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[Commlist] Call for Papers: 'Ludomythologies: the Creation, Circulation & Transformation of Imaginaries in Games'

Wed Mar 12 08:49:07 GMT 2025





Call for Papers: Catalan Journal of Communication & Cultural StudiesIssue 17.2


Special Issue: 'Ludomythologies: the Creation, Circulation & Transformation of Imaginaries in Games'


View the full call here>>

https://www.intellectbooks.com/catalan-journal-of-communication-cultural-studies#call-for-papers <https://www.intellectbooks.com/catalan-journal-of-communication-cultural-studies#call-for-papers>


28 April 2025: deadline for full articles

Guest Editors:

Dra. Ana Beatriz Pérez Zapata (Fundación TecnoCampus - Universidad Pompeu Fabra)

Dr. Alberto Murcia Carbonell (Universidad Carlos III de Madrid)

Dr. Mateo Terrasa Torres (Universidad Católica de Valencia)

The concept of myth, as located at the intersection between universal permanence and historical transformation, constitutes an extremely complex epistemological terrain. Far from being reduced to simple narratives or false beliefs, myths are configured as a dynamic system of meaning that operates in multiple temporal and cultural dimensions.

Two key conceptualisations of myths, regarded as transcendent or immanent phenomena, are relevant for their study in contemporary narratives. On the one hand, Mircea Eliade's (1999) perspective presents an understanding of transcendent myths as a modality that goes beyond historical time and thus connects the present with a primordial origin (in illo tempore). This conception sees myth as an archetypal structure that remains unchanged, regardless of its contextual manifestations. Authors such as Kerényi and Jung (2004) delve into this vision that understands myth as a repository of universal meanings that reverberate beyond their specific spatiotemporal coordinates and that take on specific forms “in the present” (Planells de la Maza et al., 2023). Following this framework, a mythologem is understood as a universal question, a myth as a story that connects the human with the transcendental, and mythemes as irreducible narrative units that contain a symbolic essence (Lévi-Strauss, 1955; Losada, 2022).

On the other hand, Roland Barthes's (1999) perspective introduces a radically different approach through the concept of immanent myths. Such myths are for Barthes the result of an ephemeral, individual, and social process of deformation of reality. This conceptualization highlights the relative nature of myth and ties it to the specific social and historical consciousness of each moment in its form of myth “of the present” (Planells de la Maza et al. 2023). Unlike the transcendent perspective, immanent myths are marked by their contingent and contextual character, the social production of meaning, the constant transformation of collective imaginaries, and a permanent negotiation that seeks the exploration of the world (Coupe 1997).

Without prejudice to this theoretical distinction between transcendent myths "in the present" and immanent myth "of the present", the truth is that myth reveals itself as a fundamental epistemological device to understand processes of cultural significance. Neither completely universal nor totally contingent, it represents a system of interpretation that allows societies to permanently negotiate their collective imaginaries. Therefore, its true theoretical richness lies precisely in the dynamic tension between the transcendent and the immanent, between archetypal structures and their permanent historical reconfiguration.

In video games, myth occupies a central role in its relationship with ritual (Huizinga, 1938; Turner 1977, Horrigan 2021), the game as a textual object (Salen & Zimmerman 2003, Cole & Barker 2020) and the game as an activity (Suits 1978, Sicart 2014). Under conceptualizations such as “mythgame” (Garin 2009), “mytholudics” (Ford 2022) or ludomythologies (Planells de la Maza et al. 2023), the academic production from Game Studies is still scarce, although some approaches stand out, such as those focused on mythopoeia (Cragoe 2015, Rone 2020), the regeneration of ludomythic structures (Farca et al., 2020), the link with literature (Todor 2010), the mythical representation in commercial games (Galanina and Salin, 2016, Galanina and Baturin 2020) or the remediation of transcendent myths (Cassar 2013, Guyker 2016) and immanent myths (Yoon 2021) in the field of digital entertainment.

Therefore, this Call for Papers aims to explore and analyze in depth the complex relationships between the concept of myth and the multiple perspectives of play and games in order to understand how they intertwine in different cultural, social and symbolic contexts.


TOPICS

This volume devoted to mythology and games invites researchers from transversal disciplines (such as Game Studies, Narratology, Anthropology, and, in general, those within the Humanities and Social Sciences studying relevant aspects of myth) to submit their studies on the matter. Their research may deal with international, regional, national, or local scopes.

Researchers are invited to submit full articles and viewpoint articles on topics that may include, but are not limited to, the following:

  *

    Classical myths in games and video games: processes of ludic
    remediation and

  *

    Contemporary myths in games and video games: processes of ludic

  *

    Non-European mythologies in contemporary games and video

  *

    Universal plots, narrative motifs, and narratological aspects of
    games and video

  *

    Mythic temporalities and spaces as frameworks for videoludic

  *

    Heroic archetypes and social stereotypes in games and video

  *

    Comparative studies between mythic structures in other media
    (literature, film, T.V.) and games.

  *

    Player communities and processes of negotiation with collective
    imaginaries and/or ideological frameworks pertaining games and video
    games.

  *

    Industrial and creative practices linked to the narrative design of
    collective

Research articles should be around 7,000 words in length, while Viewpoint articles should not exceed 3,000 words (including notes and references).


PUBLICATION SCHEDULE:

28 April 2025: deadline for full articles

Full articles should be submitted on the Catalan Journal of Communication & Cultural Studiesweb platform <https://submission.pubkit.co/publisher/29/journal/379/login>by 28 April 2025, following the Author Guidelines <https://www.intellectbooks.com/asset/2243/house-style-guide-6th-edition.pdf>.

11 July 2025: final decision letters

Fall 2025: issue published

All selected contributions will be subjected to double blind peer review, except for the Viewpoint articles, which will be evaluated by the Editors.


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