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[Commlist] Hipertext.net, n.29 | Call for Papers: Video Games and Narrative: Cultural Analysis, Discourses on the Medium and Technological Innovation

Mon Mar 04 15:08:29 GMT 2024




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Hipertext.net | Call for Papers:

Video Games and Narrative: Cultural Analysis, Discourses on the Medium and Technological Innovation

Guest Editors:
Óliver Pérez Latorre
Universitat Pompeu Fabra, Spain
(oliver.perez /at/ upf.edu) <mailto:(oliver.perez /at/ upf.edu)>

Marta Fernandez Ruiz
Universitat Politècnica de Catalunya, Spain
(marta.fernandez.ruiz /at/ citm.upc.edu) <mailto:(marta.fernandez.ruiz /at/ citm.upc.edu)>

Submissions deadline: June 30, 2024
Notification of acceptance: October 2024
Publication: November 2024

Introduction

More than a simple additive to ludic interaction, the narrative of video games constitutes a fundamental facet of digital culture, where the collective imaginary is reflected (and constructed). Within game studies, there is notable interest in narrative analysis and audiovisual representation with a pronounced sociocultural focus. For instance, recent scholarship has delved into themes such as myths and ideology in video games (Planells, 2021), dystopian narratives (Farca, 2018), and the intersection of video games with local or national culture (Fernández-Vara, 2022).

Likewise, in the analyses of videoludic narratives and representations, special attention has been paid to issues related to gender, sexual identity and environmentalism (see, e.g., Ruberg and Shaw, 2017; op. de Beke et al., 2023). This, in parallel to the growing interest about indie games, some of which are characterized by their vocation for alternative culture, either at the level of formal/aesthetic innovation and/or social discourse (Anthropy, 2012; Juul, 2019).

Furthermore, narrativity serves as a focal point within game studies concerning the discourses or 'narratives' of the specialized press, the narratives of influencers on digital platforms, and the creations and discourses of fans (Kirkpatrick, 2015; Scolari and Fraticelli, 2019; Tosca and Klastrup, 2019).

Another crucial aspect to consider is the ongoing technological innovation and evolution of interfaces, which prompt a reevaluation of video game narrative design. Factors such as the ubiquity and portability of mobile devices, the integration of real-world environments into pervasive games and augmented reality experiences (Montola et. al, 2009; de Souza e Silva & Glover-Rijkse, 2020), along with the illusions of presence and embodiment generated by virtual reality (Bolter et. al, 2021), all encourage exploration of diverse forms of expression and meaning in the creation of ludonarrative experiences.

Moreover, video game technologies, particularly game engines, have been leveraged for the development of digital narratives associated with virtual production and cultural practices like machinima (Harwood & Grussi, 2021), stemming from creative experimentation.

In alignment with the proposed approach exploring the intersections between video games and narrativity, the following thematic lines and approaches are suggested in this call for papers. These serve as indicative references rather than exclusive categories:


• Textual/narrative analysis of video games
• Critical Analyses of Gender and Sexual Identity, Decolonialism, Environmentalism
• Alternative or counter-hegemonic narratives and representations
• Intertextual or comparative studies
• Intermediate or transmedia video game studies
• Studies on discourses and 'narratives' of the specialized press
• Studies around influencer narratives and streaming culture
• Studies on user-generated content, creations, and fan narratives
• Studies on creative experimentation on video games and digital storytelling • Studies focused on video games, technological innovation and new trends in the creation of ludonarrative experiences

References

Anthropy, A. (2012). Rise of the Videogame Zinesters. Seven Stories
Farca, G. (2018). Playing Dystopia. Nightmarish Worlds in Video Games and the Player′s Aesthetic Response. Transcript Verlag Bolter, J.D., Engberg, M., & MacIntyre, B. (2021). Reality Media: Augmented and Virtual Reality. The MIT Press. De Souza e Silva, A., & Glover-Rijkse, R. (2020). Hybrid Play. Crossing Boundaries in Game Design, Players Identities and Play Spaces. Routledge. Fernández-Vara, C. (2022): “National Games. Spanish Games of the 80s”. In: Navarro-Remesal, V. & Pérez-Latorre, O. (eds.): Perspectives on the European Videogame. Amsterdam: Amsterdam University Press Harwood, T. & Grussi, B. (2021). Pioneers in Machinima: The Grassroots of Virtual Production. Vernon Navarro-Remesal, V. & Pérez-Latorre, O. (eds.) (2021). Perspectives on the European Videogame. Amsterdam University Press Juul, J. (2019). Handmade Pixels. Independent Games and the Quest for Authenticity. MIT Press Op de Beke, L., Raessens, J., Werning, S. & Farca, G. (eds.) (2024). Ecogames. Playful Perspectives on the Climate Crisis. Amsterdam University Press Kirkpatrick, G. (2015). The Formation of Gaming Culture. UK Gaming Magazines, 1981-1995. Palgrave Macmillan Montola, M., Stenros, J., & Waern, A. (2009). Pervasive Games. Theory and Design. CRC Press. Planells, A. (2021). The Promised Land in the Contemporary Video Game: Mythoanalysis of Bioshock Infinite and Death Stranding". L'Atalante, (31), 117-130. https://www.revistaatalante.com/index.php/atalante/article/view/866/644 <https://www.revistaatalante.com/index.php/atalante/article/view/866/644> Ruberg, B., & Shaw, A. (eds.) (2017). Queer Game Studies. University of Minnesota Press Scolari, C., & Fraticelli, D. (2019). The Case of the top Spanish YouTubers: emerging media subjects and discourse practices in the new media ecology. Convergence, 25(3), 496-515. https://doi.org/10.1177/1354856517721807 <https://doi.org/10.1177/1354856517721807> Tosca, S., & Klastrup, L. (2019). Transmedial Worlds in Everyday Life. Routledge

Dates and contacts
Guest Editors

Óliver Pérez Latorre
Universitat Pompeu Fabra
(oliver.perez /at/ upf.edu) <mailto:(oliver.perez /at/ upf.edu)>

Marta Fernandez Ruiz
Universitat Politècnica de Catalunya
(marta.fernandez.ruiz /at/ citm.upc.edu) <mailto:(marta.fernandez.ruiz /at/ citm.upc.edu)>

Submissions deadline: June 30, 2024
Acceptance Notification: October 2024
Publication: November 2024

Hipertext.net website: https://raco.cat/index.php/Hipertext/ <https://raco.cat/index.php/Hipertext/> Author Guidelines: https://raco.cat/index.php/Hipertext/about/submissions <https://raco.cat/index.php/Hipertext/about/submissions>

Types of articles
● Scientific Articles/ Papers: Texts with a length between 4,000 and 8,000 words, excluding the bibliography. Recommended structure: Introduction, Theoretical Framework, Methodology, Results, Discussion, References. ● Reports/Analysis articles: Texts with a length between 4,000 and 8,000 words, excluding the bibliography. ● Letters (brief communications): Letters or brief communications: Texts with a length between 1000 and 3000 words. Recommended structure: Introduction, Case Report, Discussion, References.

Publication Fees:
Hipertext.net is an open access journal which means that all content is freely available without charge to the user or his/her institution. The authors do not need to pay an article-processing charge (APC).

Languages:
Original submissions written in Spanish, English, and Catalan are accepted.

Review:
Peer review

Contact:
Pere Freixa, Editor-in-chief, (hipertext /at/ upf.edu) <mailto:(hipertext /at/ upf.edu)>

Information about the journal:

https://raco.cat/index.php/Hipertext/about <https://raco.cat/index.php/Hipertext/about>

Hipertext.net privileges the state of the art and the results of research projects through competitive calls. It provides an open space for other national and international groups and researchers who wish to present the state of the art, case studies, conceptual models, and research results related to Digital Documentation and Interactive Communication in general.

More information about CFP: https://raco.cat/index.php/Hipertext/announcement/view/200 <https://raco.cat/index.php/Hipertext/announcement/view/200>

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