Games Lecture Series Spring 2015

07Nis15
Games Lecture series Spring 2015
April 10, 2015
Location: Auditorium 4
13:00 – 14.30 Frans Mäyrä – Diversifying Game Studies: From Studies of Games to Research of Services and Society
14.30 – 14.45 Break
14.45-15:30 Günseli Bayraktutan – Digital Games Within Academia: The Case of the IT University
15:30-16:00 Discussion
Diversifying Game Studies: 
From Studies of Games to Research of Services and Society
Frans Mäyrä, University of Tampere
Abstract:
Contemporary game studies have multiple roots and the educational and research landscape in this field remains diverse, even while game studies has also had some success in establishing itself in the structures and agendas of academic institutions. In his talk, professor Frans Mäyrä provides some highlights from an international survey that mapped the disciplinary background and identifications of games scholars. He will also discuss how the trajectory of research and education in the University of Tampere Game Research Lab that he directs can be used as an example of the centrifugal and centripetal impulses that inform and shape the realities of games related research and education in today’s universities.
Short biography:
Frans Mäyrä, PhD, is the Professor of Information Studies and Interactive Media, with specialization in digital culture and game studies in the University of Tampere, Finland. He is heading the University of Tampere Game Research Lab, and has taught and studied digital culture and games from the early 1990s. He is widely consulted as an expert in socio-cultural issues relating to games, play and playfulness. His research interests range from game cultures, meaning making through playful interaction and online social play, to borderlines, identity, as well as transmedial fantasy and science fiction.
DIGITAL GAMES WITHIN ACADEMIA:
THE CASE OF THE IT UNIVERSITY 
Günseli Bayraktutan, Baskent University 
Abstract
Establisment process of the independent games studies or research within academic institutions has many dimensions like academic publishing (journals), departmentalization and collobarative work under certain conditions, e.g. in GameLabs, annual meetings. IT University is also one of the distinctive examples of this process and this study will present some of the conclusions (interdisciplinarity issue, researchers profile, games research and education on different levels and funding issues) from a qualitative study done especially through the ITU case.
Biography
Having majored in Political Science and Public Administration as an undergraduate from Faculty of Economics and Administrative Sciences at Middle East Technical University, Ankara, Turkey in 1997, she enrolled in journalism graduate program at Graduate School of Social Sciences in Ankara University where she earned her Master of Science degree in 2004 and PhD in 2010. Professionally, she has been a faculty member at Başkent University, Communication Faculty since 2000, where she has giving both gradute and undergradute level courses such as; media sociology, public opinion research, research methods (basically qualitative ones) and new media. During her graduate and academic studies, Bayraktutan has been involved several academic projects specifically in new media studies. Currently she is a visiting researcher in ITU with support of TUBITAK 2219 program.
She has been participated as a researcher in a 16 month long scientific project sponsored by National Scientific Council of Turkey (TÜBİTAK) which executed by Prof. Dr. Mutlu Binark in 2007-2008 called “Digital Game Culture and Usage of Internet Cafes by Young People in Turkey: Online and Offline Identity Practices, Immobile Socialization and Virtual Careers- An Ethnographic Study in Ankara”. The main importance of this project is, it is the first academical coverage of digital games in Turkey from various perspective. Her major focus within this project is on the socialization process within the game, and basically the leadership and community building practices. This prolific project is gained admissions in terms of academical outputs, so in that case she has been a co-author of a book which is called “Digital Game Industry in Turkey” (2008, in Turkish), basically focusing on the production processes and game studios and an edited book “Digital Game Reader” (2009, in Turkish) which collect field workers and academicians together. Furthermore, she is the co-author of three book chapters in English for the same topic.
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