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[Commlist] CfP - Conference "Beyond Play"
Fri May 03 20:23:04 GMT 2024
Below you find the CfP for the Conference "Beyond Play: The 
Transformative Power of Digital Gaming in a Deeply Mediatized Society" 
(30 Sept - 2 Oct 2024) at the University of Bremen. Submission Deadline 
for papers, pre-arranged panels, roundtables, posters is June 15.
======================================================
Call for Paper
Beyond Play: The Transformative Power of Digital Gaming in a Deeply 
Mediatized Society
(30.09. - 02.10.2024)
International conference at the University of Bremen, Germany
https://beyondplay2024.org <https://beyondplay2024.org>
======================================================
Digital Games and gaming are carriers, accelerators and subjects of 
change in media culture and society. In this capacity they serve as an 
interlink between media industries, digital technologies, media 
cultures, and social practices, making them ideal cases to analyze 
contemporary transformation processes in the context of (deep) 
mediatization, digitalization, and datafication.
This conference call hence builds on the premise that to understand the 
significance of digital games and gaming in a deeply mediatized society 
we need to look beyond play, i.e., the contents of games and 
theinteraction with games alone. We call to go beyond reducing games to 
mere playing, examining their placement and connection within digital 
media environments as gamevironments to research how our communicative 
practices and their contexts transform through games, as well as how 
these games are reshaped through communicative practices. A perspective 
that goes beyond play indicates that researching games and gaming also 
allows for insights into the deepening of the mediatization and 
datafication of society.
It is quite obvious to consider digital gaming a central aspect of the 
spread of digitalization in virtually all areas of social life: Computer 
and console games, as well as mobile games, are now an integral part of 
deeply mediatized lifeworldsacross generations. They have become one of 
the dominant sectors in the media industry in terms of economic 
relevance and ubiquity. Games and gaming have been catalysts for the 
emergence of unique media cultures, playing a crucial role in mediatized 
everyday culturefor several generations of players. Game development has 
become well-established and professionalized, fostering innovative forms 
of media expression, communication contexts, and peripheral media (e.g., 
video game journalism, game streaming, fan-fiction, modding). 
Additionally, under the concept of gamification, principles of gaming 
and playful elements are increasingly transferred to non-gaming contexts 
(e.g., health prevention, educational settings). This positions computer 
games and gaming as a comprehensive subject of researchin communication 
and media studies as well as an indicator for transformation processes 
in media, culture and society that extend the scope of gaming.
======================================================
We invite submissions that explore the transformative power of digital 
gaming in deeply mediatized society, how gaming shapes mediatization, 
digitalization and datafication of society and how games and gaming are 
conversely shaped by the same processes. We invite conceptual, 
theoretical and methodological contributions as well as empirical 
studiesfrom all disciplines. Topics to be addressed include but are not 
limited to
  *
    The transformative power of digital gaming for the proliferation and
    diffusion of new digital technologies, devices and imaginaries
  *
    The transformative power of digital gaming for representation,
    inclusion and the negotiationas well as transformation of social
    norms and values
  *
    The transformative power of digital gaming for media and
    communication environments around playing and beyond (e.g., games
    journalism, game streaming, Let’s plays, reviews and walkthroughs;
    gamification and language use in non-gaming settings; serious games)
  *
    The transformative power of digital gaming for individual and
    collaborative communicative practices and experiences (e.g.,
    informal learning, co-creation, modding,etc.)
  *
    The transformative power of digital gaming in the context of the
    media manifold (e.g., transmedia storytelling, franchises across
    multiple platforms and multiple media formats)
  *
    Conceptual and methodological challenges and innovations for
    researching the transformative power of digital gaming in deeply
    mediatized societies
  *
    The impact of digitalization and datafication on digital games and
    gaming
  *
    The transformative power at play in the gaming (related) industries
  *
    The transformative power at play in the academic, ethical, and
    regulatory evaluation of gaming
======================================================
Formats: papers, pre-arranged panels, roundtables
This conference welcomescontributions in various formats:
  *
    Papers: Normally the paper presenters can expect to have approx. 15
    minutes for the presentation and 5-10 minutes for discussion.
  *
    Closed panels (120 minutes): we encourage pre-arranged panels. These
    panels will have 3-4 papers per panel session and probably a
    critical response. Normally the paper presenters can expect to have
    approx. 15 minutes for the presentation and 5-10 minutes for
    discussion.
  *
    Roundtables (120 minutes): these are pre-arranged sessions where a
    group of scholars (usually no more than five) discusses
    themes/issues of general scholarly interest in front of (and
    subsequently with) an audience for the duration of a single session.
    The roundtables should address a topic from an interdisciplinary
    perspective. While a roundtable can include short (5 minutes)
    contributions, the aim is to create a lively debate rather than
    focus on any one presenter.
  *
    Poster format: There will be also the possibility to present your
    work in form of a poster. These posters will be accessible
    throughout the whole conference and there will a time slot where
    everybody can present his/her poster.
In addition, we are in the middle of organizing the possibility to play 
the games analyzed and discussed during the conference in a gaming 
studio which will be accessible throughout the conference.
======================================================
Submission Deadline
Abstracts (350-500 words) for all formats should be submitted by email 
as an anonymized pdf-file no later than 15.06.2024 to 
(beyondplay2024 /at/ uni-bremen.de) <mailto:(beyondplay2024 /at/ uni-bremen.de)>. An 
additional file should include title, four to six keywords, name of 
author(s), institutional affiliation, and contact details for each 
author. All submissions will undergo double blind peer review. Authors 
will be notified of proposal acceptance/rejection until 30.06.2024.
======================================================
The event is hosted by the Centre for Media, Communication and 
Information Research ZeMKI(https://zemki.uni-bremen.de/en/ 
<https://zemki.uni-bremen.de/en/>)at the University of Bremen in Germany 
and supported by the ECREA Digital Games Research Section 
(https://ecrea.eu/Digital-Games-Research/ 
<https://ecrea.eu/Digital-Games-Research/>) and the International 
Academy for the Study of Gaming and Religion - IASGAR 
(https://iasgar.uni-bremen.de <https://iasgar.uni-bremen.de>).
Additionally, IASGAR is hosting its annual IASGAR Research Dayas 
pre-conference workshop on September 28thin a hybrid form – at site at 
the University of Bremen, Germany, and online.Exclusively for 
early-stage researchers, graduate studentsand doctoral students, the 
workshopwelcomes research on media-centered approaches, perspectives of 
game developers and publishers, andviewpoints of gamers. Further 
information: 
https://iasgar.uni-bremen.de/wp-content/uploads/2024/02/IASGAR_Call_For_Applications_2024.pdf 
<https://iasgar.uni-bremen.de/wp-content/uploads/2024/02/IASGAR_Call_For_Applications_2024.pdf>. 
Further information: https://beyondplay2024.org
and 
https://beyondplay2024.org/wp-content/uploads/2024/04/CfP_Beyond_Play_2024.pdf
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