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[Commlist] CFP: Affecting Game Time
Tue Jun 07 19:36:02 GMT 2022
CALL FOR PAPERS – ‘AFFECTING GAME TIME: THEORY & PRACTICE’
*CFP DEADLINE: 7th July 2022 *
*CONFERENCE DATE: 2nd September 2022 *
All games are felt in time. Whether they are live service or archived
emulations, interruptible mobile play or unrepeatable roguelikes, quick
situational happenings or laborious games of death and resurrection,
play is an investment through, in and with time. Last year was a year of
looping games that confronted us with both the medium’s core unit of
design and the temporal affects of lockdown (/Deathloop/, 2021;
/Returnal/, 2021; /Loop Hero/, 2021; /Twelve Minutes/, 2021;
/Overboard!/, 2021). However, the temporal affects games represent,
shape and contain are diverse. When dancing with a game like /Superhot/
(2016) we might agree that games are brought ‘to life’ by players
(Hanson, 2018), but conversely games are also vanishing with the closure
of storefronts and the material and phenomenological obstacles faced by
archivists (Newman, 2012). For Huizinga, games elapse in “free time”
(1938: 8), but this ‘freedom’ is not universal (Chess, 2019; Gray,
2020), and playtime is not just ‘live’, but a livelihood (Kücklich,
2005; Taylor 2018). Temporalities may overlap, histories are multiple
and game time can be both repetitious and ephemeral. How a game feels is
contingent on when a game is felt, but the ‘when’ of play is slippery:
does a game exist between moves?; how do save states, ‘let’s plays’ and
automation alter game time?; what are the limits of emulation?; how has
gaming nostalgia changed over time?; in what ways do games alter our
perception of time?; how are game temporalities altered by Power and
embodiment?
As the second conference of the *‘Game Worlds’ research cluster
*connecting theory and design at The University of Edinburgh’s Centre
for Data, Culture and Society, *‘Affecting Game Time’ *will be built
around quickfire online presentations followed by breakout groups, with
the potential for demo/exhibition space. We hope to welcome you
virtually to a network of like-minded academics and practitioners based
at The University of Edinburgh through the spatial video conferencing
platform ‘Gather,’ facilitating free movement, conversation and networking.
While Ruffino (2018) highlights game discourses’ obsession with the
future, games rehearse and perpetuate troubling histories: Fickle
outlines the deep historical permeation and repetition of racial
ideology in game tropes (2019); Kocurek (2015) highlights the emergence
of a darkly competitive masculinity in the looping arcade play of the
1980s; and for Crogan gameplay emerges from the anticipatory paradigm of
Cold War simulation (2011). Yet, as Patterson argues, games can also
mobilise affective attachment through the erotics of play to protest the
imperial spatiotemporal order of information technology (2020: 7).
Indeed, while games may quantify and exploit our movements, players can
also develop queer temporalities of resistance in play, such as slow
gaming (Scully-Blaker, 2019) and speed-running (Ruberg 2019). Bold
designs highlight the medium’s capacity to broach strange and powerful
temporal affects: such as the radical etiolation of time in the /The
Longing/ (2020) which takes 400days to play; games which effervesce in
seconds (/Queers in Love at the End of the World/, 2013; /Warioware,
Inc/, 2003); the fictive deep time of /Horizon: Zero Dawn/ (2017);
haunting resurrections of gaming’s recent past (/Stories Untold/, 2017;
/Paratopic/ 2018); games like /With those We love Alive/ (2014) which
mark the body over time; and much has been written about the clockwork
sandbox of cosmic time, musicality and ephemeral conviviality in the
widely celebrated /The Outer Wilds/ (2019).
Building on last year’s conference Affecting Game Space, we hope to
explore discussions surrounding the intersection of time, affect and
play. *We invite theory and practice-based provocations and papers of 15
minutes * on topics such as (but not limited too):
• Intersectionality, power and game time
• Transnational heterochronicity of games
• Game archiving methodology
• Afro-futurist games
• Changing game nostalgias
• Rhythmanalysis of games
• Repetition as pleasure
• Dark play and apocalypses
• The thick present of play
• Time loop games
• Melancholic play
• Slow gaming
• Retro aesthetics and hauntology
• Deep time in environmental storytelling
• Utopias in future-oriented games
• The temporal affordances of current gen SSDs
• Queer/Trans temporalities in games
• Ageing in games
• Problematising ‘flow’
• Playing with histories
• Boredom and mobile games
• Leisure time and gender in play
• Nonhuman time in games
Proposals of up to 300 words to be sent to (merlin.seller /at/ ed.ac.uk) or
(tom.boylston /at/ ed.ac.uk). *Deadline 7th July 2022*. Please provide your
title, an abstract concerning your work/topic, and contact details.
Posters and video submissions are welcome. We aim to make recordings
available with consent after the event, hosted on our cluster site. We
particularly wish to support and include submissions from PoC, queer,
neurodiverse and precarious scholars of all genders – please do email us
if you have any questions regarding accessibility or the
micro-conference more broadly.
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