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[Commlist] Call for Papers: Special Issue "Game Studies Next Level? Methodological innovations, original thematic proposals and new objects of interest"

Thu Dec 17 12:26:59 GMT 2020






*SPECIAL ISSUE*: Game Studies Next Level? Methodological innovations, original thematic proposals and new objects of interest

*Journal*: Index Comunicacion

*Deadline for Submissions*: January 17th 2021.

*Publishing Date*: July 2021.

*Submissions*: https://journals.sfu.ca/indexcomunicacion/index.php/indexcomunicacion/pages/view/callforpapers?fbclid=IwAR0mjWyI5Blavk9jEasWHXeWJCWySAE0aW4m7Ieyt1P9gBjvdA17RWZ2Wnw <https://journals.sfu.ca/indexcomunicacion/index.php/indexcomunicacion/pages/view/callforpapers?fbclid=IwAR0mjWyI5Blavk9jEasWHXeWJCWySAE0aW4m7Ieyt1P9gBjvdA17RWZ2Wnw>

Papers written in English and Spanish are welcome

Game Studies have become a broad discipline than in recent decades. The study of games, in general, had been promoted since the middle of the 20th century with figures such as Roger Callois, Johan Huizinga, Brian Sutton-Smith or Elliott Avedon from the perspective of Anthropology, History and Sociology. In contemporary times, a group of researchers of various nationalities (Gonzalo Frasca, Jesper Juul, Espen Aarseth, Markku Eskelinen, Susana Pajares-Tosca, Lisbeth Klastrup) retake the path opened by those authors, but this time applying it to Digital Games. This original research chart a way forward to the Games Studies that were born under the protection of the magazine of the same name, as a label under which academic works were assigned from then on, forming an extensive corpus: specialized publications, funded research projects or own collections within publishers. Once the ontological debates of the first years over video games have been overcome, terms such as Ludology, Ludonarration or Ludosophy have been normalized, and approaches to digital games admitted multiple perspectives. However, the Games Studies still do not belong to a defined branch of knowledge, and its limits are still blurred. Based on this scenario, the present monograph invites to submit proposals that try to look beyond contemporary research of digital game studies to define future lines of action or consolidating established lines with an integrating approach. The monograph draws two main scenarios: a new articulation of topics of interest for Game Studies in their relationship with the contemporary world and methodological proposals established from other disciplines, but with a little appearance in the field of game studies.

Topics may include, but are not limited to, the following:

  * Critical Prognosis on the future of Game Studies.
  * Ontology of Games Studies: What are they and what are their limits?
    Cultural studies or theory and practice of the environment.
  * Review of the academic literature on Games Studies. New visions of
    the texts and founding debates. Bibliometric studies that present
    the research trends in Games Studies of the last decades, both in
    Spain and in the international context.
  * Games Studies in the academic field. The presence of the field in
    the research and teaching of Digital Games.
  * Analogical games: their expansion and relationship with Games Studies.
  * Study of new scenarios for the use of Serious Games.
  * Study on the emergence, consolidation and/or extinction of popular
    formats and genres in the last decades of Digital Games.
  * The discussion of new methodologies for the study of content or
    reception of video games, as well as empirical studies that make use
    of these new methodologies.
  * Approaches that relate Digital Games to related media, such as Film
    or Television series: narrative, aesthetics, shared fictional
    worlds, and so forth.
  * The fandom and genre phenomenon in Games.
  * Studies that make use of theoretical frameworks from other
    disciplines such as Education, Art, History, Philosophy or Sociology
    within the scope of Games Studies
  * Contributions from the field of Game Studies as a theoretical
    framework for the analysis of practices outside this field such as
    advertising, communication, education or social relations.
  * Game Studies within the context of digital culture.
  * Technology and industry in Games Studies.
  * Games Studies within the framework of digital literacy.

*Editors*:

Teresa de la Hera Conde-Pumpido: (delahera /at/ eshcc.eur.nl) <mailto:(delahera /at/ eshcc.eur.nl)>

Erasmus University Rotterdam (The Netherlands)

Salvador Gómez García: (salvadorgomez /at/ hmca.uva.es) <mailto:(salvadorgomez /at/ hmca.uva.es)>

Universidad de Valladolid (Spain)

Alfonso Cuadrado Alvarado: (alfonso.cuadrado /at/ urjc.es) <mailto:(alfonso.cuadrado /at/ urjc.es)>

Universidad Rey Juan Carlos (Spain)

*No payment from the authors*will be required


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