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[ecrea] G|A|M|E - The Italian Journal of Game Studies / Call For Paper
Thu Jun 09 04:14:19 GMT 2011
CALL FOR PAPERS
ALL OF US, PLAYERS
Pathways in the diffusion of digital gaming: relocations, pervasiveness,
gamification
G|AM|E – Issue 1 – out December 2011
Deadline for submission of abstracts: July 15th, 2011
For its first issue, G|A|M|E proposes an inquiry into the diffusion of
the videogame medium outside of its established contexts: a phenomenon
that leads us to reconsider the object of our research as part of a
wider media ecology.
Transformations in interface design make it difficult to map the
boundaries of video gaming as a field, and, with the spread of a ludic
paradigm, many other products are being turned into games.
From the logic of gamification to geo-localization, and from mobile
applications to the ludic sociability of Farmville, we are witnessing
videogames' invasion of the spaces and temporalities of everyday life.
We are inviting scholars from a variety of backgrounds and disciplines
to tackle this subject, focusing on the issues specific to this new
challenge in the field of game studies.
Key questions and issues:
Today, the videogame medium is targeting user-friendliness and
accessibility through interface design. How do such interfaces encourage
traditionally non-gaming audiences to approach and engage with the
medium? Who are today's gamers, and how do they behave as media users?
What kind of innovations have emerged from the interfaces of the new
generation of consoles and gaming-oriented smart phones (Move, Kinect,
Wii Mote, accelerometers, etc.)?
In which ways have these interfaces affected existing gaming practices?
Is it possible to trace a genealogy of human-computer interfaces, or do
the latest rounds of innovation represent a fundamental break, allowing
for an entirely novel set of experiences? Can one find examples of
strategies in videogame design that explicitly aim to transcend the
previous norms and boundaries of the gaming experience? Is it possible
to analyse these strategies? If so, how?
The videogame medium is enmeshed in wider processes of the relocation,
mobilisation, and dematerialization of technological devices. The use of
mobile machines and the obsolescence of material supports could lead to
a rethink of textualization in and of games. Are we in need of new and
specific media-theoretical tools? Can we draw analogies between these
shifts in videogames and recent changes to the structure, framing, and
re-location of movies and audio-visual media?
Between videogames and other media, we seem to be witnessing an emerging
on new, hybrid cultural forms. How successful are these hybrid mediums
at extending extant gaming practices beyond their traditional contexts?
What kinds of developments and projects are staking a claim on this
media space, and on what platforms and devices (interactive films for
the iPhone, alternate reality games, applications available through
leading companies' e-stores, etc.)? Within the new genres and styles
enabled by these hybrid media, can we find any evidence of the long arm
ofgamification? What are the consequences of these processes on social
practices? In what ways did videogames influence other media by leading
them to a reconfiguration of their own strategies and processes? What
kind of gaming practices have migrated to the broader context of new
media, and what influence did they exert on social interaction?
With the productive and distributive strategies of the videogame
industry undergoing profound transformation, alongside sudden changes in
the discourses and social practices of the medium, academics and
commentators should question their existing methodological choices –
particularly in their approach to history. Is it possible to conceive of
a historical approach to the study of videogames, balancing the field's
technological focus with a conscious examination of aesthetic and social
concerns? Can we identify specific events or conditions in videogame
history which anticipated the expansion of this gaming paradigm into
other fields of culture?
Social discourses on video games are changing rapidly. The industry
promotes a casual and easy-going image of gaming and gamers. The initial
scepticism towards video games expressed in the past by columnists,
commentators and intellectuals appears to be fading in strength and
importance. What is the status of videogames in today's social
discourse? Is the medium moved beyond the margins of culture, and, if
so, how can we hope to evaluate its relevance in a contemporary context?
Not only have videogames transcended their role as part of a distinct
subculture, but they are exhibiting a profound influence over the form
and content of all other media. Non-gaming interfaces are becoming
increasingly game-like, social life on the Internet is adopting
competitive models, and marketing is ever-more dependant on gaming
dynamics. How are videogames changing the marketing, advertising and
production models of the entertainment industry? Are there specific
examples that might provide subjects for investigation and analysis? Can
we see any particular features of videogame and media production which
are acting as conduits for the spread of gamification?
Submitting a proposal
G|AM|E welcomes any proposals concerning the general theoretical issues
of this CFP, as well as analyses of one or more significant texts
(videogames, audio-visuals, books and graphic novels, etc.).
Proposals may be submitted in both Italian and English. Abstracts should
not exceed 800 (eight hundred) words, not including bibliography.
Completed articles will be accepted for review. Final contributions
should not exceed the limit of 5.000 (five thousand) words, or 30.000
characters. All proposals will undergo an anonymous peer review process.
(gameitalianjournal /at/ gmail.com)
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