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[Commlist] CfP - Ecogaming in the past tense: promises, deceptions and learning opportunities
Mon Nov 14 12:54:52 GMT 2022
We would like to kindly invite contributions to the forthcoming Special
Issue of the open access journal Convergências on the history of
ecogaming. Full paper submissions have a new deadline, and are due by
_May 31, 2023_:
It is very easy to find in discussions of computer games and ecology,
especially in times when green games seem to consolidate as a genre
within computer game typology, the assumption that gaming can help (if
not directly “save”) the environment, by making use of climate change
communication, or even by prompting the direct climate action of
individuals through gamification strategies. We should not disregard
such a drive for change, especially if one considers how urgent and
porous the challenges regarding the current environmental crisis are. If
biodiversity and ecosystems as we know them are at stake as we venture
through the Anthropocene (Dirzo et al. 2014), the voluntary efforts from
a diverse set of scientific disciplines and sectors of contemporary
society in mitigating the effects of anthropogenic climate change are
expected and desirable. It is also not strange that today such impulses
for active intervention embody the prospects of gamification, that is,
the process of permeation of our society with methods, metaphors,
values, and attributes of games (Fuchs 2011), more often than not
surrounded by streams of enthusiasm and sheer optimism.
Yet, as fresh as they might seem under a presentist perspective, the
motivations and utopias to ‘save the planet’ through gaming are not at
all new. Methods such as media archaeology (Ferreira 2020, Parikka &
Huhtamo 2011) provide us with an opportunity, among other things, to
rescue forgotten artifacts which have been erased by the canonical
history written over a determinate subject or which were simply
forgotten by the constant drive of contemporary societies for novelty.
This of course strikes a highly sensitive nerve in the case of computer
games, as in discourses surrounding digital media and the information
technology industry more broadly, considering the economic and political
prominence that technological innovations have in these sectors.
Therefore it is no surprise that the past of technical media as such has
to be constantly retrieved through careful historical or
media-archaeological examination (Reinhardt 2018, Guins 2014, Fischer
2013, Krapp 2011). In this sense, the history of ecological games should
not work that differently from the cyclical history of ecological
thought, which has been renewed over past decades, and -- not by
accident -- re-enacted with much more intensity in recent years
throughout different disciplines (Veiga 2019).
With this call, we do not wish to merely point with a nostalgic verve to
preceding educational ecological games, nor to simply point towards a
historical recurrence. Instead, we seek to highlight more specifically
how discussions concerning ecogames from the past (as well as their
potential and promises for change) are missing from current perspectives
on gaming. By retrieving them, it should also be possible to better
evaluate what are the assumptions, as well as the promises, successes
and limitations in motivating players to engage with ecological
perspectives and environmental action through games. Moreover, this
exercise should probe what else can be learned by digging up the
forgotten artifacts and histories of educational ecological games and
gaming materials oriented toward climate action.
For this Special Issue of the Convergências Journal, we are particularly
interested in proposals dedicated to discussing the following topics:
/* Histories of the development of ecological games./
/* Intersections between the history of games and ecological thinking./
/* Intersections between the history of ecology and playfulness./
/* Media archaeological accounts of forgotten ecological games./
/* Archaeogaming approaches to ecological games from the recent and long
past./
/* History on the role of play in climate change communication./
/* History of games in campaigning for climate action./
/* History of in-game ecocriticism./
/* Deep-times of gaming and natural histories of digital games./
/* History of resource management associated with game production,
distribution and consumption./
/* History of the relationship of the games industry with regulations
and policies toward sustainability./
/* Material dimensions of game technology as technofossils of the
Anthropocene./
/* Sociotechnical approaches to games as a form of ecological knowledge
and of knowing./
*Deadlines:*
Article submissions: 31.05.2023
Confirmation of acceptance/rejection: 15.07.2023
Publication: September 2023
To submit, kindly read the Author Guidelines and register on the journal
website: https://revistas.unasp.edu.br/convergencias/about/submissions
<https://revistas.unasp.edu.br/convergencias/about/submissions>
All articles will be anonymously peer reviewed by two experts. No
payments will be required from contributing authors. For any questions
please contact the editors of this special issue:
Eduardo Luersen, University of Konstanz –
(eduardo.luersen /at/ uni-konstanz.de) <mailto:(eduardo.luersen /at/ uni-konstanz.de)>
Sonia Fizek, Cologne Game Lab – (sf /at/ colognegamelab.de)
<mailto:(sf /at/ colognegamelab.de)>
Camila de Ávila, Unisinos University – (caavila /at/ gmail.com)
<mailto:(caavila /at/ gmail.com)>
Emmanoel Ferreira, Federal Fluminense University – (emmanoelf /at/ id.uff.br)
<mailto:(emmanoelf /at/ id.uff.br)>
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