25 February 2006
GLS Conference Overview
(via)Recent research has begun to elucidate the key principles of learning that well-designed games can and do embody. At the same time, the broader social significance of gaming culture has become a topic for scholarship across a diversity of fields. Games and simulations do not only reveal new worlds in the virtual realm, they also inspire new world views in the physical one. A vast range of videogames and game-related literature has found its way into curriculum, business, entertainment, and government across the country. Millions of people play, both for work and for recreation – and they participate in ongoing economic and social change as a result. As interest in videogames intensifies and the number of events dedicated to their discussion increases, it is crucial that issues of learning and the social role of games do not get lost in the equally worthy cause of industry-building.
18 February 2006
Terra Nova: GLS Conference: Submissions Deadline Extended
Deadline for submission to the second annual Games, Learning & Society (GLS) Conference to be held June 15-16, 2006 in Madison, Wisconsin has been extended to March 3, 2006.
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(2 marks)