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[ecrea] Call for Lesson Plans - Teaching Media Quarterly CFLR - Teaching About (and With) Digital Games
Tue May 02 07:19:44 GMT 2017
Teaching Media Quarterly Call for Lesson Plans: “Teaching About (and
With) Digital Games”
Submission deadline: July 1, 2017
Digital games have become an increasingly ubiquitous form of activity
and entertainment since their emergence in the mid-twentieth century.
Today, interactive games constitute a multi-million dollar industry. The
role of digital games culturally and socially continues to be a topic of
debate, with positions proliferating as more and more people play. For
example, the gaming community recently exploded in a 'controversy' known
as GamerGate, in which some gamers spoke out against the ways in which
video game representations can perpetuate misogyny and racism. Other
gamers reacted aggressively to such criticism, threatening and harassing
those expressing such views. Meanwhile, popular discourse has long
imagined gaming as a kind of drug, addicting and destructive, capable of
making individuals unproductive, anti-social, even violent.
At the same time, however, the format and function of digital games have
been embraced by sectors beyond arts and entertainment. Games-based
learning, for example, is a pedagogical practice aimed at enhancing
student engagement by making the classroom more ‘game-like’ in order to
encourage risk-taking, experimentation, collaboration and/or
competition. In higher education and beyond, “gamification” - that is,
the adoption of games and game-design principles in real world contexts
- has put games to work.
For this upcoming issue, the editors of Teaching Media Quarterly seek
lesson plans that explore how media and communication instructors might
approach the study of digital games as an increasingly important element
of the global media landscape.
Some possible areas of exploration might include, but are not limited to:
Digital games and transmedia storytelling
Gender, race, sexuality and the production and/or consumption of digital
games
The work of representations within digital games
Popular discourse and academic debate on the relationship between
violence and video games
"Gamergate," cyber-bullying, and harassment
Digital games and the military-industrial complex
Digital games as forms of art and/or activism
"Gamification" of education, marketing, healthcare, etc.
"Advergames," or the use of games in advertising
Disabilities and gaming
Digital games and participatory culture (e.g., fandoms, modding, etc.)
How playing digital games can shape experiences of sociality, community
and public space
Virtual economies and their relationships to real-world economic
practices (e.g., entrepreneurship and consumerism in multi-player games,
'gold-farming,' etc.)
Exploitation and overwork in the digital games industry
Please upload your submission as a single Microsoft Word or RTF document
to Teaching Media Quarterly at http://pubs.lib.umn.edu/tmq/ using the
“Submit Lesson Plan” link in the sidebar. Please ensure that your
submission conforms to TMQ submission guidelines
http://pubs.lib.umn.edu/tmq/submission_guidelines.html; for review
policies see http://pubs.lib.umn.edu/tmq/policies.html.
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