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[ecrea] CFP: The Velvet Light Trap #81: Power, Freedom, and Control in Gaming
Tue Nov 08 13:26:19 GMT 2016
*/_The Velvet Light Trap _/**_Issue #81 – Power, Freedom, and Control in
Gaming_*
Game studies is no longer an ‘emerging’ field and video games can no
longer be considered a ‘new’ or niche medium. The commercial video game
industry is now over 40 years old and games are an increasingly
intrinsic part of the symbolic terrain of culture. The continued
economic growth of the global video game industry is well documented and
staggering, and this is reflected in the growing body of academic work
that engages with the multifaceted ways that games are designed,
created, received, and played. In recent years, scholars have
productively moved away from the hotly contested theoretical divisions
between ludology and narratology that defined early game studies. Yet,
at the same time, games scholarship continues to privilege digital
gaming, in the process often sidelining or excluding from academic
discussions the vibrant range of game design paradigms and player
practices in non-digital gaming, such as board games, card games, and
role-playing games. This issue of /The/ /Velvet Light Trap/ considers
the place of gaming within media studies and the potential value of
utilizing a cultural studies framework for understanding issues of
power, freedom, and control in game studies.
As the game industry has matured alongside information and
communications technologies, methods of production and industry lore
have become normalized as the scope and diversity of games being
produced becomes ever more richly nuanced. Triple-A franchises, such as
/Grand Theft Auto/, /Fallout/, and /Madden NFL/, are gaming
blockbusters, with production teams of hundreds, production budgets of
millions, and revenue in the billions. The success of the mainstream
industry combined with digital distribution has also opened up niches
for thriving independent and underground game scenes, where titles as
varied as /Undertale/, /Depression Quest/, /The Stanley Parable/, and
/Papers, Please/, have interrogated the act of play itself while
expanding conceptions of what forms and functions games can take.
The increasing complexity of the globally networked gaming industry
demands scholarly engagement from a variety of perspectives. The
scholarly turn to games and gaming is producing a groundswell of work
that parses the disparate yet often interrelated patterns of more
micro-level historicity and phenomena, such as game aesthetics and
narrative engagement; player identity and communities; emergent cultures
and practices the circumscribed agency of designers; and issues of local
production, histories, and archives. Scholarship on analog formats like
role-playing games and board games have foregrounded the importance of
looking beyond the digital, highlighting the economic and cultural
contexts of a broader range of gaming and play practices.
This issue of /The Velvet Light Trap/seeks to build upon this body of
research and further consider how games reproduce popular ideas about
identity, including issues of gender, race, class, sexual orientation,
nationality, religion, ability, etc., through characters, gaming worlds,
play, design, and performance. Which voices, perspectives, and
sensibilities are privileged in gaming culture, and how can the gaming
industry become more inclusive and self-reflective about the practices
it engages in and choices it makes? How are communities traditionally
marginalized in the gaming economy asserting greater agency? How are
issues of power, freedom, and play negotiated, challenged, or
reinscribed in the various games and gaming practices marking today’s
increasingly expansive media and cultural landscape?
Other possible areas of inquiry in digital and analog gaming include but
are not limited to:
●Theories of play
●Gaming pedagogy
●Archive/Collection
●Game design (development & production); designer agency
●Labor, locality, and the global commercial market
●Global gaming (Non-U.S. products or cultures)
●Marketing and distribution
●Games as ancillary merchandise
●Games as parts of transmedia franchises
●Metagaming and paratextual engagement
●Adaptation (game to film/TV; film/TV to game)
●Gamer culture and identity
●Gender and #Gamergate
●Celebrity
●Digital access and class privilege
●Ludic cartographies
●Mobile apps
●Virtual Reality
●Mods & Freeware
*Submission Guidelines*
Submissions should be between 8,000 and 10,000 words, formatted in
Chicago Style. Please submit an electronic copy of the paper, along with
a separate one-page abstract, both saved as a Microsoft Word file.
Remove any identifying information so that the submission is suitable
for anonymous review. Quotations not in English should be accompanied by
translations. Send electronic manuscripts and/or any questions to
(vltcfp /at/ gmail.com) <mailto:(vltcfp /at/ gmail.com)>by January 15th, 2017.
*About the Journal*
/TVLT/is a scholarly, peer-reviewed journal of film, television, and new
media. The journal draws on a variety of theoretical and historiographic
approaches from the humanities and social sciences and welcomes any
effort that will help foster the ongoing processes of evaluation and
negotiation in media history and criticism. While /TVLT/ maintains its
traditional commitment to the study of American film, it also expands
its scope to television and other media, to adjacent institutions, and
to other nations' media. The journal encourages both approaches and
objects of study that have been neglected or excluded in past scholarship.
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