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[Commlist] CfP: DIGRA Brazil/British DIGRA Joint Hybrid Conference on The In-betweeness of Play
Mon Nov 13 17:02:27 GMT 2023
*CALL FOR A PAPERS*
* DIGRA Brazil / British DIGRA Joint Hybrid Conference*
*The In-Betweenness of Play*
As part of a broader initiative aimed at amplifying diverse voices
within the interdisciplinary field of game studies, DIGRA Brazil and
British DIGRA invite short panel and paper proposals to a special
two-day joint hybrid conference on the 'in-betweenness' of play that
will take place from April 12-13 at Staffordshire University London.
In 1971, Brazilian Cultural Critic Silviano Santiago introduced the
concept of 'in-betweenness' as a vital lens for understanding the
intricate dynamics emerging from the clash of modern Western theories
with the complexities of contemporary non-Western cultural production.
It offered depth to the experiences of artists and intellectuals
involved in the production of identities, economies, and aesthetic
strategies caught between nativism and cosmopolitanism while challenging
the untrustworthy, often exploitative, Western notions of cultural
originality. It also helped shape the understanding of the ongoing
influence of colonial legacies and power dynamics in cultural encounters.
In addition to outlining a critical position, the concept of
in-betweenness also refers to productive spaces where new collaborations
can flourish—spaces where shared feelings of cultural in-betweenness
give-rise to the creative reimagining of ontologies, technologies,
methodologies and practices. A space in-between, in other words, is also
a place of learning by way of emulation, adaptation, collaboration and
critical reflection.
To promote as much participation as possible, panel (750-1000 words
including bibliography) and paper (250-500 words including bibliography)
proposals on any aspect of game or gaming adjacent research written in
English or Portuguese are welcome. Attendees can present online or in
person; the deadline for submissions is Tuesday, December 12, 2023, and
proposals can be sent to (inbetweenessofplay /at/ googlegroups.com). Last but
not least, both organizations are also seeking postgraduate student
support for this and future events, so if you are an MA or PhD student
interested in volunteering for the event planning committee please send
a short email expressing your interest to
(inbetweenessofplay /at/ googlegroups.com).
Suggested topics include, but are not limited to, research on the spaces
in-between:
- Sustainability and Development
- Accessibility and Design
- Analog and Digital Games
- Amateurs and Professionals
- Studios, Workers, and Publishers
- Players, Fans, and Spectators
- Bodies and Affects
- Labour and Leisure
- Storytelling and Design
- Platforms and Cultures
- Learning and Teaching
- Institutions and Esports
- Research and Practice
- Representation and Identity
- Post-colonialism and Decolonization
- Posthumanism and Agency
- Automation and Art
__________________________________________________________________________
*CHAMADA DE TRABALHOS*
*Conferência Híbrida Conjunta DIGRA Brasil/British DIGRA*
*Os Entre-Lugares do Jogo*
Como parte de uma iniciativa mais ampla destinada a ampliar vozes
diversas no campo interdisciplinar dos game studies, os chapters
brasileiro e britânico da Digital Games Research Association - DIGRA
Brasil e British DIGRA, respectivamente - convidam propostas curtas de
painéis e artigos para uma conferência híbrida especial de dois dias
sobre a 'intermediariedade' do jogo, que acontecerá de 12 a 13 de abril
de 2024 na Universidade de Staffordshire, em Londres.
Em 1971, o crítico cultural brasileiro Silviano Santiago introduziu o
conceito de 'Entre-Lugar' como uma lente vital para entender as
dinâmicas intrincadas que surgem do choque das teorias ocidentais
modernas com as complexidades da produção cultural contemporânea
não-ocidental. Isso ofereceu profundidade às experiências de artistas e
intelectuais envolvidos na produção de identidades, economias e
estratégias estéticas presas entre o nativismo e o cosmopolitismo,
desafiando também as noções ocidentais de originalidade cultural. Além
disso, ajudou a moldar a compreensão da influência contínua das heranças
coloniais e das dinâmicas de poder nos encontros culturais.
Além de delinear uma posição crítica, o conceito de Entre-Lugar também
se refere a espaços produtivos onde novas colaborações podem florescer -
espaços onde sentimentos compartilhados dão origem à recriação criativa
de ontologias, tecnologias, metodologias e práticas. Um espaço
intermediário, em outras palavras, é também um lugar de aprendizado por
meio de emulação, adaptação, colaboração e reflexão crítica.
Para promover o máximo de participação possível, são bem-vindas
propostas de painéis (750-1000 palavras) e artigos (250-500 palavras)
sobre qualquer aspecto da pesquisa de jogos ou relacionada a jogos,
escritas em inglês ou português. Os participantes podem apresentar
online ou presencialmente; o prazo para envio de propostas é
terça-feira, 12 de dezembro de 2023, e as propostas podem ser enviadas
para (inbetweenessofplay /at/ googlegroups.com).
Tópicos sugeridos incluem, mas não se limitam a, pesquisa sobre os
espaços intermediários:
- Sustentabilidade e Desenvolvimento
- Acessibilidade e Design
- Jogos Analógicos e Digitais
- Amadores e Profissionais
- Estúdios, Trabalhadores e Editores
- Jogadores, Fãs e Espectadores
- Corpos e Afetos
- Trabalho e Lazer
- Narrativa e Design
- Plataformas e Culturas
- Aprendizado e Ensino
- Instituições e Esportes Eletrônicos
- Pesquisa e Prática
- Representação e Identidade
- Pós-colonialismo e Descolonização
- Pós-humanismo e Agência
- Automação e Arte
*__________________________________________________________________________*
*
*
*Selected Bibliography*
Amaro, M., & Fragoso, S. (2020). East meets South: The creative
appropriation of Nintendo and Sega videogames in Brazil. I/n Proceedings
of the 2020 DIGRA International Conference: Play Anywhere/.
http://www.digra.org/digital-library/forums/digra2020/page/11/.
Blanco, B., & Job Da Silva, A.C. (2021). From The Scratchware Manifesto
to Game Workers Unite: manifestos and labor claims in two decades of
indie video games. /Contracampo/, 40(2).
Chia, A. (2022). The artist and the automaton in digital game
production. /Convergence/, 28(2), 389-412.
de Paula, B. (2021). “Emergent countries play, too!”: The Zeebo console
as a (partial) decolonial project. /Contracampo/, 40(2).
Gallagher, R. (2022). Humanising gaming? The politics of posthuman
agency in autobiographical videogames. /Convergence/, 28(2), 359-373.
MacCallum-Stewart, E. (2013). Diggy Holes and Jaffa Cakes: The rise of
the elite fanproducer in video-gaming culture. /Journal of Gaming &
Virtual Worlds/, 5(2), 165-182.
Ruffino, P., & Woodcock, J. (2021). Game workers and the empire:
Unionisation in the UK video game industry. /Games and Culture/, 16(3),
317-328.
Trigo, A. (2004). /The Space In-Between: Essays on Latin American
Culture/. By Silviano Santiago. Edited by Anna Lúcia Gazzola. Translated
by Tom Burns, Ana Lúcia Gazzola, and Gareth Williams. Durham: Duke
University Press, 2001. Pp. 188.
Webber, N. (2020). The Britishness of ‘British Video Games’.
/International Journal of Cultural Policy/, 26(2), 135-149.
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