[Asis-l] cfp: Internet Research 8.0 Let's Play
jhuns at vt.edu
Thu Jan 4 12:20:38 EST 2007
apologies for cross-posting, share and repost as appropriate
> Call for Papers
> Association of Internet Researchers
> Abstract Deadline: February 1, 2007
> This conference, which uses Open Conference Systems developed by
> the Public Knowledge Project, enables participants to submit
> abstracts online at http://conferences.aoir.org/submit.php?cf=6.
> Call for Papers Announcement
> LET'S PLAY!
> We call for papers, panel proposals, and resentations from any
> discipline, methodology, and community, and from conjunctions of
> multiple disciplines, methodologies and communities, that address
> the (playful) blurring of boundaries online. The following TOPICS
> are suggestions simply intended to spark initial reflection and
> - Mundanity implies normalcy, and thereby, the efforts to
> understand and regulate online interactions in ways that are
> analogous to and consistent with offline practices and norms (e.g.,
> privacy protection, norms for community interaction, efforts to
> regulate information flows involving pornography, hate speech,
> etc.). As internet/s become interwoven with ordinary life on
> multiple levels, in what ways do these alter ordinary life, and/or
> how do prevailing community and cultural practices reshape and "tame"
> such internet/s and the interactions they facilitate?
> - Global diffusion: how do internet/s, as they exponentially
> diffuse throughout the globe facilitate flows of information,
> capital, labor, immigration and play and what are the
> implications of these new flows for life offline?
> - eLearning: how can such practices as distance learning and
> serious games utilize the liminal domain (the threshold world of
> dream and myth, in which important new skills, insights, and
> abilities are gained in the process of growing up) to go beyond
> traditional ways of learning? Are they necessarily better, or
> easier, to use or to learn from?
> - Identity, community, and global communications: how will
> processes of identity play and development continue, and/or change
> as the role and place of the Internet in peoples lives shift in new
> ways including the expansion of mobile access to internet/s?
> - E-health: what do new developments in sharing medical information
> online and expanding telemedicine technologies into new domains
> imply for
> traditional physician-centered medicine, patient privacy, etc.?
> - Digital art: from downloading commercially-offered ringtones to
> facilitating cross-cultural / cross-disciplinary collaborations in
> the creation of art, internet/s expand familiar aesthetic
> experiences and open up new possibilities for aesthetic creativity:
> how are traditional understandings of aesthetic experience affected
> and how do new creative / aesthetic / playful possibilities affect
> human "users" of art?
> - Games and gaming: the average gamer in North America is now a
> twenty-something whose lifestyle is more mainstream than
> adolescent. As games and gamers "grow up" and as games continue
> their diffusion into new demographic categories while they
> simultaneously continue to push the envelopes of Internet and
> computer technologies what can we discern of new possibilities for
> identity play, community building, and so forth?
> Sessions at the conference will be established that specifically
> address the conference theme, and we welcome innovative, exciting,
> and unexpected takes on that theme. We also welcome submissions on
> topics that address social, cultural, political, economic, and/or
> aesthetic aspects of the Internet
> beyond the conference theme - e.g., in CSCW and other forms of
> online collaboration, distance learning, etc. In all cases, we
> welcome disciplinary and interdisciplinary submissions as well as
> international collaborations from both AoIR and non-AoIR members.
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