Archive for February 2016

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[ecrea] CfP: Video games and the 1980s - Cogent Arts and Humanities special issue

Mon Feb 01 18:40:55 GMT 2016




*Deadline extension*: Cogent Arts and Humanities – Call for Papers

Special issue: *Video games and the 1980s*

Guest editors: Alex Wade and Nick Webber

Deadline for submissions: *8 March 2016*

http://explore.cogentoa.com/call-for-special-issues/video-games-and-the-1980s-call-for-papers

*/Cogent Arts & Humanities/
<http://cogentoa.tandfonline.com/journal/oaah20> welcomes submissions to
a special collection of articles exploring video games and the 1980s.*

Video games truly entered the public consciousness in the 1980s. From
arcade machines in supermarkets to microcomputers used for bedroom
coding, video games infused quotidian spaces.  From counterfeit
computers beyond the Iron Curtain to the arcades of Broadway and
everywhere in between, videogames brought diversity in play to
crystallize awareness around the importance of computer technologies to
everyday life.

This collection of papers will examine the impact of videogames on these
spaces and times, their position within the national and international
socioeconomic context and their legacy to society and culture in the
21st century.

Authors may wish to consider the following questions when preparing
submissions:

  * how were popular microcomputers such as the Amstrad CPC, Commodore
    64 and ZX Spectrum received in various national contexts, including
    practices such as counterfeiting and alterations to hardware?
* what was the influence of movements like Germany’s and Scandinavia’s
    ‘demo scene’ on the contemporary video games industry (both at home
    and overseas)?
  * how did conditions and practices in Japan and the US come together
    with government regulation to shape video game culture in import
    markets such as Korea?
  * how did the emergent ‘hobbyist’ markets in countries like Australia
    act back upon established hobbyist practices elsewhere?
  * how were video games positioned within the wider socio-economic
    context of the cold-war, the rise of silicon technologies and
    changing political stances by governments of the time?

We welcome research articles, critical essays, and review articles
drawing on archival research (e.g. papers and books written at the time)
and, where feasible, including primary research (e.g. interviews with
developers, players, publishers, journalists etc).

/Cogent Arts & Humanities /conforms to the highest standards of open
access publishing and publishes articles quickly after a rigorous and
constructive process of peer-review and editing. All articles will be
freely available to anyone across the Internet.

*To submit your work, please visit the journals’ dedicated online
submission system: www.editorialmanager.com/cogenthumanities
<http://www.editorialmanager.com/cogenthumanities>*

*The deadline for submissions for this special collection is 8th March
2016.*

During the submission process you will be able to confirm that your work
is intended for the special collection on videogames in the 1980s.

If you have any questions, queries or comments, please contact
(humanities /at/ cogentoa.com) <mailto:(humanities /at/ cogentoa.com)>.

We look forward to working with you to bring exciting new scholarship to
the widest possible audience.

--

Alex Wade & Nick Webber

Guest Editors, /Cogent Arts & Humanities/
<http://cogentoa.tandfonline.com/journal/oaah20>

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