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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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