Journal of Games, Self, & Society (JGSS), a peer-reviewed journal created and edited by iThrive Games and published by ETC Press, publishes original research and scholarship examining the benefits to humans and to society when games include humanity as a core design element. We encourage interdisciplinary research, community, and conversation focused on how games, game design, and gameplay contribute to a deeper understanding of learning, health, and humanity. We enthusiastically seek original works that push the boundaries of what we know—or what we think we know—about the qualities of games that can benefit our lives emotionally and socially.
The theme of our next issue is games as fuel for connection and transformation for teens.
As society navigates the COVID-19 pandemic and charts a path forward, games continue to be integral to learning and connection at home, in our communities, and in educational spaces (be they virtual or physical). This is especially true for adolescents. We seek papers that highlight real-world applications of the science of gameplay’s benefits for relationships, learning, and well-being during this critical developmental period.
We are pleased to announce that Claudia-Santi F. Fernandes and J Collins will join us as guest editors for this issue.
We invite educators, researchers, scholars, and game designers from across academic disciplines and industries to submit extended abstracts for consideration in the next issue of Journal of Games, Self, and Society.
Successful abstracts will meet the following criteria: (1) examine the use of games in settings with teens with a focus on relationships, learning, or well-being; (2) demonstrate applications of or commentary on theory and/or an evidence base, (3) are found to be of good fit, adequate rigor, and theoretical or practical soundness, and (4) make a new contribution to the field. We encourage submitted manuscripts to consider and include implications for theory, policy, and/or practice in the discussion section.
Manuscripts published in the journal typically include empirical research using qualitative or quantitative methods (including case study approaches); literature reviews, and detailed descriptions of the game(s) or game design that is the focus of the piece. Submissions may focus on the design approach and analysis of a specific game, use of one or more games in learning settings, applications of policy, or other innovative approaches examining the journal’s area of impact.
Please explore previous issues of the journal for examples of works previously published. The journal audience is interdisciplinary and includes designers, researchers, educators, and other practitioners.
Extended abstracts are due by November 20, 2020. Invitations for full articles will be made in November. Full papers are due by May 1, 2021, and will undergo blind peer review. Notifications of acceptance will follow in May 2021 and revisions will be due by July 1, 2021. Accepted works will be published in Volume 3 of the journal in the fall of 2021.
How to Submit
Extended abstracts should be anonymized and follow APA formatting. Abstract should not exceed 1,000 words, excluding references. Please include in your abstract a brief introduction to your research topic, an overview of the theoretical or empirical underpinnings and relevant literature, methodology (if relevant), findings of interest, and implications for theory, policy, and/or practice. Abstracts should also include a brief statement about how the full paper will address the topic of this issue—games as fuel for connection and transformation for teens—and how it advances the mission of the Journal of Games, Self, and Society to foster a deeper understanding of learning, health, and humanity through games.
About Our Guest Editors
Claudia-Santi F. Fernandes, Ed.D. LPC, MCHES, NCC, is associate director of the play2PREVENT Lab at the Yale Center for Health & Learning Games and an associate research scientist at the Yale School of Medicine. Claudia is an adolescent (mental) health expert with experience in public schools, clinical settings, and research institutions.
J Collins is founder and CEO of Liminal Esports. J previously taught high school computer science and led games and education policy at the U.S. Department of Education.