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[Commlist] CFP: Edited Collection on Subversive Gaming
Wed Dec 13 16:12:32 GMT 2023
*Call for Book Chapters: /Subversive Gaming /*
We are seeking chapter contributions for an edited volume on the topic
of subversion in games and gaming culture as part of the /Games in
Context/ Series.
Tanenbaum (2013) notes that video game players are often positioned by
designers as “agents of chaos” that are resistant towards pre-authored
narratives and architectures. While this description is overly
simplistic and does not account for the diverse, context-dependent, and
sometimes contradictory goals that motivate play, it does speak to the
importance of the element of subversion in both video games and video
game cultures. Both with regards to underlying code and representational
norms, players have long been invested to some degree in making “a
mockery of the author’s intentions” (Aarseth, 2004): Modding kits and
associated modding communities have been integral to gaming subcultures
since the early 1980s (Voorhes, 2014); speedrunners and “glitch hunters”
“revel” in disregarding designers’ operational assumptions about how
players could or should interact with intelligently designed digital
spaces (Hemmingsen, 2021, 447); queer, feminist, and critical race
reimaginations of games and have long deployed strategies of
transgressive play to illuminate and disrupt normative assumptions about
the “ideal player” (e.g. Gray, 2012; Schleiner, 2001; Sunden, 2009;
Ruberg, 2019).
Games, as computational systems that create simulated systems through
narratives and mechanics (Bogost, 2007), are deeply concerned with
dynamics of boundedness and freedom. The nature of play can be
understood as something that pushes up against (and in some cases,
threatens) the power of the game as a world and as a structure of
meaning(s) and knowledge(s). Viewed this way, subversion is a central
consideration when it comes to understanding video games as an artistic
medium and social experience. Subversion in gaming leads inexorably to
questions of power; the power to define meanings, values and truths in
both digital and non digital gaming worlds.
As diverse forms of media and communication technologies become
increasingly “gamified,” understanding dynamics of subversion and
alterity becomes imperative in order to account for emerging dynamics of
domination and resistance across media landscapes
Thus this book aims to bring together diverse projects that engage with
subversion in relation to games and gaming cultures.
The peer reviewed book will be published as part of the Games in Context
Series at Palgrave <https://link.springer.com/series/16027/books>.
This series asks us what it means to study, critique, and create games
in context. Titles in this series include /Feminism in Play/
<https://www.springer.com/book/9783319905389>//(Edited by Kishonna L.
Gray, Gerald Voorhees, Emma Vossen) and /Queerness in Play/
<https://www.springer.com/book/9783319905419>//(Edited by Todd Harper,
Meghan Blythe Adams and Nicholas Taylor).
No payment will be required from authors.
*Book Editors:*
* Dr. Aparajita Bhandari, Assistant Professor of Critical Digital
Studies, University of Waterloo, Canada
* Sara Bimo, PhD student in Communication and Culture, York
University, Canada
*What we’re looking for: *
We invite academics, researchers, students and industry experts to
submit book chapter proposals that address, but are not limited to, the
following topics:
1. The potential (or lack thereof) of games in subverting patterns of
globalization and colonial power, hegemonic political systems,
ideologies, or structures of power
2. Analysis of how games and/or players can subvert traditional
expectations of gender and sexuality
3. Subversive labor practices within the video game, esports and
livestreaming industries
4. Gamification of everyday life
5. Investigating how games can act as a medium for societal critique,
addressing issues such as inequality, race, class, and
discrimination or alternatively the limitations of the games
industry in enacting such critiques
6. The subversive potential of in-game art, sound design, and narrative
structure and gaming environments
7. *T*he role of player agency in subversive gaming, including choices
that challenge ethical, moral, or societal norms.
8. The impact of controversial games, censorship, and the boundaries of
free expression in gaming and gamer communities
9. Contributions of independent and alternative game developers to
subversive gaming culture
*Tentative Timeline: *
Submit an abstract to us by: *January 15th, 2024 *
Decisions on abstracts: *January 25th, 2024*
First chapter drafts due by: *July 30th, 2024* (Chapters should be
between 4000 to 7000 words)
*
*
*How to Apply: *
Interested contributors are asked to submit a 300-500 word (not
including references) abstract summarizing the chapter background,
methods, and aims. The submission should also contain the names,
institution of affiliation, and a short biography of all contributing
authors and contact details for the corresponding author. For inquiries
and submissions, please email Dr. Aparajita Bhandari at
(aparajita.bhandari /at/ uwaterloo.ca)
<mailto:(aparajita.bhandari /at/ uwaterloo.ca)>. When submitting abstracts
please put in the subject line “Abstract submission- Subversive Gaming”.
*
*
*References*
Aarseth, E. (2004). Genre trouble. /Electronic book review/, /3/, 1-7.
Bogost, I. (2010). /Persuasive games: The expressive power of
videogames/. (Cambridge, Mass.: MIT Press, 2007).
Gray, K. L. (2012). Deviant bodies, stigmatized identities, and racist
acts: Examining the experiences of African-American gamers in Xbox Live.
/New Review of Hypermedia and Multimedia/, /18/(4), 261-276.
Hemmingsen, M. (2021). Code is law: subversion and collective knowledge
in the ethos of video game speedrunning. /Sport, Ethics and Philosophy/,
/15/(3), 435-460.
Ruberg, B. (2019). /Video games have always been queer/. NYU Press. NYC,
New York.
Schleiner, A. M. (2001). Does Lara Croft wear fake polygons? Gender and
gender-role subversion in computer adventure games. /Leonardo Music
Journal/, /34/(3), 221-226.
Sundén, J. (2009, September). Play as transgression: An ethnographic
approach to queer game cultures. In /DiGRA Conference/ (Vol. 7).
Tanenbaum, T. J. (2013). How I Learned to Stop Worrying and Love the
Gamer: Reframing Subversive Play in Story-Based Games. In /DiGRA
Conference/ (Vol. 7).
Voorhees, Gerald (2014). "Chapter 31: Shooting". In Perron, Bernard
(ed.). The Routledge Companion to Video Game Studies. Taylor & Francis.
pp. 251–258.
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