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[Commlist] Call for Chapters: Creative Tools and the Softwarization of Cultural Production
Tue Sep 27 19:04:03 GMT 2022
CALL FOR CHAPTER PROPOSALS
Creative Tools and the Softwarization of Cultural Production
Edited by Frédérik Lesage and Michael Terren
As part of Palgrave Macmillan’s “Creative Working Lives” series (edited
by Susan Luckman and Stephanie Taylor) Deadline for proposals: 31
October 2022
The tools, instruments, and media used to create cultural artefacts
have always played a key role in culture: they enable and constrain how
creators express themselves through their works, and in doing so shape
our understanding of skill, formal conventions, and the social order of
culture and creativity. An increasing number of these tools for creative
practices are software whose use is a near-compulsory aspect of the
contemporary working lives of their practitioners. Despite the ubiquity
of software tools in contemporary cultural production, and while there
are studies that consider individual fields or industries, there have
been few opportunities to consider this condition from an
interdisciplinary perspective.
This book will explore how creativity is increasingly designed,
marketed, and produced through these digital products and services — a
process we refer to as softwarization. We use this term as a kind of
provocation that speaks to historically and materially specific
sensibilities that shape contemporary cultural practices and creative
industries. While softwarization draws particular attention to
application software as the quintessential contemporary creative tool,
we use the term to encompass a more complex digital assemblage that
includes complementary processes in the composition of creative tools
including their remediation, platformization, and datafication (to name
only a few). If, as we argue, creative tools and softwarization are key
to understanding contemporary cultural production, it is essential that
we understand them as articulations of political forces, economic
interests, and cultural forms in their own right.
Creative Tools and the Softwarization of Cultural Production aims to
advance this concept from a variety of creative disciplines and
practices, toward a more holistic understanding of the relations between
cultures and their contemporary means of production. By bringing
disparate creative and methodological traditions together in one volume,
we aim to provide a comprehensive overview of approaches for
understanding this complex, emerging, and dynamic field that speaks
beyond the disciplinary-specific categories of ‘tool,’ ‘instrument,’
and/or ‘software’. This edited book will make a unique intervention in
the fields of cultural production and the cultural and creative industries.
This edited volume is to be published in late 2023 in Palgrave
Macmillan’s “Creative Working Lives” series, edited by Susan Luckman and
Stephanie Taylor. We welcome contributions from researchers,
instructors, and creative practitioners from any discipline. We also
welcome contributions from anywhere in the world.
Examples of creative tools:
We acknowledge that ‘creative tools’ and ‘software tools’ are imprecise
terms that point to the lack of shared vocabulary across disciplines —
thus, we find it appropriate to suggest example types of tools that we
are particularly interested in:
1. Digital audio workstations (Pro Tools, Ableton Live,
GarageBand), plug-ins, software synthesisers, and peripheral hardware
2. Image editors (Photoshop, Sketch) and historical visual editors
(e.g. Flash, Corel Draw) 3. Video editors (Premiere Pro, Final Cut)
4. Game engines (Unity, Unreal), middleware (Wwise), and in-game
creative tools (Roblox, Minecraft)
5. 3D modelling (CAD, Blender) and animation software (Maya)
6. Bespoke text editors (e.g. Scrivener, Ulysses) and mainstream
text editors used in literary production (Microsoft Word, Google Docs,
LibreOffice)
7. Suites, software bundles, and parent companies (Adobe Creative
Cloud, Avid, Apple, Autodesk) and historical examples (Macromedia)
8. Presentation software (PowerPoint, Canva)
9. Social media content creation functionality (e.g. video editing
in TikTok)
The chapters for this book will be between 6000-7500 words and will be
organised into the following broad areas: 1. Creative tools and
technologies for cultural production: theoretical perspectives
Chapters in this section will examine various definitions of creative
tools and their implications for cultural production along various
theoretical and methodological perspectives (ex. historical,
ethnographic, political economic, etc.). How can scholars of cultural
production take the role of media technologies and digital tools
seriously without falling into technological determinism? In what ways
does the softwarization of artistic and creative practice shape cultural
production? What theories of techno-social relations can account for the
rise, proliferation, and in some cases hegemonic status of
softwarization? How can we reconcile changing conceptions of creativity
and artistic agency with advancements in theories of technological
mediation? How do existing conceptions of creative tools reproduce
existing gendered and racialized inequities (to name only two)? How
might we better critique such conceptions? 2. From tools to platforms:
developing and maintaining technical ecologies
Processes of softwarization for creative tools sometimes embrace the
logic of the platform, bringing creatives, third-party developers, and
secondary content creators together in some sort of mediated exchange of
cultural goods. Distinct from content distribution platforms like
Amazon, Spotify, or Netflix, the platformization of creative tools can
foster new industries, such as audio plug-ins or 3D model libraries,
bringing reputation and diversity to the platform. However, developing
for privatised platforms carries risks and contingencies, and, as
attested by Photoshop’s transition to Creative Cloud, can be captured
into proprietary ecosystems. In this section, we consider the political,
economic, and infrastructural effects of organising cultural production
and tool development in this way. We also consider adjacent processes
and structures of development such as certified educational programmes,
proprietary or third-party hardware, application programming interfaces
(APIs) for creative tools, and software-as-a-service pricing models. 3.
Cultures of creative tools: communities of practice and their
individuation Commercial interests continue to co-opt and reify artistic
and creative methods into tools as a means of establishing a particular,
neoliberal kind of creative working life. This engenders new forms of
community and participation, from social media platforms and forums
dedicated to certain creative tools to communities of artistic and
creative practitioners organising to design and disseminate and use
creative tools that challenge this alienating creativity dispositif. In
this section, we collect case studies and examples of collaborations,
remixes, hacks, and any other alternative approaches to creative tools
for cultural production. The following is a list of potential topics:
• Bridging theories of technology and cultural production
• Categorical distinctions between software tools and digital media
• Theoretical perspectives on creative agency and its
mediation/mediatization through creative tools
• Cultural/creative industries of software and creative tools
• The material assemblages of creative tools
• Affordances of softwarization and creative tools
• The marketization, financialization, and/or assetization of creative
practice through software
• Cultural work of designing creative tools
• Creative labour with creative tools
• Critical pedagogical perspectives on creative tools
• (Con)figurations of creativity through creative tools
• Representations of creative subjectivities through advertising and
grey literature on software tool
• Gendered subjectivities of creative tools and their communities
• Global perspectives on creative tools and their intersections with
race, class, and cultural capital
• Colonizing and decolonizing creative practice through software
• Alternative uses of creative tools
• The aesthetic economies of plugins and patches • Social media as
creative tools
• Gaming and creative tools
• Music and creative tools
• Graphic design and creative tools
• Video and creative tools
• Memes and creative tools
• Presentations and creative tools
• Visualization and creative tools
• Photography and creative tools
• Conceptualizing creative tools for cultural production • Exploring the
various modalities of creative tools
• The platformization of creative tools
• Designing software tools greater creative autonomy for practitioners
• Creative tools and the culture industry
Potential list of approaches and methodologies invited to discuss
these topics:
• Software studies • The political economy of creative tools
• Comparative studies of softwarization
• Historical studies of creative tools
• Case studies of creative tools for alternative forms of co-creation
and distribution
• Case studies of the softwarization of creative practices
• Communities of practice and creative tools
• Creative organizations and creative tools
• Art worlds and software tools
• Fields of cultural production and softwarization
• Cultural techniques and softwarization
• Media archaeologies of creative tools
• Ethnographies of creative software development
• Tool criticism and analysis
About the editors:
Frédérik Lesage is an Associate Professor in the School of Communication
at Simon Fraser University in Vancouver, Canada, whose research focuses
on the intersections between digital culture and cultural production.
His work can be found in academic journals like Convergence,
Fibreculture, and the International Journal of Communication. Michael
Terren is an academic and musician based in Boorloo/Perth, Australia,
whose research focuses on digital audio workstations and their
relationship with contemporary forms of labour, venture capital, and
music culture. He works at Edith Cowan University and the University of
Western Australia.
Submission Instructions:
Please send a 500 word chapter proposal by Monday 31 October 2022 to
both Frédérik Lesage <(flesage /at/ sfu.ca)> and Michael Terren
<(m.terren /at/ ecu.edu.au)>. In the subject line of your email, include “CTSCP
Chapter Proposal”. In the body of your email include:
• Chapter title
• Section you are submitting to:
• Section 1: Creative tools and technologies for cultural production:
theoretical perspectives
• Section 2: From tools to platforms: developing and maintaining
technical ecologies
• Section 3: Cultures of creative tools: communities of practice and
their individuation
• 500 word proposal
• 100 word bio of the authors
• Name of author(s), title(s), institution(s), & email addresses.
We will send out confirmations by Monday 14 November 2022. First
drafts are expected by Monday 6 February 2023. All chapters will be
6000-7500 words including notes and references.
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