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[Commlist] CFP: 'Affecting Game Space'
Wed Jul 28 16:46:32 GMT 2021
We have reframed this call somewhat from its original version, and
extended the deadline to *August 7th*. It was suggested to us that the
original call was not as diverse or welcoming as it could have been, and
we are grateful for the discussion. With this in mind, we hope this
reframing is inclusive and critical in both its outlook and citation,
including an expanded and more rigorous framing of the intersection of
'affect' and 'space' in games with a more diverse citational apparatus.
Additionally we have extended the deadline to *August 7th* to afford
more time for additional submissions and consideration of the updated
call and wish to explicitly, rather than implicitly, welcome critically
wide-ranging, intersectional and decolonial approaches to the topic:
CALL FOR PAPERS
Conference: ‘Affecting Game Space: Theory and Practice’
*CFP DEADLINE: 7^th August 2021*
*DATE: 3rd September 2021 *
From claustrophobic confines to sublime vistas, game spaces have
conjured affects since the medium’s inception. Whether it be nostalgia
for the remastered landscape, the vertigo of free diving in VR, or the
conviviality of gathering around landmarks in Pokémon GO, affect
reciprocally connects players to physical and virtual spaces. Haptics,
ray tracing and photogrammetry are allowing us to ‘feel’ game worlds in
new and increasingly tangible ways. As Nitsche observes: “Video game
spaces stage our dreams and nightmares and they seem to get better at it
every year” (2008: 2). How then do we (co-)design, feel, construct and
play with affect in game spaces?
As the inaugural event of the *‘Game Worlds’ research cluster*
connecting theory and design at the University of Edinburgh’s Centre for
Data, Culture and Society, the *‘Affecting Game Space’* online
conference will be built around quickfire presentations followed by
breakout groups, with the potential for demo/exhibition space. We hope
to welcome you to a network of like-minded academics and practitioners
based at The University of Edinburgh virtually through the spatial video
conferencing platform ‘Gather,’ facilitating free movement, conversation
and networking.
While Caillois wrote evocatively of Ilinx as a category of games
predicated on “voluptuous panic” (1961: 23), marginalising it in his
racialised taxonomy of games, in recent years scholarly interest in
affect and sensation in games has gathered pace with Anable’s /Playing
with Feelings /(2018) concerning surfaces and touch, Keogh’s /A Play of
Bodies /(2018) concerning sensation and the cyborg, and Gray’s
/Intersectional Tech /(2020) concerning blackness and performative
spaces/discourses of resistance. Alongside this affective turn in game
studies, there has been a renewed interdisciplinary interest in
atmospherics (Ash, 2012; Böhme, 2013) – the way affects, moods and
aesthetics accrete in architecture and connect bodies in space. No space
or atmosphere is neutral, however, nor reducible to invisible code, as
recent work on games’ representation attests (Murray, 2017; Russworm,
2017). New developments in game design and technology are facilitating
new modes of game space, atmosphere and affect from the growing adoption
of binaural sound (/Hellblade, /2017), untethered VR (/Quest 2, /2020),
and virtual worlds of increasing diversity, complexity and affective
intensity (/Devotion, /2019; /We Are the Caretakers, /2020; /The Last of
Us Part II /2020).
However, spatial affects are nothing new to cultures of play on the
sports field or game board; new experiments in the fields of LARP and
‘audiogames’ do not need novel technologies to engage player minds and
bodies. Nor should we claim that all areas of development are
internationally and culturally universal (Jin, 2021) or unproblematic
when ludic affects appear to be entrapping bodies in new economies of
attention. Perhaps the time has come to nuance or problematise loose
concepts such as ‘immersion’ and ‘flow’ (Chen, 2007), as Soderman (2021)
has argued, and explore which kinds of affective space we might find
pleasurable attachment to (Patterson, 2020), and which reinforce
existing hierarchies (Fickle, 2019).
Building on the momentum of interest in the intersection of space,
affect and play, *we invite theory and practice-based provocations and
papers of 10 minutes* on topics such as (but not limited too):
* Intersectionality, power and game space
* Urban space and alienation in play
* Transnational dynamics/contrasts in RTS/MOBA strategies
* Boredom and mobile games
* Landscape aesthetics and open worlds
* Haptics and the multiple senses of touch
* Interface design and affective attachment
* Games staging comedy/tragedy
* Queering spaces of play
* Sound design and ambient horror
* Practices of dwelling/kinship in games versus practices of colonisation
* Space, time and games as historical drama
* Gendered/Racialised/heteronormative level design
* Problematising/nuancing ‘flow’ and ‘immersion’
* Mood management and game environments as respite
* Environmental narratives and hauntology
* Material aesthetics in games
* Social play and anxiety
* Lighting and virtual architecture
* AR and memories of place
* Echoes and audiogames
* LARPs and emotional ‘bleed’
* Designing critical ‘atmospheres’
* Space and the non-human
Proposals of up to 300 words to be sent to (merlin.seller /at/ ed.ac.uk)
<mailto:(merlin.seller /at/ ed.ac.uk)> or (tom.boylston /at/ ed.ac.uk)
<mailto:(tom.boylston /at/ ed.ac.uk)>.*Deadline 7^th August 2021*. Please
provide your title, an abstract concerning your work/topic, and contact
details. Posters and video submissions are welcome. We particularly wish
to support and include submissions from BAME, queer, neurodiverse and
precarious scholars of all genders – please do email us if you have any
questions regarding accessibility or the microconference more broadly.
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