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[Commlist] CfP Special issue of GAME n. 11/2023 on Interactive Digital Narratives: Counter-Hegemonic Narratives and Expression of Identity

Mon May 09 14:10:39 GMT 2022




*Call for Papers – Issue n. 11/2023*
G|A|M|E – Games as Art, Media, Entertainment
Interactive Digital Narratives: Counter-Hegemonic Narratives and Expression of Identity
www.gamejournal.it <http://www.gamejournal.it>

Below a short version of the CFP; the full CFP and the layout for the submission can be found here: https://www.gamejournal.it/n-112023-idn/ <https://www.gamejournal.it/n-112023-idn/>

Looking forward to hearing from you.
Our best, Mariana Ciancia, Ilaria Mariani, Judick Ackermann & the G|A|M|E editorial board.


**** Posting*

Interactive Digital Narratives: Counter-Hegemonic Narratives and Expression of Identity

Full papers submission deadline: July 29th, 2022
https://www.gamejournal.it/n-112023-idn/ <https://www.gamejournal.it/n-112023-idn/>

Edited by Ilaria Mariani, Mariana Ciancia, and Judith Ackermann

The discourse on IDNs is today growingly prominent in scholarly debates (Koenitz, 2018; Koenitz et al., 2015) <https://www.zotero.org/google-docs/?EBFMTX>, fed by an unceasing technological evolution that opens vaste possibilities and potentialities with relevant implications in terms of expression – both from the perspective of authors and players. The eleventh issue of G|A|M|E digs into interactive storytelling and interactive digital narratives (IDNs) as ways for challenging the hegemonic narrative as a dominant perspective. IDNs are intended to strengthen their bonds with audiences which acquire possibilities of interaction with the content, to different extents. In particular, they surface as challenging spaces where to explore, discuss, and question relevant social topics.

This issue intends to further investigate how IDNs trigger engaging experiences promoting critically informed reflection of hegemonic narratives while sensitizing towards views mostly out of the mainstream. It means to deepen this discussion, bringing further and broader critical understanding on the topic, further expanding the reasoning of the issue 8/2019 on players’ agency. We propose to expand the perspective from that of the player to that of the content: from the significance of taking meaningful choices, seeing their implications, to counter-narratives and storytelling in games and interactive media as ways of expression. Together with the understanding of the story, the process of interpreting meanings entailed in the story, its unfolding, and engagement possibilities can be regarded as one of the modalities through which the VUP participates in understanding the significance of the experience.

Given this premise, the tenth issue of G|A|M|E is situated at a crowded crossroad of Game Studies, Human-Computer Interaction, Interactive Digital Narratives, Digital Storytelling, Transmedia Storytelling, Design, Media Studies, Sociology and Anthropology. Valuing the high interdisciplinary nature of the topic, we aim at contributions addressing IDNs as counter-hegemonic narratives from different and even cross-sector scientific perspectives.

Topics may include, but are not limited to:

  *
    IDNs as narrative explorations in the intersectional framework,
    allowing thinking intersectionally with/through narrative methodologies
  *
    Identification and/or projection, immersion and critical
    dis-immersion Weidle (2018) > friction and estrangement due to bring
    up topics which
  *
    Liminality and the notion of being in-between: theories and
    contemporary practices
  *
    Vulnerability as making the user exposed to perspectives that are
    emotionally challenging and destabilizing
  *
    Exploring experientiality, between bodily, digital, and hybrid presence
  *
    Empowerment of people to share stories and perspectives by creating
    IDNs and appropriating the tools needed for this.
  *
    Embedding ethical, moral, and social issues in IDN applications
  *
    Ontological and ethical reflections in addressing social issues and
    expressing identity
  *
    Strategies and technologies for user engagement in stories
  *
    Narrative AI and procedural generation in IDN
  *
    Impact on culture and society and experience evaluation, such as
    measuring cognitive and affective empathy


We therefore invite scholars from all fields to submit full papers of no more than 40000 characters (references included, APA 7th style) by Friday July 29th, 2022 to (ilaria1.mariani /at/ polimi.it) <mailto:(ilaria1.mariani /at/ polimi.it)>, (mariana.ciancia /at/ polimi.it) <mailto:(mariana.ciancia /at/ polimi.it)>, (judith.ackermann /at/ fh-potsdam.de) <mailto:(judith.ackermann /at/ fh-potsdam.de)>, and (gameitalianjournal /at/ gmail.com) <mailto:(gameitalianjournal /at/ gmail.com)>. Papers will undergo a double-blind peer review process. Accepted contributions will be published in a 2023 issue of G|A|M|E – Games as Art, Media, Entertainment.
No payment from the authors will be required.

Notification of acceptance to the issue will be communicated by October 14th, 2022. Authors of successful proposals will then be asked to submit the revised full article by January 31, 2023.

Timeline:

  *
    Full papers submission deadline: July 29th, 2022
  *
    Notification of acceptance/rejection sent to authors: October 14th,
    2022:
  *
    Deadline for edited papers: January 31, 2023
  *
    Publication: End of February 2023

Full CFP and the layout for the submission can be found here: https://www.gamejournal.it/n-112023-idn/ <https://www.gamejournal.it/n-112023-idn/>
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