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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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