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[ecrea] CfP: Games and society: From social interaction to social change (Lisbon, Portugal)
Wed May 07 04:39:59 GMT 2014
CALL FOR PAPERS: Games and society: From social interaction to social change
Pre-Conference to ECREA’s fifth European Communication Conference, ECC
2014 (Lisbon, Portugal) - 11 November 2014
The awareness of digital games has evolved rapidly in recent years,
recognizing an activity earlier considered a practice for narrow and
specialized audiences to be mainstream media entertainment for the
masses. Since the mid nineties researchers have engaged in studying
games as platforms for social interaction and as unique channels for
exploration, experimentation and entertainment – however, much
scientific and publication attention has been paid to the risks of
digital games. As games are now obviously not a passing fad but an
established cultural form, it is time for media scholars to engage with
them as more than potential risks, and let the lively interaction of
gamers and even deliberative aspects of digital games come much more
into focus. One has to ask: If games are meaningful and supposed to have
some impact on users and their daily life, couldn’t they even be used
for positive outcomes, and social change?
The social effects might emanate from the games, their content, their
mechanics, their embedding into the social reality of the users, but
maybe also from the interaction of users. Many digital games now feature
multiplayer modes for online and offline cooperation, so the experiences
of the gamers do not only rely on a ‘manifest content’ written into the
game by its producers, but also on the interaction of the gamers
themselves. This is not a phenomenon limited to the multi-user games,
most games are connected to active online communities where players
share cheats, walkthroughs, easter-eggs and spoilers, engage in
theorycrafting and bragging.
The pre-conference “Games and society: From social interaction to social
change” is interested in the social aspects of digital games.
Submissions from all fields of communication studies, but also related
disciplines like psychology, sociology, cultural studies, political
research, business studies etc., are welcome. No preference is given to
a specific methodological and theoretical approach, as long as the
research is focusing on interaction, social and societal aspects of
games, or the deliberative impact of digital games. Approaches might
include (but are not limited) to:
• Micro perspective/interaction perspective: Social interaction and
communication in digital games (with other players and simulated social
interaction/ communication processes with AIs), designing social
interaction, effects of interaction and communication inside/outside the
game
• Meso level/groups & structure: Group building processes, group
interaction, (re)construction of social structures in games, impact of
games on everyday life/social structures (including families, friendship
etc.)
• Macro level/society: Games for social change, effects of games on
society as a whole, the impact of games on larger societal systems
(health, learning, economy)
Abstracts
Anyone wishing to propose a paper for presentation at the conference is
invited to submit an anonymized extended abstract of no more than four
pages (10000 characters including spaces) in APA style to the organizing
committee before 15th May 2014. The abstracts will be subject to a peer
review process. Notification of acceptance will be sent by 15th June at
latest. The contact mail address is: (thorsten.quandt /at/ uni-muenster.de)
When submitting the abstract, please include a separate cover page
including the following contact details:
- title
- name
- department/organization
- address
- e-mail
Abstracts should make it absolutely clear what the current status of the
proposed work is. A preference is given to finished work ready for
presentation (note: this includes theoretical/ conceptual papers, if the
concept itself is the main object of presentation and not some related,
yet unfinished empirical work). By sending in an abstract, the authors
agree to personally present their research at the conference.
Location & Main Conference
ECC 2014 will take place at Universidade Lusófona (Lisbon, Portugal)
from 12-15 November 2014. Lisbon is the capital and largest city of
Portugal. It is located on the right edge of the river Tagus, and just
around a 2 hour flight from all the other major European cities. Lisbon
enjoys a Subtropical-Mediterranean climate and it is known for its
historic neighbourhoods, its great monuments and its various theatres
and museums.
Universidade Lusófona de Humanidades e Tecnologias is the largest
nonpublic University in Portugal. With a student body of more than 9.000
students and 1.000 teachers, the university offers a very rich
environment, either in scientific as in social and cultural terms.
The main ECC conference will provide a broad platform to meet and
discuss the profound transformations that are taking place globally in
the mass mediated societies. The proposed theme “Communication for
Empowerment: Citizens, Markets, Innovations” opens a space for a vibrant
discussion in the European academic scene. The main conference will
offer a large variety of scientific panels, podium discussions and
meetings. ECREA’s Sections, Networks, Temporary Working Groups will
organize thematic sessions and or panels, covering a wider range of
topics related to (mediated) communication. More information on the ECC
2014 and the respective Calls for Proposals can be found here:
http://ecrea2014.ulusofona.pt
During the main conference, the Temporary Working Group will organize a
Business Meeting and a Panel with invited speakers, presenting selected
research findings to the main ECREA audience.
About ECREA and the TWG “Digital Games Research:
ECREA is the academic society for communication scholars across (and
beyond) Europe. Currently, ECREA counts more than 3000 members from all
over the world. ECREA’s activities include the ECC conferences, summer
schools, a book series, and many other activities to unite researchers
in discussion and research.
The TWG “Digital Games Research” was founded in 2011, giving European
communication scholars interested in computer and video games research a
dedicated home in ECREA.
Additional Information
The language of the pre-conference is English. Full papers should be
ready at least two weeks before the conference, so that conference
participants have the opportunity to read them. Depending on the number,
quality and coherence of the submissions, a publication of a proceedings
volume will be considered.
The pre-conference participation fee will be EUR 65,-.
Further information about the pre-conference can be found at the TWG’s
website:
www.digital-games.eu
We will update the website with the final programme and additional
information in the coming months. Alternatively, information can be
found at the Facebook presence of the TWG (-> ECREA TWG Digital Games
Research).
--
Rachel Kowert, PhD
(rkowert /at/ gmail.com)
Institut für Kommunikationswissenschaft
Universität Münster
Bispinghof 9 - 14
48143 Münster
http://www.uni-muenster.de/Kowi/
Let's connect!
Twitter: @linacaruso
Website: www.rkowert.com
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