Category: Research

The Top Journals for Video Game Research

It seems like there were not many journals devoted specifically to video game studies not so long ago. Now there are several. Here is a list of journals for videogame and gaming research, with indications as to whether they are print or online, and brief descriptions from their websites. Drop me a note if I missed one or if a new one starts up.

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Computer Game Education Review

Type: Online

Note: Initial publication is set for 2010.

CGER is a peer-reviewed, annual, aca­d­e­mic pub­li­ca­tion address­ing issues that con­cern the teach­ing of game design and devel­op­ment. These include, but are not lim­ited to, cur­ricu­lum orga­ni­za­tion, teach­ing method­olo­gies (e.g., con­cep­tual vs. exem­plary), assess­ment tools and tech­niques, game gen­res and clas­si­fi­ca­tions, soci­etal impact, eco­nomic and com­mer­cial issues, legal aspects, and approaches to stu­dent eval­u­a­tion that are of inter­est to fac­ulty and insti­tu­tions involved in the edu­ca­tion and train­ing of future game developers.

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ELUDAMOS, Journal for Computer Game Culture

Type: Online

ELUDAMOS is an international, multi-disciplined, biannual e-journal that publishes peer-reviewed articles that theoretically and/or empirically deal with digital games in their manifold appearances and their sociocultural-historical contexts. ELUDAMOS positions itself as a publication that fundamentally transgresses disciplinary boundaries. The aim is to join questions about and approaches to computer games from decidedly heterogeneous scientific contexts (for example cultural studies, media studies, (art) history, sociology, (social) psychology, and semiotics) and, thus, to advance the interdisciplinary discourse on digital games. This approach does not exclude questions about the distinct features of digital games a an aesthetic and cultural form of articulation, on the contrary, the issue is to distinguish their media specific characteristics as well as their similarity to other forms of aesthetic and cultural practice. That way, the editors would like to contribute to the lasting distinction of international game studies as an academic discipline.

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Game Studies, the International Journal of Computer Game Research

Type: Online

Our Mission – To explore the rich cultural genre of games; to give scholars a peer-reviewed forum for their ideas and theories; to provide an academic channel for the ongoing discussions on games and gaming.

Game Studies is a crossdisciplinary journal dedicated to games research, web-published several times a year at www.gamestudies.org.

Our primary focus is aesthetic, cultural and communicative aspects of computer games, but any previously unpublished article focused on games and gaming is welcome. Proposed articles should be jargon-free, and should attempt to shed new light on games, rather than simply use games as metaphor or illustration of some other theory or phenomenon.

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Games and Culture, A Journal of Interactive Media

Type: Print

Games and Culture: A Journal of Interactive Media is a new, quarterly international journal that publishes innovative theoretical and empirical research about games and culture within interactive media. The journal serves as a premiere outlet for ground-breaking work in the field of game studies.

Games and Culture’s scope includes the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies. Other arenas include the following:

  • Issues of gaming culture related to race, class, gender, and sexuality
  • Issues of game development
  • Textual and cultural analysis of games as artifacts
  • Issues of political economy and public policy in both US and international arenas

Of primary importance will be bridging the gap between games studies scholarship in the United States and in Europe.

One of the primary goals of the journal is to foster dialogue among the academic, design, development, and research communities that will influence both game design and research about games within various public contexts.  A second goal is to examine how gaming and interactive media are being used outside of entertainment, including in education, for the purposes of training, for military simulation, and for political action.

Games and Culture: A Journal of Interactive Media invites academics, designers and developers, and researchers interested in the growing field of game studies to submit articles, reviews, or special issues proposals to the editor.  Games and Culture is an interdisciplinary publication, and therefore it welcomes submissions by those working in fields such as Communication, Anthropology, Computer Science, English, Sociology, Media Studies, Cinema/Television Studies, Education, Art History, and Visual Arts.

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International Journal of Computer Games Technology

Type: Print

The overall aim of the International Journal of Computer Games Technology is to bring together both the research and development aspects of games technology covering the whole range of entertainment computing and interactive digital media. The focus will be on three research and development frontiers: first, to expand the technology frontier in terms of both hardware and software for games, second, to validate innovative procedures including algorithms and architectures for games, and finally, to explore novel applications of games technology both for entertainment and serious games.

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International Journal of Gaming and Computer-Mediated Simulations

Type: Print

The International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) is a peer-reviewed, international journal devoted to the theoretical and empirical understanding of electronic games and computer-mediated simulations. The journal is interdisciplinary in nature; it publishes research from fields and disciplines that share the goal of improving the foundational knowledge base of games and simulations. The journal publishes critical theoretical manuscripts as well as qualitative and quantitative research studies, meta-analyses, and methodologically-sound case studies. The journal also includes book reviews to keep readers on the forefront of this continuously evolving field. Occasional special issues from the journal provide deeper investigation into areas of interest within either gaming or simulations.

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Journal of Virtual Worlds Research

Type: Online

The Virtual Worlds Institute based in Austin, Texas, USA is a not-for-profit research organization dedicated to:

* The promotion and publication of leading research

* Direct research and innovation in the fields of virtual worlds, 3d internet, immersive interfaces and the singularity

* Developing a commercialization channel for researchers to take their ideas from the laboratory to the marketplace

The Virtual Worlds Institute is looking for, on an on-going basis: research, development, commercialization and funding collaborators and partnerships.

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Simulation & Gaming, An International Journal of Theory, Practice and Research

Type: Print

For more than three and a half decades, Simulation & Gaming: An International Journal of Theory, Practice and Research has served as a leading international forum for the exploration and development of simulation/gaming methodologies used in education, training, consultation, and research. It appraises academic and applied issues in the expanding fields of simulation, computer- and internet-mediated simulation, virtual reality, educational games, video games, industrial simulators, active and experiential learning, case studies, and related methodologies.

The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers and contributors, who practice in areas such as: business, cognition, communication, decision making, psychology, economics, education, educational technologies, engineering, entrepreneurship, environmental issues, human resources, international studies, language training, learning theory, management, marketing, medicine, multiculturalism, , negotiation, organization studies, peace and conflict studies, policy and planning, political science, project management, sociology, teamwork, technology, and research methodology.

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Finally, there are several journals that regularly touch on video game research while not devoted exclusively to the topic. A great example is the International Journal of Roleplaying. Video game research continues to be published in several venues besides the ones listed here.


The Chasm Between Educational and Commercial Games

Elaine Alhadeff and I have been talking via e-mail to Jeremy Pesner, a recent Computer Science grad from Dickinson College who has been working on educational games that focus on the human immune system. Pesner served as co-author on a paper presented at the ACM Southeast Regional Conference last year. He presented with Patrick Clements over at U. South Carolina on “an educational game that simulates the processes of human immune systems by using a ‘Tower defense’-type game.”

Pesner next will be contributing to a new chapter book edited by Patrick Felicia over at the Waterford Institute of Technology in Ireland. The Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches is scheduled to be released in 2011. Pesner’s contribution will explore the “chasm” that has formed between commercial and educational games in terms of “enticing and appealing qualities” between the two genres.

This is a particularly juicy topic ripe for social science research, since it’s so fuzzy. What are the elements in commercial games making them so appealing? Conversely, what makes educational games so dull? How would we measure the difference? What can educational game makers learn from commercial game makers? I think I can speak for Elaine when I say both of us very much are looking forward to Dr. Felicia’s book and Pesner’s contribution.

References:
Clements, P., Pesner, J., & Shepherd, J. (2009). The teaching of immunology using educational gaming paradigms. Proceedings of the 47th Annual Southeast Regional Conference. [Online.] Available: http://portal.acm.org/citation.cfm?id=1566474


Study: Reaction Times Lowered Via Video Games

The folks over at Rochester have another study published on the benefits of playing action video games. Dr. Daphne Bavelier and C. Shawn Green have published in the past on the improved visual plasticity action video game players gain, and evidence of improved eyesight from playing. This article, with lead writer Matthew Dye, focuses on increased mental processing which apparently does not adversely affect accuracy.

Here’s the abstract:

In many everyday situations, speed is of the essence. However, fast decisions typically mean more mistakes. To this day, it remains unknown whether reaction times can be reduced with appropriate training, within one individual, across a range of tasks, and without compromising accuracy. Here we review evidence that the very act of playing action video games significantly reduces reaction times without sacrificing accuracy. Critically, this increase in speed is observed across various tasks beyond game situations. Video gaming may therefore provide an efficient training regimen to induce a general speeding of perceptual reaction times without decreases in accuracy of performance.

References:
Dye, M.W.G., Green, C.S., & Bavelier, D. (2009, December). Increasing speed of processing with action video games. Current Directions in Psychological Science, 18(6). 321-326.


Five Video Games for ESL and Language Development

Kathy Sargent, outgoing editor for TechEdge, (who is a great editor and has done a remarkable job over the years as Director of Communications for TCEA) recently accepted my article on “Virtual ESL” for the next issue. This post expands on the article with games suitable for ESL and the ongoing development of English skills. Certain video games are particularly well-suited to language acquisition and development, a point I made here a couple years ago. There is a heavy dollop of personal opinion in the assertions below, and I welcome dissenting views. Some of these suggestions are relatively expensive, some are free, and all but one are available online.

  1. Second Life
    Second Life
    has a long history of educational adaptation, and the idea of using the environment for ESL purposes was adopted early. Like many efforts with no external motivations however, some formal ESL initiatives have fizzled over time. One still going strong is the Second Life English Community. Founder Kip Boahn had a nice article profiling his work in Forbes a while back. Players from almost 100 different countries regularly gather for such online ESL activities as phonetic treasure hunts through SLEC.

    The global reach, open nature, and ease of use offered by SL, (not to mention the fact it’s free), have helped academics around the world key in to the platform for language training. Since avatars can type or talk over a simple computer connection, engaging native speakers in an interesting 3D environment that is not overly taxing to most hardware results in an ideal environment for language learning.
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  2. World of Warcraft.
    Of the millions of players frequenting the popular MMORPG, you might be surprised to learn there are some engaged in educational activities amidst all that medieval fantasy action. The most famous group devoted to exploring pedagogy in WoW is the guild Cognitive Dissonance, run by Lucas Gillespie and Peggy Sheehy. Lucas’ blog EduRealms follows his educational efforts in the game.

    It is very easy to start up groups and guilds in WoW, and while Asian gold farmers have annoyed North American players in the past, Dr. Edd Schneider over at SUNY-Potsdam gained considerable attention in 2007 for suggesting WoW was a promising platform for ESL in Asia, provided stateside supervised guidance was included.
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  3. My Word Coach
    Although available for the Wii, the DS version of My Word Coach offers players an easier time writing, with its included stylus and touch screen. Plus, the “DS factor” makes it more portable and affordable for classroom or after-school use. It’s not promoted as an ESL product, but the vocabulary training couched in a gaming environment works just as well for non-native speakers.
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  4. Webkinz
    The popular children’s game tied to collectible plush dolls offers a restricted communications feature. “Kinz chat” uses basic sentence elements for players to communicate. While Webkinz probably is not suitable to older ESL students, for the younger crowd it offers a fun and relatively painless way to introduce English. It’s also offered in 12 other languages, so gamers can play in their native tongue as well as the Queen’s.
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  5. Whyville
    Whyville
    is the free online world designed for children learning, and it has an impressive pedigree with corporate and government sponsorship stretching back several years. Although its strengths lie in STEM games and activities, one of the key features of Whyville appealing to teachers is the sanitized chat feature where cursing is automatically edited out.

In the process of investigating the many mini-games out there, a couple of nifty titles rose to the top. The advantages to using online mini-games for ESL include the fact that teacher supervision is not as heavily needed as it is for the above examples. On the other hand, mini-games typically focus on a much narrower skill set, and kids may tire of them quickly.

A couple of my favorites in the mini-game category included Word Frog, which is a neat way to drill antonyms and such, ala Number Crunchers. I also enjoyed Grammar Ninja,which drills identifying parts of speech in a playful way.

How to Design an Educational Video Game: Three Important Considerations

I’ve been talking with folks from the foundation affiliated with a Fortune 100 company recently about designing an educational game that would promote some of the foundation’s objectives. The project is in its infancy, so I’m withholding details. But the conversations we had led me to formulate some considerations for any company or individual to seriously consider before designing an educational game from the ground up. Three top considerations should guide the project from its beginnings all the way to the final product.

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1. Playing the game should be educational, rather than simply having educational content inserted into the gaming experience.

Students learn by playing. This is a critical component of good educational games. Allow me to illustrate with a basic example. Traditional dominoes is an excellent game for teaching math skills to children, especially for adding up fives. If a player can make the tail ends of the dominoes add to five or a number divisible by five, he scores points. If not, he may strategize to prevent his opponent from scoring. You can see children mentally adding while playing … three plus two equals five … four plus six equals ten … The game cannot be played without adding up the points on the table, so basic math is an integral part of the game.

Likewise, math, logic and strategy are integral to 42, a version of dominoes on steroids, a trick-taking game similar to hearts. A player must mentally calculate whether or not her hand is capable of winning a bid based on the potential points in her own hand, and a good guess as to the tricks her partner can take.

Rather than having a child solve math problems before advancing to the next level, a good game should simply integrate math within the game play. Considerable research backs up this approach.

Both traditional dominoes and 42 require basic math skills; 42 requires higher reasoning while dominoes requires simple addition. Because these elements are integral to the games, indeed a fundamental part of both games, they reinforce skills and hold high educational value for children. Likewise, a good educational video game should require the exercising of skills in order to successfully play the game.

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2. If looking to increase academic skills, reading and writing should probably be integral to game play.

A rising tide raises all ships, and the more reading and writing a student engages in, the higher his achievement scores potentially climb. Of course, information absorption is integral to any high end video game, especially 3D virtual interactive environments. But when students have to read and process specific information regarding game play, they’ll be absorbing the content you are interested in instilling.

On the other hand, if you are not interested in instilling academic content, say instead life skills or machinery operation, then reading and writing in the game are not as crucial. But if, for example, you are interested in increasing the understanding of Elizabethan English, then reading and writing will be very important.

Some common examples include history games and those in the Civilization series. Sometimes the reading takes place offline, for instance when a student peruses a history book to better understand strategies for winning in Civilization. Other times students read in-game for clues to solve mysteries and puzzles, such as in the old Where in the World is Carmen Sandiego. Sometimes, especially for the younger set, reading simply is the game. We find this in the old Living Books series, especially the one modeled on Dr. Seuss’ ABC.

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3. The game should be interesting, engaging, and generate excitement for the topic.

There have been studies where academics spent lots of time, money, and effort creating video games that were absolutely educational by every measure. Yet, when kids finally were allowed to sit down and play the games, they found them … boring. These studies are valuable to educational game designers, and their lessons need to be heeded when starting from scratch.

What do players enjoy about games? They like to explore, socialize, rack up achievements and do stuff (mainly killing things, according to Richard Bartle, but the doing stuff can be other things besides killing in an educational game, provided it’s richly interactive). The game needs to be robust enough and engaging enough to meet the needs of its players. Keeping that in mind while designing and producing an educational video game will lead to a satisfying product that students will enjoy playing, and hopefully learn desired content along the way.

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These were the first three things springing to mind when discussing the genesis of a new educational gaming product. If I missed a crucial component in your opinion, drop me a line.


Astronomical Science Learning Through WJU’s Selene Videogame

I’ve had a pleasant e-mail conversation with Dr. Debbie Denise Reese over at Wheeling Jesuit University in West Virginia concerning the Selene Project, a multi-million dollar NASA and National Science Foundation funded learning project designed to teach students lunar science through a remarkable videogame.

Dr. Reese is the senior educational researcher at the Center for Educational Technologies at WJU, which started CyGaMEs, or Cyberlearning through Game-based Metaphor Enhanced Learning Objects, in 2006. Selene is a CyGaMEs videogame seeking to instruct students through the construction of virtual moons, learning a number of science-based standards and a few things about making videogames along the way.

The amazing work on Selene includes ample classroom materials. It is clear education was the primary focus of the videogame, and federal standards as well as state standards for Texas and Illinois are included in the accompanying online materials. The STEM focus is strong, and data points collected from embedded assessments allow for promising research material to be expounded upon in future papers.

The main Selene site is here, the CyGaMEs site is here, and the Center for Educational Technologies site is here. A recent radio feature and news article from West Virginia Public Broadcasting on the Selene Project is here.

References
Brown, K. (2009, November 27). Videogame research at WJU brings lunar science to life. [Online.] Retrieved December 1, 2009 from http://www.wvpubcast.org/newsarticle.aspx?id=12175


Aussies Got Game

Here’s the latest research on video games in Australia: Aussies spent $2 billion on video games in 2008, almost 50% more than they spent in 2007. Estimates put the total population Down Under playing video games at 68% (compared to 65% for the US). Aussies play games on average at least an hour each day. While American women currently comprise 40% of the market, Australian women make up 46%. The American average gamer age is 35; Aussie average gamer age is 30. So, there are some neat comparisons here between Aussie and American players. The info comes from a survey publicized by the Interactive Entertainment Association of Australia, the equivalent of our ESA. More details here.

References:
Video games favourite pastime among two-third Aussies amid recession. (2009, May 21). [Online.] Available: http://www.thaindian.com/newsportal/health/video-games-favourite-pastime-among-two-third-aussies-amid-recession_100195437.html


Study Indicates Pricing and Social Features Contribute to a Video Game’s Popularity

The gaming press is buzzing about a study presented by Russell Beale and Matthew Bond over at University of Birmingham, UK at the recent Human-Computer Interaction Conference (HCI 2009). Beale and Bond studied game rankings on popular sites, and discovered (rather surprisingly, according to press on the topic) that plot and graphics were less important to consumers than social aspects and price of a game. Thus, a sub-$10.00 game that features heavy social interaction with other players would be more likely to score higher reviews on ranking sites than a more expensive and less social game with better graphics and story line.

References:
Plot and graphics not paramount in videogame success. (2009, September 12). New Scientist. [Online.] Available: http://www.newscientist.com/article/mg20327255.500-plot-and-graphics-not-paramount-in-videogame-success.html?DCMP=OTC-rss&nsref=online-news


Introducing Astropolis: The Video Game Suite Designed to Help Study Autism

Matthew Belmonte over at Cornell is leading a team that has designed a suite of video games specifically to study autism. The game suite, called Astropolis, has all the adventure and science fiction elements so popular with young boys. It was developed and research is ongoing thanks to funding in part by the National Science Foundation, the American Recovery and Reinvestment Act, and Autism Speaks.

Aimed at children ages 10-15 diagnosed autistic, the games contain activities allowing researchers to test differing hypotheses within the framework of autism research. A past problem with autism research is that it often takes place strictly in lab environments, outside of natural settings for the subjects. Belmonte hopes these video games will provide immersive environments that will yield richer information than traditional lab settings.

Another benefit promoting natural environments: the games capture information while the subjects play that can be retrieved later. Thus, subjects can install the game suite on laptops taken home and played in familiar surroundings, and info can be retrieved when the laptops return to the lab.

Belmonte also uses EEG measurements in lab settings with the subjects, a technique popularized by Mark Klinger at U. Alabama. (MRI scans are also popular measurement techniques to use on video game players.)

So far, Dr. Belmonte has released two research abstracts at conferences of the International Society of Autism Research, here and here. No doubt journal published, peer reviewed research is forthcoming.

Read the press release from Cornell here for much more information. Check out the Autism Collaborative Wiki here for notes on development and other background information.

Finally, since the software was developed with public grants, it is freely available as a download at AutismCollaborative.org.

References:
Professor uses video games to explore facets of autism. (October 13, 2009). [Online.] Available: http://www.physorg.com/news174650438.html

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CFP: ED-MEDIA 2010

_______________________________________________________________

ED-MEDIA 2010

World Conference on Educational Multimedia, Hypermedia & Telecommunications

June 28-July 2, 2010  *  Toronto, Canada

(The Westin Harbour Castle on Lake Ontario)

CALL FOR PARTICIPATION

** Submissions Due: Dec. 18, 2009 **

Organized by
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Co-sponsored by:
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______________________________________________________________

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COLOR POSTER–ED-MEDIA 2010 CALL FOR PARTICIPATION
Available to Print & Distribute (PDF to print; 200kb)
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>> CONTENTS & LINKS  (details below) <<

1. Call for Papers and Submission & Presenter Guidelines, Deadline Dec. 18th:
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http://aace.org/conf/edmedia/PresenterLounge

2. Major Topics:  http://aace.org/conf/edmedia/topics.htm
3. Presentation Categories: http://aace.org/conf/edmedia/categories.htm

4. Corporate Showcases & Demonstrations: http://aace.org/conf/edmedia/corporate.htm
5. Proceedings & Paper Awards: http://aace.org/pubs
6. For Budgeting Purposes: http://aace.org/conf/edmedia/rates.htm

7. Toronto, Canada http://aace.org/conf/Cities/Toronto
8. Deadlines: http://aace.org/conf/edmedia/deadlines.htm

INVITATION:
ED-MEDIA 2010–World Conference on Educational Multimedia, Hypermedia &
Telecommunications is an international conference, sponsored by the
Association for the Advancement of Computing in Education (AACE). This
annual conference serves as a multi-disciplinary forum for the discussion
and exchange of information on the research, development, and applications
on all topics related to multimedia, hypermedia and
telecommunications/distance education.

ED-MEDIA, the premiere international conference in the field, spans all
disciplines and levels of education and attracts more than 1,500 attendees
from over 60 countries. We invite you to attend ED-MEDIA and submit
proposals for presentations.

All presentation proposals are peer reviewed and selected by three reviewers on the
respected international Program Committee for inclusion in the
conference program, proceedings book, and CD-ROM proceedings.

For Call for Presentations, connect to:
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All authors MUST follow the submission guidelines and complete the Web form at:
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PROGRAM ACTIVITIES:
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TOPICS:
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The scope of the conference includes, but is not limited to, the following
major topics as they relate to the educational and developmental aspects of
multimedia/hypermedia and telecommunications:

1. Infrastructure: (in the large)
- Architectures for Educational Technology Systems
- Design of Distance Learning Systems
- Distributed Learning Environments
- Methodologies for system design
- Multimedia/Hypermedia Systems
- WWW-based course-support systems

2. Tools & Content-oriented Applications:
- Agents
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3. New Roles of the Instructor & Learner:
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4. Human-computer Interaction (HCI/CHI):
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5. Cases & Projects:
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6. Special Strand:  ** Universal Web Accessibility  **

PRESENTATION CATEGORIES:
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The Technical Program includes a wide range of interesting and useful activities
designed to facilitate the exchange of ideas and information.

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Companies have the opportunity to demonstrate and discuss their educational
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Accepted papers will be published by AACE in the Proceedings Book and on CD-ROM.
Proceedings in this series serve as major resources in the multimedia/
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In addition, the Proceedings also are internationally distributed through and archived in the Education and Information Technology Digital Library, http://EdITLib.org Do You Subscribe?

Papers with high review scores will be invited for publication consideration by AACE’s respected journals, especially for:
- Journal of Educational Multimedia and Hypermedia (JEMH),
- International Journal on E-Learning (IJEJ), or
- Journal of Interactive Learning Research (JILR).

All presented papers will be considered for Best Paper Awards within several categories.
Award winning papers may be invited for publication in the AACE journals.

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The conference registration fee for all presenters and participants will be
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Registration includes proceedings on CD, receptions, and all sessions
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All conference sessions will be held at The Westin Harbour Castle on Lake Ontario ( http://aace.org/conf/edmedia/hotel.htm) located on the scenic Lake Ontario and in walking distance to the city’s shopping, dining, and theatre districts.  Special discount hotel have been obtained for ED-MEDIA participants!

TORONTO, CANADA
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Toronto is a city built with and for the limitless imaginations of the people who come here to live and those who come to visit. It’s a centre of rare openness, energy and style an intimate metropolis showcasing world-class dining, shopping, creativity, architecture and entertainment. Its skyline includes the CN Tower, one of the Modern Wonders of the World; miles of waterfront, boardwalks and trails; and distinct neighbourhoods with inspiring surprises from artisans’ exhibits to cool cafés around every corner.

For further Toronto Ontario Canada information see: http://www.torontotourism.com/.

Local Attractions with distances from The Westin: http://aace.org/conf/cities/toronto/toronto-attractions.htm

DEADLINES:
http://aace.org/conf/edmedia/deadlines.htm

Submissions Due:          December 18, 2009
Authors Notified:             February 9, 2010
Proceedings File Due:    May 3, 2010
Early Registration:          May 3, 2010
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Conference:                   June 28-July 2, 2010

—————————————————————————-
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to  http://www.aace.org/info.htm

If you have a question about ED-MEDIA, please send an e-mail to
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