Preconference Overview Location: University of Puerto Rico, School of Public Communication Sponsors: University of Puerto Rico, School of Public Communication Northeastern University, Department of Communication Studies & PLAIT Lab West Virginia University, Department of Communication Studies University of Muenster, Department of Communication Michigan State University, Department of Media & Information University of Southern California, Annenberg School for Communication and Journalism Agenda: 9:00 – 9:30 a.m. 9:30 – 10:00 a.m. 10:00 – 10:15 a.m. 10:15 – 11:15 a.m. 11:15 – 11:30 a.m. 11:30 – 12:30 p.m. 12:30 – 1:30 p.m. 1:30 – 2:30 p.m. 2:30 – 3:30 p.m. 3:30 – 3:45 p.m. 3:45 – 4:45 p.m. 4:45 – 5:00 p.m. 5:00 – 5:30 p.m. Shuttle from Conference Hotels to UPR Registration Welcome and housekeeping Translational Brainstorming: Gaming Bodies Coffee Break Research Reports: Physical Bodies in Gaming Lunch (off-site) Game Demos and Poster Presentations Research Reports: Digital Bodies in Gaming Coffee Break Research Reports: Intersections of Digital and Physical Bodies Wrap-up and prepare for shuttle Shuttle from UPR to Conference Hotels Translational Brainstorming: Led by: Kristine L. Nowak (University of Connecticut, U.S.A.) David K. Westerman (North Dakota State University, U.S.A.) Nicholas David Bowman (West Virginia University, U.S.A.) Research Report Presenters: Research Reports: Physical Bodies in Gaming David Parisi (College of Charleston, U.S.A.): A return to the hands: On the stability of the console controller. Elena Patricia Núñez Castellar (Ghent University, Belgium), Jan-Niklas Antons (Telekom Innovation Laboratories, TU Berlin, Germany), Jasmien Vervaeke (Ghent University, Belgium), Eveline de Ferrere (Ghent University, Belgium), & Jan Van Looy (Ghent University, Belgium). Indirect assessment of subjective flow experience during game play: adaptation of an attentional behavioral paradigm. Thomas Apperley (The University of New South Wales, Australia): The body and the glitch: Game art, gesture and style. Jeroen Jansz (Erasmus University Rotterdam, The Netherlands) & Agneta H. Fischer (University of Amsterdam, The Netherlands): Embodied emotions in playing digital entertainment games. Research Reports: Digital Bodies in Gaming Rosa Mikeal Martey (Colorado State University, U.S.A.), Sarah Sloane (Colorado State University), D.E. Wittkower (Old Dominion University, U.S.A), & Catherine Knight Steele (Colorado State University): Virtue in the virtual arena: Contributions of code, language, and norms to identity ethics in World of Warcraft. Mattias Hofer (University of Zurich, Switzerland): Silence is golden: The mediating role of identification in the relationship between an avatar’s emotional expressions and a player’s fear reactions during horror game playing. Amanda Mabry & Matthew S. Eastin (The University of Texas at Austin, U.S.A.): Do the points matter? Examining the effect of sexualized violence toward women in video games on rape myth acceptance beliefs. Daniel Possler (Hanover University of Music, Drama, and Media, Germany), Christoph Klimmt (Hanover University of Music, Drama, and Media), Natascha N. Carnol (Hanover University of Music, Drama, and Media), Lennart Grote (Hanover University of Music, Drama, and Media), Nina Scharfenberg (Hanover University of Music, Drama, and Media), Ina Weber (Hanover University of Music, Drama, and Media), & Arthur A. Raney (Florida State University, U.S.A.). Human and digital bodies becoming one and going apart: Differences and situation dynamics in player-avatar relations. Research Reports: Intersections of Digital and Physical Bodies Mark Paterson (University of Pittsburgh, U.S.A.): Your move? Non-representational theory, motor habit, and the messy materialities of gaming bodies. Rabindra Ratan (Michigan State University, U.S.A.), Joseph Fordham (Michigan State University), Alex Leith (Michigan State University), Tracy Kennedy (Brock University, Canada), Dmitri Williams (University of Southern California, U.S.A.): To Be (Yourself) or Not To Be: Identity Salience in Avatar Choice Motivations. Glenna L. Read & Teresa Lynch (Indiana University, U.S.A.): Does cognitive capacity affect self-objectification after exposure to sexualized videogame characters? Carlin Wing (New York University, U.S.A): Instruments of play: Hands, rackets, and video game controllers Poster Presenters: Lluis Anyo & Iasa-Monique Ribeiro (Ramon Llull University, Spain): Disembodied bodies in video games: Theory of purity in the Sims 4. Lena Frischlich (University of Cologne, Germany): For ever white: Mortality salience increases the preference for white over black avatars. Julia Griffey (Webster University, U.S.A): Solutions for building low-cost, effective computer-based games within the children’s museum environment. Steven Lovaas & Rosa Mikeal Martey (Colorado State University, U.S.A): Sitting naked while my guild raids: Body/avatar and the locus of risk. José Messias (University of Wisconsin Milwaukee, U.S.A.): A left turn on video games: Game piracy and the becoming-hacker of the multitude inside the cognitive capitalism debate. Payen Sylvain (Concordia University, Canada): The influence of physical presence in an experimental game situation. Game Demo Presenters: Aubrie Adams & Gabriel Baker (University of California, Santa Barbara, U.S.A.), demonstrating ‘Adorble’ – A virtual world for your classroom. Allison Cole (Concordia University, Canada), demonstrating ‘In Tune’ – a game about navigating consent. Julia Griffey (Webster University, U.S.A.), demonstrating ‘Mission Good Nutrition’ – a game about healthy eating, played with your feet and an interactive mat. Renee Human (Northern Kentucky University, U.S.A.), demonstrating ‘MinIT’ – a social game that incents users to interrupted prolonged sitting. Questions about the pre-conference? Please direct any questions to: Jaime Banks, West Virginia University - [email protected] About ICA and the Game Studies Interest Group ICA is an academic association for scholars interested in the study, teaching, and application of all aspects of human and mediated communication. ICA began more than 50 years ago as a small association of U.S. researchers and is now a truly international association with more than 4,500 members in 80 countries. Since 2003, ICA has been officially associated with the United Nations as a non-governmental association (NGO). More information on ICA can be found at www.icahdq.org/. The Game Studies special interest group has been a platform for scholars worldwide specializing in rigorous research on digital games and gaming as a new form of media since 2006. More information on the ICA Game Studies Special Interest Group can be found at http://icagames.org
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