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	<title>Game Education Network</title>
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	<link>http://www.gameeducationnetwork.com</link>
	<description>The Game Education Network provides a clearinghouse of relevant information related to college and university programs that offer game development and design degrees where they can connect collaborate and learn from each other.</description>
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		<title>GES Europe June 22-23</title>
		<link>http://www.gameeducationnetwork.com/?p=284</link>
		<comments>http://www.gameeducationnetwork.com/?p=284#comments</comments>
		<pubDate>Thu, 20 May 2010 18:15:28 +0000</pubDate>
		<dc:creator>suzanne</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://www.gameeducationnetwork.com/?p=284</guid>
		<description><![CDATA[Meet the leaders in Game Education from European Universities and Game Education Schools at the inaugural Game Education Summit Europe.
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			<content:encoded><![CDATA[<p>Meet the leaders in Game Education from European Universities and Game Education Schools at the inaugural Game Education Summit Europe.</p>
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		<title>Game Education Summit Call for Papers is Open</title>
		<link>http://www.gameeducationnetwork.com/?p=275</link>
		<comments>http://www.gameeducationnetwork.com/?p=275#comments</comments>
		<pubDate>Tue, 08 Dec 2009 18:51:50 +0000</pubDate>
		<dc:creator>suzanne</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.gameeducationnetwork.com/?p=275</guid>
		<description><![CDATA[The Call for Papers for the 2010 Game Education Summit to take place at the University of Southern California&#8217;s School of Cinematic Arts&#8217; Interactive Media Division, is open for submissions. We were absolutely thrilled with the submissions for the 2009 Summit and we have added even more categories for submission for the 2010 Summit.
Submit your [...]]]></description>
			<content:encoded><![CDATA[<p>The<strong> <a href="http://www.gameeducationsummit.com/ges-us-2010-call-papers">Call for Papers</a></strong> for the 2010 Game Education Summit to take place at the University of Southern California&#8217;s School of Cinematic Arts&#8217; Interactive Media Division, is open for submissions. We were absolutely thrilled with the submissions for the 2009 Summit and we have added even more categories for submission for the 2010 Summit.</p>
<p>Submit your panel, presentation or round table and be part of the conference that brings the video game education programs and the game industry together. <a href="http://www.gameeducationsummit.com/">www.gameeducationsummit.com </a></p>
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		<title>Computer Game Education Review Call for Papers</title>
		<link>http://www.gameeducationnetwork.com/?p=265</link>
		<comments>http://www.gameeducationnetwork.com/?p=265#comments</comments>
		<pubDate>Fri, 16 Oct 2009 16:30:49 +0000</pubDate>
		<dc:creator>suzanne</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.gameeducationnetwork.com/?p=265</guid>
		<description><![CDATA[CGER is a new peer reviewed academic journal that focuses on the teaching of game design and development. CGER has sent out the first Call for Papers and the submissions will be accepted until December1, 2009. THis is a really exciting opportunity to be part of this new journal. The Call for Papers that can [...]]]></description>
			<content:encoded><![CDATA[<p>CGER is a new peer reviewed academic journal that focuses on the teaching of game design and development. CGER has sent out the first Call for Papers and the submissions will be accepted until December1, 2009. THis is a really exciting opportunity to be part of this new journal. The Call for Papers that can be found at <span style="font-family: Trebuchet MS; color: blue; font-size: x-small;"><span style="font-size: 10pt; color: blue; font-family: 'Trebuchet MS';"><a title="blocked::http://www.akpeters.com/previews/cger.pdf" href="http://www.akpeters.com/previews/cger.pdf">http://www.akpeters.com/previews/cger.pdf</a> </span></span></p>
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		<title>Project Darkstar Webinar</title>
		<link>http://www.gameeducationnetwork.com/?p=258</link>
		<comments>http://www.gameeducationnetwork.com/?p=258#comments</comments>
		<pubDate>Wed, 07 Oct 2009 19:01:50 +0000</pubDate>
		<dc:creator>suzanne</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Project Darkstar]]></category>
		<category><![CDATA[video game education]]></category>

		<guid isPermaLink="false">http://www.gameeducationnetwork.com/?p=258</guid>
		<description><![CDATA[A free Project Darkstar webinar for students will be presented on 21 October 2009 from 10-11am EDT by Owen Kellett from the project darkstar team at Sun Microsystems. Owen will provide an overview of the API and discuss how this open source technology directly addresses demands for the short user response time and low latency [...]]]></description>
			<content:encoded><![CDATA[<p>A free <strong><a href="http://www.projectdarkstar.com/">Project Darkstar</a></strong> webinar for students will be presented on 21 October 2009 from 10-11am EDT by Owen Kellett from the project darkstar team at Sun Microsystems. Owen will provide an overview of the API and discuss how this open source technology directly addresses demands for the short user response time and low latency which are at odds with the high-throughput focus of modern systems architectures.<span id="more-258"></span></p>
<p>He will also cover:</p>
<p>* Typical technical challenges faced when developing scalable<br />
networked games and similar applications<br />
* The actual design and code of Project Snowman, a new 3-D action<br />
game built with project darkstar</p>
<p>This event is being offered through the Open Source University<br />
Meetup, a free and easy to join community of tens of thousands of<br />
student developers from over 80 countries.  Please find all the<br />
details about the webinar and how to attend here:</p>
<p><a href="http://osum.sun.com/events/osum-webinar-project-darkstar">http://osum.sun.com/events/osum-webinar-project-darkstar</a></p>
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		<title>&#8220;Can&#8217;t Hardly Overdo It&#8221;: Game Education and the Pursuit of Collaboration</title>
		<link>http://www.gameeducationnetwork.com/?p=234</link>
		<comments>http://www.gameeducationnetwork.com/?p=234#comments</comments>
		<pubDate>Fri, 17 Jul 2009 23:59:13 +0000</pubDate>
		<dc:creator>gb2world</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Collaboration]]></category>

		<guid isPermaLink="false">http://www.gameeducationnetwork.com/?p=234</guid>
		<description><![CDATA[Ken S. McAllister, University of Arizona
Judd Ethan Ruggill, Arizona State University
Co-Directors, The Learning Games Initiative
I think a lot of &#8216;im. He thinks a lot of me. And..uh..there ain&#8217;t a thing that he wouldn&#8217;t do for me. There&#8217;s not a thing I wouldn&#8217;t do for him. That&#8217;s the way we go through life, doing nothin&#8217; for [...]]]></description>
			<content:encoded><![CDATA[<p align="center">Ken S. McAllister, University of Arizona<br />
Judd Ethan Ruggill, Arizona State University<br />
Co-Directors, The Learning Games Initiative</p>
<p>I think a lot of &#8216;im. He thinks a lot of me. And..uh..there ain&#8217;t a thing that he wouldn&#8217;t do for me. There&#8217;s not a thing I wouldn&#8217;t do for him. That&#8217;s the way we go through life, doing nothin&#8217; for each other.</p>
<p align="right"><span>—Ralph Stanley, <em>Live at McCabe&#8217;s Guitar Shop</em></span></p>
<div id="attachment_246" class="wp-caption alignleft" style="width: 148px"><img class="size-full wp-image-246" title="Collaboration" src="http://www.gameeducationnetwork.com/wp-content/uploads/2137737248_e9f3e429d1_b.jpg" alt="Photo courtesy of thegoldguys.blogspot.com" width="138" height="138" /><p class="wp-caption-text">Photo courtesy of thegoldguys.blogspot.com</p></div>
<p>Game educators are an unruly (albeit fun and interesting) bunch. They hail from diverse disciplines, deploy disparate pedagogies, and prize different parts of the medium with which they work. Get a room full of them together and ask how and what they teach and you&#8217;ll be capsized by a wave of unique answers (a heterogeneity that mirrors the complexity and adaptability of the game medium itself).</p>
<p><span id="more-234"></span>The one thing game educators perennially seem to agree on, though, regardless of their individual ways of seeing and doing is the importance of collaboration to contemporary game development. Educators know well that the game <em>auteur </em>is today more myth than possibility, particularly in the commercial world where the scope of projects often exceeds what scores of talented, driven people working hand in glove, night and day, can produce over the course of a year. Even the simplest games are vastly complex artifacts, requiring the synergy of multiple and diverse skills, practices, people, and technologies to create. Game development demands excellent teamwork, and lots of it, something even the most iconoclastic of game educators will trumpet from the rooftops if given half the chance.</p>
<p><span>There is a distinct difference, however, between teamwork and collaboration, a difference game educators don&#8217;t always recognize and (much to the detriment of their medium and its field) don&#8217;t always teach. Teamwork involves the ability to work side by side in pursuit of a specific goal. It is the assemblage of often disparate talents and trajectories into an organized, well-oiled machine capable of grand things—winning a Superbowl, building a skyscraper, producing a good game, and so on. Collaboration, by contrast, is more complex and (unfortunately) elusive. It, too, is a kind of confluence—and in fact depends on teamwork—but it also involves sacrifice and mutation. Collaborators not only work together toward an end, but also give up something of themselves in the process. Rather than always teaching from the comfort of their expertise, collaborators routinely embrace the humilities of learning. Whereas teamwork is synergistic—the sum of the parts adds up to a well-integrated and seemingly greater whole—collaboration is synthetic. It is the melding of perspectives, expertise, respect, concession, and sense of self that generates something new, neither lesser nor greater than its constitutive elements but altogether different. As a result, while teamwork can produce something grand—a good game such as <em>Punch-Out!</em> (2009, Nintendo), for example—collaboration can produce a kind of magic that materializes surprising greatness, as in <em>BioShock </em>(2007, 2K Games). </span></p>
<div id="attachment_250" class="wp-caption alignright" style="width: 178px"><img class="size-full wp-image-250" title="kenmcallister" src="http://www.gameeducationnetwork.com/wp-content/uploads/kenmcallister.jpg" alt="Ken S. McAllister, University of Arizona" width="168" height="112" /><p class="wp-caption-text">Ken S. McAllister, University of Arizona</p></div>
<p><span>The real value of this magic, though, is not in its ability to conjure certain economic, artistic, or technological ends. Instead, the value is in the way collaboration transforms the means by which such ends are achieved. For instance, collaboration turns the abidance that so often characterizes team-based work (e.g., &#8220;Shelia and her crew did that part&#8221;; &#8220;We&#8217;re still waiting for AI to finish up so we can finalize our level designs and then consult Legal&#8221;) into holistic devotion, that is, into the understanding that one&#8217;s ownership extends to every part of a project, regardless of how much or little hands-on work was done personally. This in turn generates a tremendous amount of pride and sense of responsibility, which feed into the work itself. Moreover, because collaborators have a vested interest in the project as a whole, they tend to be more attuned to the vagaries of the various development processes and pipelines, which makes for a more flexible and multi-skilled partnership. Team members can competently shore up areas beyond their own should the need arise (which it always does in game development—deadlines wait for no one, particularly when publishers&#8217; money is on the line), or at least have a reasonable understanding of the pressures in play for their colleagues. This goes a long way toward soothing the inevitable tensions that are part of any transdisciplinary endeavor, as well as optimizing workflow patterns that can then be leveraged in both contiguous and future projects. </span></p>
<p><span>Like stage or table magic, however, the art of collaboration requires time and training to perfect. Would-be collaborators must not only learn to see and work at both macro and micro levels simultaneously, but also become comfortable occupying multiple and changing roles within these levels and within the development team as a whole. After all, collaboration is an inherently dynamic process. This is especially true in the game industry, where the state of the art, the market, and technology can change overnight (think of how quickly the Sega Dreamcast&#8217;s copy protection codec was cracked). Developers who are unable or unwilling to adapt wind up in the uncomfortable position of releasing terrible games, watching their hard work dissolve into vaporware, or being forced from the industry altogether. Hence the need for game educators to take a more active role in teaching the art and science of collaboration: students simply do not have the luxury of on-the-job training. They must be practiced collaborators—not just experienced team members—before they enter the job market.</span></p>
<div id="attachment_251" class="wp-caption alignleft" style="width: 178px"><img class="size-full wp-image-251" title="juddruggill" src="http://www.gameeducationnetwork.com/wp-content/uploads/juddruggill.jpg" alt="Judd Ethan Ruggill, Arizona State University" width="168" height="252" /><p class="wp-caption-text">Judd Ethan Ruggill, Arizona State University</p></div>
<p><span>Fortunately, there are many different ways to teach the rudiments of collaboration, from well-worn corporate team-building and trust exercises to radical interpersonal and artistic experiments. Among the techniques we&#8217;ve found most useful in our work—in addition to teaching game studies classes, we co-direct the Learning Games Initiative, a transdisciplinary and international research group that studies, teaches with, and builds computer games—is the application of the principle of &#8220;sweat equity.&#8221; With sweat equity, effort—not a given deliverable—is the metric; that is, how people work is emphasized over the tangibles they produce. A pedagogy built around this principle would make it clear that team members are only as good as the ways they are able to relate to one another and to the project as a whole.</span></p>
<p>This is not how quality typically gets measured in the game industry—there, unit sales numbers and Metacritic scores reign supreme—but collaboration is the catalyst of the highest quality. Good collaboration means delivering a strong product on time and on budget, with a minimum of interpersonal strife, and thus minimal headaches for publishers whose purses are on the line and whose stomachs are busy ulcerating. The industry is full of would-be&#8217;s and could-be&#8217;s, yet it always pays top dollar for talent that works and plays well with others, i.e., collaborators. Unfortunately, not everyone is so talented.</p>
<p><span>Consider a project we completed recently with &#8220;Bill,&#8221; a colleague with whom we&#8217;d always wanted to work but never had. Bill has well-honed technical chops, is able to generate solid work rapidly and easily, is thoroughly easy-going, and is an all-around nice guy. He is, in many ways, a perfect partner. And yet, Bill&#8217;s ability to collaborate is not nearly so dreamy. Indeed, it is more in keeping with the relationship Ralph Stanley describes in the epigraph above, the whole idea of &#8220;doing nothin&#8217; for each other.&#8221; Bill certainly contributed cheerfully and deftly whenever asked over the course of our project, but there was no personal investment from him in the development process beyond his slice of the pie, nor an assumption by him of any ownership of the project itself. He acted more like a hired hand than a collaborator, which ultimately diminished the transformative potential of our work together. It also caused a fair bit of strife at one point when the proverbial ship caught fire and he never made a move to help put out the flames (and through his inaction actually hastened the burning). Even though the project turned out well enough in the end, it was marked by the shadow of missed opportunity, as if something great had passed us by. This is never the case in a true collaboration, where the quintessential product is deep, multi-faceted, and coadjuvant teaching and learning. What we learned from Bill were not the secrets of his unusual and interesting way of problem-solving, something that would be incredibly useful to us in all the projects we do. Rather, we learned only that he does good work, which in the end was kind of disappointing (as strange as that sounds). </span></p>
<p><span>So how does one cultivate the commitment to sweat equity among future game developers, that is, a commitment to collaboration as well as teamwork? One way is to teach game development as the &#8220;art of the jam,&#8221; as if the process were akin to playing in a garage band where the musicians switch instruments after every song. While they may never become expert in every instrument, the musicians do come to know more intimately the dynamics of each and the band as a whole, in effect supplementing the compartmentalized knowledge of expertise with the overarching knowledge of broad experience. Game education classes can function similarly, with programmers trying their hand at creating art assets, artists learning the rhythm of project management, and managers getting some programming experience under their belts. These need not be deep engagements, just enough to impart the flavor of the different jobs (it&#8217;s not fair to ask everyone to know everything about everything, but it&#8217;s quite reasonable to insist that they know a bit more than a tiny bit about everything). A couple of rounds switching chairs is all it takes to get a functional sense of the different roles and the variety of ways they might fit together, a realization that changes not only how specific jobs are approached, but also (and more importantly) how the art of game development functions best when it&#8217;s characterized by flow. </span></p>
<p><span>If it sounds like we&#8217;re advocating for dilettantism, that&#8217;s because we are, at least in part. Game developers today need a wide range of skills to be successful in the market, a market that&#8217;s bursting at the seams with talented, motivated job-seekers who are increasingly being asked to be even more talented and multi-faceted (such is the nature of a buyer&#8217;s market). By the same token, specific expertise is still the coin of the realm throughout the game industry, and rightfully so—to make the best, one needs to be the best. But expertise is made all the more productive when it is contextualized within the larger process of development. That&#8217;s when nuance, synthesis, profound understanding, and hard work converge.</span></p>
<p>To state the obvious, this kind of convergence doesn&#8217;t happen quickly, nor is it permanent. As is the case with most activities forged on interpersonal communication, developing effective collaborative skills takes regular practice, reflection, and adaptation. For one thing, collaboration is unnatural (except in exceedingly rare cases): it requires participants to keep their egos in check and occasionally sacrifice their ideas or practices for someone else&#8217;s. Sure, such sacrifices are often just good for group coherence—everyone gets a chance to contribute something—but more importantly, they&#8217;re good for enhancing the end product. The fact is that sometimes other people&#8217;s work is simply better. The ability to recognize this and to say &#8220;yeah, forget what I said—your idea is the way to go&#8221; is vital for successful collaboration. This ability has obvious consequences for the rank-and-file, but it also has implications for the suits. It shouldn&#8217;t fall to the project manager alone, for example, to assess each fork in a project&#8217;s road; in a collaboration, everyone exercises that judgement, even when it means their own work gets tossed in the circular file.</p>
<p>Another reason why collaborative skills must be regularly honed is because there&#8217;s a kind of sixth sense that people develop when they collaborate often. In the pre-collaboration stage—when a project is in the offing and everyone is trying to figure out whether or not they should put water in the camel and join the caravan—one&#8217;s skills at reading people must be excellent. Is the somewhat ornery old-timer likely to be a gruff but invaluable font of wisdom or an aggravating albatross? Will the sarcastic AI genius get along with the cowboy sound engineer? And how about you? Will you really be able to pull off this project with these particular people and objectives? Answers to such questions will ultimately come down to a best guess, of course, but the more diverse experiences and regular practice one has, the more accurate the guess will be.</p>
<p>&#8220;Diverse&#8221; experience is key here for developing collaborative skills over the long term. Collaborating well with one group for eighteen months is excellent practice, but it&#8217;s not particularly diverse; even semi-broken teams can get their collective mojo working in short bursts. It&#8217;s working with many different types of people in many different contexts and under many different sorts of pressure that creates an excellent collaborator. Such a person will know quickly how best to work with people in order to yield a robust final result while also experiencing—and helping to generate for others—considerable job satisfaction. Learning this skill is never completed, but teaching students its rudiments will help them to practice it early, effectively, and often, thereby giving them a considerable edge as job seekers and doers.</p>
<p>Finally, it&#8217;s worth noting that—as with our friend &#8220;Bill&#8221;—there are some people who just don&#8217;t take to collaboration. For whatever reasons—some more forgivable than others—they can&#8217;t deal with the negotiations necessary for collaborating a project into being. That&#8217;s okay. If non-collaborative folks have important contributions to the project, let them be consultants. And if they aren&#8217;t necessary, avoid them. These skills, too, are important to teach burgeoning collaborators: not only must one be good at initiating and maintaining collaborative partnerships, but one must also know how to protect those partnerships from outside forces that might prove destructive. Collaborations—inchoate ones especially—are often very delicately balanced and can be upended easily. For students who, after considerable and earnest practice, discern that they themselves are not cut out for collaborative work, don&#8217;t force the issue further. Having learned (if not internalized) the value of collaboration, help them exercise the art of expert external support of collaborative teams. Here again, practice and diversity offer both resilience to disruption and aptitude for sussing out moments when avoidance is the wisest course of action.</p>
<p><span>To paraphrase Ralph Stanley II, then, the good doctor&#8217;s good-natured son, collaboration is a lot like applause: &#8220;you just can&#8217;t hardly overdo it&#8221; (ibid.).<strong></strong></span></p>
<p><strong>Works Cited</strong></p>
<p>Dr. Ralph Stanley and the Clinch Mountain Boys. <em>Live at McCabe&#8217;s Guitar Shop</em>. Dcn Records, 2002. CD.</p>
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		<title>Game Education Summit &#8211; Live Stream!</title>
		<link>http://www.gameeducationnetwork.com/?p=215</link>
		<comments>http://www.gameeducationnetwork.com/?p=215#comments</comments>
		<pubDate>Tue, 16 Jun 2009 07:30:08 +0000</pubDate>
		<dc:creator>gb2world</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://www.gameeducationnetwork.com/?p=215</guid>
		<description><![CDATA[GES 2009 Keynote Stream &#8211; Click Here


]]></description>
			<content:encoded><![CDATA[<p><a title="GES stream" href="http://www.etc.cmu.edu/GES/video/" target="_blank"><strong style="color:#197fc2;">GES 2009 Keynote Stream &#8211; Click Here<br />
</strong></a></p>
<div><a href="http://www.gameeducationsummit.com" target="_blank"><img src="http://www.gameeducationsummit.com/images/game-education-summit-300.gif" border="0" alt="Game Education Summit" /></a></div>
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		<title>The Public Works Federation of the Rhône-Alpes region, B2B GAMES &amp; Persistant Studios are proud to present : «3D Networks» (« 3D Réseaux »)</title>
		<link>http://www.gameeducationnetwork.com/?p=213</link>
		<comments>http://www.gameeducationnetwork.com/?p=213#comments</comments>
		<pubDate>Wed, 20 May 2009 17:33:43 +0000</pubDate>
		<dc:creator>suzanne</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D Networks]]></category>
		<category><![CDATA[serious games]]></category>

		<guid isPermaLink="false">http://www.gameeducationnetwork.com/?p=213</guid>
		<description><![CDATA[«3D Networks» (« 3D Réseaux ») is the first Serious Game in 3D real time of its kind, designed to train and inform employees and students of all the risks of public works near buried networks.
3D Networks is a new generation of Serious Game bound to train and inform working staff and civil engineering students. [...]]]></description>
			<content:encoded><![CDATA[<p>«3D Networks» (« 3D Réseaux ») is the first Serious Game in 3D real time of its kind, designed to train and inform employees and students of all the risks of public works near buried networks.</p>
<p>3D Networks is a new generation of Serious Game bound to train and inform working staff and civil engineering students. The safety of the persons and the properties is, indeed, a permanent concern of the profession and the Regional Federation of the Public works.</p>
<p><span id="more-213"></span></p>
<p>3D Networks is a new generation of Serious Games created to train and inform staff and civil engineering students about the safety of people and property. This is, indeed, a serious concern of the profession as well as the Regional Federation of Public Works.</p>
<p>By having the player embody various characters according to their function (from the man on the ground up to the foreman, to the bulldozer driver), 3D Networks creates an immersive game that also gives an effective overview.</p>
<p>The Federation of the Public Works in Rhône-Alps is the first Federation in France to use a Serious Game, to train, and inform about the risks inherent to these professions.</p>
<p>This game will be used inside companies, in training centers Public works (VOCATIONAL TRAINING CENTRES, Professional Secondary schools, etc.) and will be available in download, on the Websites of the Federation as well at the level Rhône-Alpes as national, and will present on giant screens and PC, during professional or consumer events, by the Federation and its members.</p>
<p>Very soon, the dedicated Web site will allow players to download either the demo application, or screenshots and videos of 3D Networks.</p>
<p>This Serious Game was developed by B2B GAMES, a Lyon based company (<span style="text-decoration: underline;">www.b2b-games.com</span> ) in collaboration with a Paris development studio Persistant Studios, and is based on their real-time 3D technology HellHeaven ( <span style="text-decoration: underline;">www.hellheaven.fr </span>).</p>
<p>B2B GAMES is an actor of the Serious Game, in Europe, and is member of Lyon Game and the Competivity Cluste IMAGINOVE, and works with the ARDI Rhône-Alps, the Region, the Grand Lyon and the City of Lyon (Velo&#8217; v Racing in Lyon, developed for the Feast of the Lights 2006), Prize-winner of IMAGINOVE (in 2006 and 2007) and nominated for the «Griffe Lyonnaise» (Multimedia category in 2006 and 2007), a local entrepreneurship award.</p>
<p>B2B GAMES is an innovative company established in Lyon, as of which one of the main activities is the edition and the development of original products and customized applications,  such as the Serious Games ( training tools, or sales  tooms, demonstrators and 3D real-time simulators), for the Industries, such as the Aeronautics, the Textile industry, the Logistics.</p>
<p>B2B GAMES is also a supplier of Interactive Contents for the Promotions Agencies, or works directly with the Announcers. and also acts as representative and business exclusive developer for various development studios, and French and foreign Publishers.</p>
<p>Persistant Studios is a JEI (Young Innovative Enterprise), and develop solutions dedicated to the production of real-time 3D environments, intended for simulations,</p>
<p>video games and Serious Games.</p>
<p>Persistant Studios can answer all the needs of specific developments, by using its own 3D</p>
<p>real-time technology , HellHeaven: <span style="text-decoration: underline;">www.hellheaven.fr</span></p>
<p>Real-time 3D solutions for the realization of overviews (training), external and internal</p>
<p>recruitment, communication, displays(visualizations) (data interpretation,</p>
<p>virtual visits, configurations and parts assembling.</p>
<p>The Regional Federation of the Public works Rhône-Alpes is the trade association which represents, defends the profession of the Civil Engineering in Rhône-Alpes, and provides to companies a set of services, in particular in the Training field.</p>
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		<title>ETC Press: an Experiment in Scholarship and Publishing</title>
		<link>http://www.gameeducationnetwork.com/?p=209</link>
		<comments>http://www.gameeducationnetwork.com/?p=209#comments</comments>
		<pubDate>Tue, 12 May 2009 20:53:55 +0000</pubDate>
		<dc:creator>suzanne</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Carnegie Mellon]]></category>
		<category><![CDATA[Drew Davidson]]></category>
		<category><![CDATA[ETC]]></category>
		<category><![CDATA[Game Academics]]></category>
		<category><![CDATA[Game Education Programs]]></category>

		<guid isPermaLink="false">http://www.gameeducationnetwork.com/?p=209</guid>
		<description><![CDATA[by Drew Davidson 
Director of the Entertainment Technology Center at Carnegie Mellon University in Pittsburgh
In the late summer of 2008, ETC Press went live with a public beta, launching with 2 titles and the goal to release around 4 or so a year. As of this writing, there are around 6 projects in process for [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><strong>by Drew Davidson </strong></p>
<p style="text-align: center;"><strong>Director of the Entertainment Technology Center at Carnegie Mellon University in Pittsburgh</strong></p>
<p>In the late summer of 2008, ETC Press went live with a public beta, launching with 2 titles and the goal to release around 4 or so a year. As of this writing, there are around 6 projects in process for publication in 2009 and 2010. The goal of this paper is to provide an overview of the story and process of how and why ETC Press was started. I helped get it going, and am currently serving as the editor, so I&#8217;m going to share my perspective on the inspirations and ideas that have led to ETC Press.</p>
<p>ETC Press is a publishing imprint with a twist. We publish books, but we&#8217;re also interested in the participatory future of content creation across multiple media. It is an academic, open source, multimedia, publishing imprint affiliated with the Entertainment Technology Center (ETC) at Carnegie Mellon University (CMU) and in partnership with Lulu.com.<span id="more-209"></span></p>
<p>ETC Press has an affiliation with the Institute for the Future of the Book and MediaCommons, sharing in the exploration of the evolution of discourse. ETC Press also has an agreement with the Association for Computing Machinery (ACM) to place ETC Press publications in the ACM Digital Portal, and another with Feedbooks to place ETC Press texts in their e-reading platform. Also, ETC Press publications will be added to the ThoughtMesh.</p>
<p>ETC Press publications will have a focus on issues revolving around entertainment technologies as they are applied across a variety of fields. We are looking to develop a range of texts and media that are innovative and insightful. We are interested in creating projects with Sophie, and we will accept submissions and publish work in a variety of media (textual, electronic, digital, etc.).</p>
<p>Authors publishing with ETC Press retain ownership of their intellectual property. ETC Press publishes a version of the text with author permission and all ETC Press publications will be released under one of two Creative Commons licenses:</p>
<ul class="unIndentedList">
<li> Attribution-NoDerivativeWorks-NonCommercial: This license allows for published works to remain intact, but versions can be created.</li>
<li> Attribution-NonCommercial-ShareAlike: This license allows for authors to retain editorial control of their creations while also encouraging readers to collaboratively rewrite content.</li>
</ul>
<p>Every book will have an associated website open for comments, which could be considered for subsequent versions of texts. The ETC Press website allows registered users to download versions of publications, and share creative new interpretations as well as add comments to the current publications. ETC Press is partnering with Lulu to enable instantaneous multiple versions of publications and foster a community of collaborative authorship and dialogue across media. The idea is to make ETC Press publications as accessible as possible and best enable the sharing and discussion of ideas and concepts.</p>
<p>The initial concept that led to the founding of the ETC Press started with my doctoral dissertation. Back in the mid 90s, I was writing my dissertation in HTML (hypertext markup language) since I was interested in taking advantage of hypertext links within my text, as well as links out to the web at large. My committee was supportive although I received several comments about the desire to &#8220;write&#8221; comments on the pages (bear in mind that this was before the advent of weblogs).  Concurrently, I discovered that the graduate school was unwilling to accept a website for a doctoral dissertation. This led me to create a conceptual mapping of the website into organizational and topical categories that enabled me to shuffle the sprawl of all the various pages into a linear order that I could then print out and submit to the graduate school as a text. These two experiences served as the initial inspiration for exploring cross-media scholarly work that took advantage of both the hypermedic nature of the web as well as the solid tradition of discursive texts. Across time, I dabbled with colleagues on database-driven solutions that would automatically enable an author to write multimedia texts that could then be output as websites or texts and more, and I continuously researched related work and projects, since I found this to be an interesting new avenue of discourse.</p>
<p>Starting as a professor, and then Director, at the Entertainment Technology Center (ETC) at Carnegie Mellon University afforded me the opportunity to more fully explore these nascent ideas, and with the support and vision of Don Marinelli (co-founder and Executive Producer of ETC-Global) the idea of an innovative, experimental publishing imprint started taking shape. This could provide a venue for authors interested and willing to push the envelope on the nature of scholarly work across media that fit into, and extended, the mission of the ETC. So ETC Press was a go, now we just had to figure out what the actually meant (both logistically and conceptually).</p>
<p>What followed was about 18 months of work on the concept and logistics. The concept came together much more quickly. We formed an external advisory board and an internal editorial group and began laying out how to implement an academic, open source, multimedia, publishing imprint. We used Drupal (an open source content management system) and incorporated the Book Module so that we could host all our publications online. Lulu was an important partner in the entire endeavor, their ability to publish on demand in several formats and across different media, has enabled us to actively create multiple editions of texts. Creative Commons licenses help us to encourage readers to remix publications (which in turn we could publish as more editions). The Institute for the Future of the Book, and their multimedia authoring tool, Sophie, help us encourage authors to stretch their ideas on how the &#8220;write.&#8221; Similarly, ETC publications will be entered into Thoughtmesh, which automatically tags content and illustrates connections across texts. And all ETC Press publications will be entered into Feedbooks e-reading platform so that it can be read digitally across a variety of devices. The ACM Digital Portal has agreed to archive all ETC Press publications, which enables us to reach every university library that subscribes to ACM (and most do), and BreakPoint Books, which hosts bookstores at professional conferences, will carry ETC Press publications. All of these relationships are helping us explore and experiment with the idea of scholarship and publication.</p>
<p>Also, there were many other groups working on similar initiatives. We continually search for and get in contact with others doing similar work. We are looking for supportive and collaborative opportunities as well as the chance to learn from their ideas and concepts. The Electronic Book Review has been going for many years, and continues to innovate. HASTAC (the Humanities, Arts, Science and Technology Advanced Collaboratory) is another group doing interesting explorations in this space. Both the Open Humanities Project and the Public Library of Science are working to increase the distribution of ideas. Digital Culture Books is also working on similar initiatives and is another innovative publishing imprint. The Institute for Multimedia Literacy is currently developing Sophie 2.0, and Culture Machine is putting out Liquid Books. And many authors are addressing the problems and promises of open crossmedia publications. James Boyle, Christopher Kelty, Gary Hall and Lawrence Lessig all have books out on the open source nature of ideas, and Kevin Kelly and Chris Jackson have written some thought-provoking articles on the future of publishing. All of the above have been invaluable in helping shape the direction and mission of ETC Press.</p>
<p>At the same time, we were working on the logistics of running a small academic publishing imprint. We had some funding interest from both the publishing industry as well as foundations. After discussion with our board, we decided to remain independent in order to most freely experiment. We worked with CMU Counsel to hammer out contractual agreements for authors that would clearly state that they retained ownership of all their intellectual property while granting ETC Press permission to publish a version under a Creative Commons license. Concurrently, we worked on an agreement with Lulu to have them handle all of the finances on both sales and royalty payments. This enabled us to bootstrap the start of ETC Press with essentially no overhead and the primary involvement of myself as Editor and John Dessler (an ETC professor and talented new media designer) as well as input and advice from the advisory board throughout the process.  A downside is that we don&#8217;t have any marketing budget really, but we try to use the web, email lists and social networks to help promote the ETC Press, and CMU Public Relations is also supportive with press releases. That said, our goal is less about making money (although we don&#8217;t run at a loss) and more about the open sharing of ideas.</p>
<p>We plan to remain small and focused to enable us to experiment and work out our multimedia publishing process. This is definitely an experiment in the notion of publishing, and we invite people to participate. We are exploring what it means to &#8220;publish&#8221; across multiple media and multiple versions. We believe this is the future of publication, bridging virtual and physical media with fluid versions of publications as well as enabling the creative blurring of what constitutes reading and writing. As mentioned at the start of this article, ETC Press is currently in public beta and welcomes all comments and suggestions.</p>
<p align="center">References</p>
<p>ACM Digital Portal. http://portal.acm.org/</p>
<p>Boyle, James. The Public Domain. http://www.thepublicdomain.org/</p>
<p>BreakPoint Books. http://breakpointbooks.com/</p>
<p>Creative Commons. http://creativecommons.org/</p>
<p>Digital Culture Books. http://digitalculture.org/</p>
<p>Drupal. http://drupal.org/</p>
<p>Drupal Book Module. http://drupal.org/node/284</p>
<p>Electronic Book Review. http://www.electronicbookreview.com/</p>
<p>ETC Press. http://www.etc.cmu.edu/etcpress/</p>
<p>Feedbooks. http://feedbooks.com/</p>
<p>Hall, Gary. Digitize this Book! http://www.upress.umn.edu/Books/H/hall_digitize.html</p>
<p>HASTAC. http://www.hastac.org/</p>
<p>Institute for the Future of the Book. http://www.futureofthebook.org/</p>
<p>Institute for Multimedia Literacy. http://iml.usc.edu/</p>
<p>Jackson, Chris. Books Unbound. http://www.time.com/time/magazine/article/0,9171,1873122-1,00.html</p>
<p>Journal of Electronic Publishing. http://www.journalofelectronicpublishing.org/</p>
<p>Kelly, Kevin. Better than Owning. http://www.kk.org/thetechnium/archives/2009/01/better_than_own.php</p>
<p>Kelly, Kevin. Scan this Book. http://www.nytimes.com/2006/05/14/magazine/14publishing.html</p>
<p>Kelty, Christopher M. Two Bits. http://twobits.net/</p>
<p>Lessig, Lawrence. ReMix. http://remix.lessig.org/</p>
<p>Liquid Books. http://liquidbooks.pbwiki.com/</p>
<p>Lulu. http://www.lulu.com/</p>
<p>MediaCommons. http://mediacommons.futureofthebook.org/</p>
<p>Open Humanities Project. http://www.openhumanitiespress.org/</p>
<p>Open Publishing Lab. http://opl.rit.edu/</p>
<p>O&#8217;Reilly. Tools of Change for Publishing. http://toc.oreilly.com/</p>
<p>Public Library of Science. http://www.plos.org/</p>
<p>Scholarly Publishing and Academic Resources Coalition. http://www.arl.org/sparc/</p>
<p>Sophie. http://www.sophieproject.org/</p>
<p>ThoughtMesh. http://vectors.usc.edu/thoughtmesh/</p>
<p>http://newmedia.umaine.edu/stillwater/</p>
<p>ideas</p>
<p>http://newmedia.umaine.edu/interarchive/new_criteria_for_new_media.html</p>
<p>ideas</p>
<p>http://pool.newmedia.umaine.edu/index.php</p>
<p>ideas</p>
<p>http://www.opentheory.org/index.phtml?lang=en</p>
<p>ideas</p>
<p>http://sharewidely.org/?vi=content&amp;id=2</p>
<p>ideas</p>
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		<title>Game Education Video</title>
		<link>http://www.gameeducationnetwork.com/?p=180</link>
		<comments>http://www.gameeducationnetwork.com/?p=180#comments</comments>
		<pubDate>Fri, 17 Apr 2009 21:08:57 +0000</pubDate>
		<dc:creator>suzanne</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Game Education]]></category>
		<category><![CDATA[Video Game Curriculum]]></category>

		<guid isPermaLink="false">http://www.gameeducationnetwork.com/?p=180</guid>
		<description><![CDATA[This video about game education, called Why I Teach features Prof. Elena Bertozzi from the University of Wisconsin at Whitewater. This great video highlights why game education is important for everyone and looks at Prof. Bertozzi&#8217;s engaging teaching strategies.
http://storybridge.tv/elena
]]></description>
			<content:encoded><![CDATA[<p>This video about game education, called Why I Teach features Prof. Elena Bertozzi from the University of Wisconsin at Whitewater. This great video highlights why game education is important for everyone and looks at Prof. Bertozzi&#8217;s engaging teaching strategies.</p>
<p><a href="http://storybridge.tv/elena">http://storybridge.tv/elena</a></p>
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		<title>GES Sessions and Speakers Announced</title>
		<link>http://www.gameeducationnetwork.com/?p=175</link>
		<comments>http://www.gameeducationnetwork.com/?p=175#comments</comments>
		<pubDate>Tue, 07 Apr 2009 21:01:43 +0000</pubDate>
		<dc:creator>suzanne</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Game Education Summit]]></category>
		<category><![CDATA[Game Studies]]></category>

		<guid isPermaLink="false">http://www.gameeducationnetwork.com/?p=175</guid>
		<description><![CDATA[Visit the Game Education Summit website to see the latest sessions and speakers to be announced. With over 40 speakers and 7 tracks this two-day conference is not to be missed!
]]></description>
			<content:encoded><![CDATA[<p>Visit the Game Education Summit <a href="http://www.gameeducationsummit.com/">website </a>to see the latest sessions and speakers to be announced. With over 40 speakers and 7 tracks this two-day conference is not to be missed!</p>
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