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[Commlist] Call for Papers: Trans Game Studies
Thu Dec 02 20:08:19 GMT 2021
“Trans Game Studies”
Special issue of Communication, Culture and Critique (Vol. 16, No. 1,
March 2023)
Editors: Bo Ruberg (University of California, Irvine) and Whit Pow (New
York University)
Contribution length: 6,000 to 7,000 words, inclusive of all notes and
references
Abstracts due December 15, 2021
Trans studies and game studies—the academic study of video games, analog
games, and play—have many productive points of resonance. Transgender
people have long made and played games, despite the misconception that
trans inclusion is a recent addition to the medium. Trans representation
in games has had its own long-standing yet rocky history, while trans
players themselves have for years used game spaces for their own radical
purposes: exploring gender identity and alternate modes of embodiment in
ludic and often digital spaces. Even in the face of transphobia, trans
designers, programmers, artists, and fans have worked to trans games
themselves: repurposing games and reimagining them in ways that resist
and refuse the dominant cis-normativity of games culture. These are only
some of the myriad ways that trans issues have come to intertwine with
games.
The intersection of trans experience and games is not yet as codified an
area of study as queer game studies, which allows for a great deal of
potential and possibility as work on the intersection of trans lives and
games continues to grow. We take this special issue as an opportunity to
turn toward community imaginings of the past, present, and future of
trans game studies. While an imagined trans game studies has much to
draw from the established sub-field of queer game studies, trans game
studies (like trans studies more broadly) must be understood as distinct
from the study of queerness. Addressing trans experiences and trans
lives in games may necessitate its own set of approaches, methodologies,
theories, and archives. It may also raise its own array of rich new
perspectives and productive contradictions between this widely
influential media form and the realities of trans life.
This special issue of Communication, Culture & Critique calls for the
envisioning of—and a critical self-reflection on—a trans game studies.
We understand this issue to be exploratory in spirit, driven by an
interest in speculative futures, reimagined histories, and alternate
presents. What is trans game studies? What has it been, what is it now,
and what would we like to see it become? We are particularly interested
in contributions from authors who themselves identify as part of trans
(game) communities—as well as those who are similarly invested in the
importance of positioning trans life, and Black and Indigenous trans
lives and trans lives of color, as inseparable from the study and the
design of games and computational media.
With this special issue, we aim to explore the following questions:
- What is trans game design and/or what are trans games? How might trans
perspectives shift the creation of games, their temporalities and
spaces, or the politics of their labor and design?
- What is the place of trans people or trans issues in video game
history? What might it mean to re-tell the history of games through
trans perspectives or trans lives, or to use trans game studies to
question existing modes of writing and thinking about history?
- What is the relationship between trans studies and game studies? What
might it mean to trans the field of game studies or to bring a focus on
games and play to the field of trans studies?
Building from these questions, potential article topics may include
but are not limited to:
- Games (digital or analog) with trans representational content
- Games interpreted through trans lenses
- Trans game creators and/or design
- Trans lives in game history and/or trans approaches to game history
- Perspectives, experiences, and politics of Black and Indigenous trans
people and trans people of color and games
- Trans embodiment in or through games
- Digital trans aesthetics in games
- Tensions between the representational and the deliberately
non-representational and their relation to trans life and experience
(e.g. the glitch, the pixelated, or the deliberately opaque)
- Trans issues in game culture
- Experiences of trans players
- Trans video game live streamers
- Trans game fandoms
- The place of trans topics within game studies and vice versa
- The relationship between trans game studies and queer game studies
Submission Instructions:
Please submit an abstract of approximately 500 words, not inclusive of
references, to the special issue editors Bo Ruberg ((bruberg /at/ uci.edu)) and
Whit Pow ((wpow /at/ nyu.edu)) by December 15, 2021.
No payment is required from authors.
Based on the relevance and strength of the proposed work, the special
issue editors will choose a selection of the submitted abstracts and
invite their authors to submit full drafts of their articles for peer
review. Because all articles undergo a full anonymous peer review
process, an invitation from the editors to submit does not guarantee
acceptance in the issue. Notifications regarding abstract selection will
be sent out by January 15, 2022. For those authors invited to submit,
full articles will be due May 1, 2022. These will be submitted directly
to Communication, Culture, and Critique via ScholarOne
(https://mc.manuscriptcentral.com/cccr)
If you have any further questions, please do not hesitate to contact
the co-editors, Bo Ruberg ((bruberg /at/ uci.edu)) and Whit Pow ((wpow /at/ nyu.edu)).
Special Issue Editors:
Bo Ruberg, Ph.D. (they/them) is an associate professor in the Department
of Film and Media Studies and an affiliate faculty member in the
Department of Informatics at the University of California, Irvine. They
are the author of The Queer Games Avant-Garde: How LGBTQ Game Makers Are
Reimagining the Medium of Video Games (Duke University Press, 2020) and
Video Games Have Always Been Queer (New York University Press, 2019) as
well as the co-editor of Queer Game Studies (University of Minnesota
Press, 2017).
Whit Pow, Ph.D. (they/them) is an assistant professor in the Department
of Media, Culture, and Communication at New York University. Their work
has been published in Feminist Media Histories, ROMchip: A Journal of
Game Histories, JCMS: Journal of Cinema and Media Studies, and The
Velvet Light Trap.
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