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Game & Puzzle Design journal

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coco
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Joined: 07/27/2008

Dear members,

I'm pleased to announce that the Game & Puzzle Design journal is now officially launched. Please find appended the initial Call for Papers. If you could pass this on as widely as you can to relevant people/groups/lists that would be appreciated.

Call for Papers

Game & Puzzle Design

http://www.cameronius.com/gapd

Game & Puzzle Design is a new peer-reviewed print journal publishing high quality work on all aspects of game and puzzle design. The journal aims to bring together designers and researchers from a variety of backgrounds, to foster a deeper understanding of games and facilitate the creation of new high quality games and puzzles. We are particularly interested in the intersection between traditional and digital game design, and the points at which these disciplines converge and diverge.

Submissions may pertain to any type of game or puzzle – abstract, physical, printed, digital, etc. – but should focus on underlying mechanics or gameplay rather than visual design. The emphasis will be on traditional games and puzzles, although submissions on digital games are also welcome, especially where links are drawn between traditional and digital design approaches.

Examples of suitable topics include, but are not limited to:

• Case studies of games and puzzles showing key aspects of design.
• Analyses of new games and puzzles from a design perspective.
• Good design practices, their generalisation and application.
• Computational methods for automated game analysis and design.
• The psychology of play and the aesthetics of design.
• Design grammars and the vocabulary of game design.
• Reuse of known design principles in new contexts.
• Design issues in implementing digital versions of traditional games.
• Patterns/antipatterns that lead to good/bad designs.
• Distinguishing clones and variants from new games.
• Intellectual property issues related to authorship in game design.
• Designing for one, two or more players.

Submissions should be of high technical quality, and rigorous but suitable for both technical and non-technical readers. We encourage submissions from designers of any background, not just academics. Submissions can be any length from 1-12 pages, with shorter articles welcome, but must focus on aspects of design relevant to games and/or puzzles.

The journal will also host a number of regular columns. If you would like to run a regular column, please provide an outline of the topic and summaries of the first few potential instalments.

The journal is now open for submissions, with the first issue due to be published in June 2015.

Please send submissions in .pdf format to: cambolbro@gmail.com

Further details can be found at: http://www.cameronius.com/gapd

Sponsored by the Queensland University of Technology (QUT), School of Electrical Engineering and Computer Science, and Division of Research and Commercialisation.

Regards,

Néstor Romeral Andrés
Liaison Officer

Soulfinger
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Joined: 01/06/2015
Rates

Looks interesting. What rate do you pay?

coco
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Joined: 07/27/2008
Soulfinger wrote:Looks

Soulfinger wrote:
Looks interesting. What rate do you pay?

None. Consider it as a self-promotion for yourself and your games.

Soulfinger
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Jeepers, get my name out there!? Really?

coco][quote=Soulfinger wrote:
None. Consider it as a self-promotion for yourself and your games.

I see. Well, let me give you an idea of how self-promotion works. Magazines are ranked according to circulation and payment to authors. The SF magazine, Aurealis, is a semi-pro zine on account of its low circulation of 5,000, which they make up for with professional level payment rates. So, someone submitting there isn't really getting their story out to a wide market, but that's made up for by the payment received.

In gaming terms, I get 3 cents/word for writing game articles that typically take me less than an hour for a magazine with a circulation of 17k+ readers. I try to hit $20/hour to make it worth my time, and I know that my publisher is satisfied because my work meets a much higher standard than they typically receive from the amateur market.

My understand is that you are asking for "high technical quality" writing (technical writing being the highest paid standard) with no compensation, so that the author can self-promote to an audience of . . . with subscription rates of 50 Euro for 2 issues, I'll take a stab and say 500 or less readers?

I have written for nothing or next-to-nothing because I was getting copies of a gorgeous magazine with high production values, my name in print next to industry icons, etc. Those are actual encouragements that you can offer to capable writers, because "self-promotion" and "getting your name out" is considered to be the most tasteless form of condescension when it comes to new, unproven publishers still struggling to promote their own product.

I've also published a magazine that didn't compensate authors. You'll do just fine, so long as you have good connections and a long list of talented friends willing to pitch in, but don't expect much from your slush pile, because you get what you pay for. Trying to publish a professional trade journal while paying rates for Stephanie Meyer fan fiction puts you at a disadvantage. If the authors are essentially paying for promotion then you may want to reconsider your outlook and offer good reasons why they would want their names associated with your publication.

jonydude
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Joined: 01/29/2015
I was willing to submit, but

I was willing to submit, but then I checked to see what other submissions you've published. None. This means you have no readers either.

So, any article I write for you will probably be read by fewer people over the next ten years than the number of people who've taken the time to read this comment explaining why I'm not going to write an article.

When you manage to hit even 10 readers, get in touch with me.

Until then, don't say you're offering exposure. You're not. You don't have any.

coco
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Joined: 07/27/2008
Thank you for your opinions.

Thank you for your opinions. Looking forward for your submissions in case you change your minds.

camb
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Joined: 02/04/2015
A message from the Editor

Hi All,

It looks like things got off on the wrong foot here. Game & Puzzle Design is a peer-reviewed research journal, so its primary aim is to provide a platform for the discussion of ideas and dissemination of work on the topic of game and puzzle design.

But it's not just for academics, it will be something of a technical/mainstream crossover, and we welcome contributions from authors of any background with anything interesting to say about game and/or puzzle design.

More details of the journal can be found here: http://www.cameronius.com/gapd/

The journal's style guide for authors is here: http://www.cameronius.com/gapd/style/

jonydude wrote:
I was willing to submit, but then I checked to see what other submissions you've published. None.

That's because the first issue has not been published yet; the initial post above was a Call for Papers. Give us a chance :)

The first issue is due for publication in June 2015, and articles submitted by early April should have a good chance of making this first issue. We hope to see some submissions from BGDF readers!

Regards,
Cameron Browne
Editor-in-Chief
Game & Puzzle Design

lewpuls
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Joined: 04/04/2009
"Academic" journal

Folks, this is an academic journal, and it's very rare that any such journal pays authors, in fact some require authors to pay the journal! Academics have to get articles published to retain jobs in "research universities" (which is most well-known universities, nowadays). (Little-known fact: when you see a list of "best universities", that is usually judged by faculty research, not by teaching or student success. It's easy to count articles and books produced by faculty.)

The people involved may not have a lot of experience as editors, for example "1-12 pages" is meaningless (especially for a not-yet-printed journal), this should be expressed in word count. And "exposure" is a lame reason for non-academics to write for them.

Dr. Pulsipher

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