[Previous message][Next message][Back to index]
[ecrea] G.A.M.E. Issue n. 4 Call for Papers
Mon May 05 18:50:03 GMT 2014
The deadline for the submission of the abstracts for the fourth issue of
G.A.M.E. – Games as Art, Media, Entertainment is extended to Saturday
May 17th (11:59pm your local time zone).
The 4th issue of G.A.M.E. Journal, titled Re-framing video games in the
light of cinema, wants to investigate the complex relations between
video games and cinema, revising and reflecting on a topic
controversially debated over the past 10 years. G.A.M.E. asks, once
more, what is cinematic in video games and what is ludic at the cinema.
Following, you can find the full version of the CFP:
– – – – – – – – – – –
RE-FRAMING VIDEO GAMES
IN THE LIGHT OF CINEMA
As audiovisual entertainment whose content is largely representational,
video games have a lot more in common with film and television than
merely characters and plot lines.
Mark J. P. Wolf
('Inventing Space: Toward a Taxonomy of On- and Off- Screen Space in
Video Games', in Film Quarterly, 51(1), 1997, p. 11)
With its 4th issue G.A.M.E. wants to investigate the complex relations
between video games and cinema, revising and reflecting on a topic
controversially debated over the past 10 years. The relationship between
these two media is layered and they are interconnected in their
practices as much as in their theories. Not only are cinema and video
games linked by their audiovisual nature, but they are also connected by
similar production paradigms. The cross-circulation of storylines,
characters and brands plays a primary role in the rise of convergence
culture and, at the same time, on a production level they are grounded
in common artistic and technical competences to the point of developing
similar industrial systems.
During the past two decades, cinema became the key to access video games
as cultural, artistic and social phenomenon. Consequently, scholars and
researchers in Games Studies developed a strong awareness of the
problems intrinsic to this comparative approach, leading to its
problematisation within academic contexts. Torn between the need to
develop an independent field of studies and the clear inter medial
vocation of the discipline, Game Studies developed a suspicion towards
this relationship, often debated at the margins of one or the other
field. With its new issue, G.A.M.E. wants to offer a renewed reflection
on the "interaction" between video games and films.
Firstly, Game Studies call for an updated reflection on what Wolf and
Perron call (referencing Francesco Casetti's work on film theory) the
"methodological theory". After half a century, Film Studies developed a
constellation of "theories" that cover the ontological and
phenomenological nature of the medium, its practices, its representative
strategies, its history and historiographical value, and the politics
connected to it, finally leading to question its methodological
premises. At the same time video game theory lacks a conceptual history
of the medium capable of abstracting the specificity of case studies in
order to account for a larger diachronic perspective. Can the cinematic
theoretical corpus offer a contribution to the development of Game
Studies? If so, what are the possible interceptions between these
fields? What more can we learn about video games through the lenses of
Film Studies?
On a second level, we want to investigate the characteristics of these
two media, their similarities and differences in terms of aesthetics,
practices and production. The majority of the studies on this topic
assume the narrative quality of the cinematic medium, focusing on the
narrative continuity between these media: genres, tropes and
iconography. Nevertheless, this assumption is debatable and in need of
renegotiation. If, on the one hand, it is true that the cinematic
character of video games is mostly codified through its narrative and
spectacular acceptations, on the other hand it is possible to rethink
the interplay between these two media in different ways. For example, by
positioning video games within the larger history of spectacular media
and attractions to which also cinema belongs, it is then possible to
frame this medium within the tradition that connects shadow play theatre
to the magic lantern and, subsequently, to early cinema and devices for
amplified vision (widescreen, stereoscopy). Moreover, the rise of the
indie market, the proliferation of tools and commercialised engines
allowed the emergence of experimental work that challenges the
mainstream identification with narrative models, opening new horizons of
research. Titles such as Garry's Mod provide points of intersection with
avant-gardes, problematizing the acquired definition of the medium, its
strategies and internal structure.
Finally, with its 4th issue G.A.M.E. intends to discuss the place of
video games in cinema. Video games' cinematic incarnations have often
been overlooked, mostly referenced with regards to their aesthetic and
iconographic influence. Nevertheless, more than 20 years after the
release of Tron (1982), video games still influence cinema on
iconographic, thematic and linguistic levels. What role do video games
"play" in cinema? Are video games contributing to the development of a
new cinematic aesthetics? Is this process connected to the
commercialisation of new technologies? What are the reasons behind
unsuccessful cinematic adaptations of video games? Video games provide
source material for TV shows and web series, becoming protagonists of
transmedial serialisation. At the same time, they are made cinematic
subject of both nostalgic (Wreck-It Ralph, 2012) and apocalyptic (Gamer,
2009) discourses. For these reasons, G.A.M.E. wants to ask, once more,
what is cinematic in video games and what is ludic at the cinema.
– – – – – – – – – – –
Scholars are invited to submit 500 words abstracts by May 17th, 2014
(11:59pm your local time zone) at the address: (gameitalianjournal /at/ gmail.com)
Extended Abstract deadline: 17th May
Notification of acceptance: 21st May
According to the expected workflow, all accepted authors will be asked
to submit the full paper by the 3rd of August 2014. We expect to release
this issue in Autumn 2014.
Best regards,
Riccardo Fassone, Federico Giordano
and Ivan Girina
for the Editorial Board of G.A.M.E.
www.gamejournal.it
---------------
ECREA-Mailing list
---------------
This mailing list is a free service from ECREA and Nico Carpentier.
--
To subscribe, post or unsubscribe, please visit
http://www.ecrea.eu/mailinglist
--
ECREA - European Communication Research and Education Association
--
Postal address:
ECREA
Chauss�de Waterloo 1151
1180 Uccle
Belgium
--
Email: (info /at/ ecrea.eu)
URL: http://www.ecrea.eu
---------------
[Previous message][Next message][Back to index]