie Curie RHEA project (on large-scale knowledge harnessing in collaborative corporate platforms, 2012-2014). Her research work focuses on the area of crowd systems, where she develops methods to enable large-scale collaboration, coordination and complex problem solving, online or within physical spaces. She applies an interdisciplinary approach that combines computational science (machine learning, agent-based modeling, mathematical optimization) with social sciences (personality testing, team building). She holds a Ph.D. and an Electrical and Computer Engineering degree from the National Technical University of Athens. She is part of the ERCIM (European Research Consortium for Informatics and Mathematics) and Marie-Curie alumni networks. (http://lykourentzou.com)

Antonios Liapis is a Lecturer at the Institute of Digital Games, University of Malta (UoM). He received his 5-year Diploma (2007) in Electrical and Computer Engineering from the National Technical University of Athens and the M.Sc. (2011) and Ph.D. (2014) in Information Technology from the IT University of Copenhagen. He does research on the crossroads of game design, artificial intelligence and computational creativity. He has published over 70 international journal and conference papers in the aforementioned fields, and has won several awards. Moreover, he has led or participated in the design and development of several games of varying scope and for different target audiences, including two FP7 ICT projects and two H2020 projects. He is an Associate Editor in IEEE Transactions on Games. He is the General Chair of EvoMusArt conference (2018-2019) and the Games and Learning Alliance conference (2019); he has served as local chair (2016) and demonstrations chair (2019) at the Computational Intelligence and Games conference. Moreover, he has organized 6 workshops in different game studies and HCI conferences. (http://antoniosliapis.com)

 
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