[Previous message][Next message][Back to index]
[Commlist] CFP: Affecting Game Space
Fri Jul 02 17:18:19 GMT 2021
CALL FOR PAPERS
Conference: ‘Affecting Game Space: Theory and Practice’
*CFP DEADLINE: 31^st July 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 Roger Caillois wrote evocatively of Ilinx as a category of games
predicated on “voluptuous panic” (1961: 23), in recent years scholarly
interest in affect and sensation in games has gathered pace with Perron
and Schröter’s edited volume /Video Games and the Mind /(2016), Anable’s
/Playing with Feelings /(2018) and Keogh’s /A Play of Bodies /(2018).
Alongside this affective turn in game studies, there has been a renewed
interdisciplinary interest in atmospherics (Ash, 2012; Böhme, 2013;
Griffero, 2014) – the way affects, moods and aesthetics accrete in
architecture and connect bodies in space. 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 complexity and affective intensity (/Horizon: Zero Dawn,
/2017; /Red Dead Redemption 2, /2018; /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
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 ‘flow’ and ‘immersion,’ as Calleja
(2010), Keogh (2018) and Soderman (2021) have argued, and explore what
kinds of affective space we wish to inhabit.
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):
* Urban space and alienation in play
* 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
* Sound design and ambient horror
* Practices of dwelling in games
* Space, time and games as historical drama
* Affective 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 ‘atmosphere’
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 31^st July 2021*. Please
provide your title, an abstract concerning your work/topic, and contact
details. Posters and video submissions are welcome.
Tom Boylston and Merlin Seller
Game Worlds Cluster
Centre for Data, Culture and Society
The University of Edinburgh
---------------
The COMMLIST
---------------
This mailing list is a free service offered by Nico Carpentier. Please use it responsibly and wisely.
--
To subscribe or unsubscribe, please visit http://commlist.org/
--
Before sending a posting request, please always read the guidelines at http://commlist.org/
--
To contact the mailing list manager:
Email: (nico.carpentier /at/ vub.ac.be)
URL: http://nicocarpentier.net
---------------
[Previous message][Next message][Back to index]