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[Commlist] Games and Pr0n, DiGRA2023 workshop
Wed Mar 29 04:12:32 GMT 2023
Games and Pr0n
Organizers: Agata Waszkiewicz, Maria Ruotsalainen, Mike Hyslop Graham,
Tanja Välisalo
Workshop call also at:https://tinyurl.com/gamesandpr0n
<https://tinyurl.com/gamesandpr0n>
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Workshop at DiGRA 2023 Sevilla
19 June 2023
Call for papers, presentations, and activities: Deadline 28 April 2023
Announcement of workshop acceptance: 30 April 2023
Workshop Description
Undoubtedly, sex has always been a part of digital and analog games
(Brathwaite 2007), with game studies research focusing on both the
representation of sex in the narrative level, and the way sex and porn
imagery in games negotiates and influences the players’ embodied
engagement and expression of desire (Grasmo and Stenros, 2022). However,
not much research has been yet conducted on the intersections of game
and porn studies.
Due to its popular and common use, pornography and its abbreviated
version “porn,” are rarely defined in a more detailed way. As Helen
Hester notes inBeyond Explicit: Pornography and the Displacement of Sex,
the use of the suffix “porn” is currently quite broad and it “has become
attached to a surprisingly diverse set of texts and affects, few of
which actually put the sexual body front and center,” (2014, 14) such as
“grief porn,” “poverty porn,” “misery porn,” “war porn,” and others,
which do not necessarily represent hard-core sex, but rather point to
the pornographic aesthetics of arousal of their various contents that
saturate the contemporary media. At the same time, she argues that
“[w]hereas the term pornography seems to speak empathetically of
sexuality, it has come to be associated with concerns that are not
overtly sexual; and although ‘adult entertainment’ appears to be a
disingenuous and horribly euphemistic description, the materials and
practices to which it refers can more reliably be seen to concern
themselves with sex as a genital act” (2014, 14).
However, as Nigel Pope et al. point out the crucial role of the context
in which the imagery is presented as important in the definition process
because “[e]ssentially, the frame – not its content – provides the
meaning” (2007, 167), pointing to the examples of Vanity Fair cover that
stirred controversy for portraying nude, pregnant Demi Moore. While
discussing the difference between pornography and art, Hans Maes writes
that “Pornography is explicit and represents people as objects, while
art invites us into the subjectivity of the represented person and
relies on suggestion” (2011, 385). This relates to the majority of
definitions of pornography which closely relate it to sexual activity,
rather than just nudity. Finally, the definition of erotica, in
opposition to pornography, as humanizing, rather than dehumanizing, sex,
which is reflected for example in Catharine MacKinnon’s definition of
erotica as “sexually explicit material premised on equality” (1985,
304), putting it in direct opposition of Andrea Dworkin’s strict
definition of porn as “objectification, hierarchy, submission, and
violence” (1985, 1572).
Aim and Topics
The aim of the workshop is to provide a both safe and open space to
share and discuss research regarding the broadly understood
intersections between games (digital and analog) and pornography. We
invite scholars coming from a variety of fields and backgrounds to
present short (10-15 minute long) presentations including finished
research, work in progress, as well as present more open-ended research
questions that can become the basis for broader discussion.
Potential topics of the presentations include but are not limited to:
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Pornographic themes and content in digital and analog gaming
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Pornographic aesthetics in gaming
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Interactive porn and porn gamification
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Games and gaming in porn videos (e.g., game porn parodies)
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Intersections of games and pornography in livestreaming
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Other intersections of porn and games?
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Research methodologies on the edges of porn and games studies (e.g.
access, content, informed consent, researcher proximity)
Workshop Format & Consent Considerations
The workshop is designed to last 5 hours, encompassing ideally 8 short,
individual or group presentations (10-15 minutes). Each presentation
will be followed by a 15 minute discussion, and the workshop will
additionally feature a 30-minute long coffee break and 30 minutes of a
closing discussion.
Due to the sensitive topic of the workshop, and in order to be able to
accept a wide range of (potentially triggering and difficult) topics, we
will provide clear content warning information and schedule the topics
in such a way that the attendees will have an option to skip certain
blocks of presentations/discussions. Whereas possible, we will ensure
that presentations, panels, activities, and discussions are blocked
together thematically, going from discussing soft- to semi- to hardcore
porn. We will strive to distribute submissions before the workshop so as
to give attendees a chance to prepare and decide on which blocks to
attend based on these descriptions and trigger warnings. Due to the
topic of the workshop, it will allow only for in-person attendance
(rather than online/hybrid).
The outcome of the workshop is left open to a finishing segment in the
workshop, where the participants are encouraged to find connections and
connectivity in their research to further establish networks in Game
Studies.
Submission Guidelines
The participants will be asked to submit within one of the three
formats: 1) an abstract presenting mature or finished research, 2) a
reflection note on early or future research, including presentation of
research questions to be discussed together, 3) an activity (e.g.,
playing a game or showing specific material) which illuminates potential
research questions or new trends within the area.
Submission length is 500 words maximum (excluding references). In
addition to this, participants will be asked to provide an estimation of
how explicit their presentation/activity will be. Soft-semi-hardcore is
our general idea of a categorisation. Also participants will be asked to
provide a link or other reference to specific games or materials used in
their research, so it can be distributed before the workshop for
attendees to familiarize themselves with. This additional information
does not count towards the word limit.
Within submission, participants will be additionally asked to provide
information whether the material contains explicit mentions or visual
representations of:
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sexual abuse or sexual violence
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homophobia or transphobia
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or other potentially sensitive content
Submissions will not be anonymously reviewed. Program decisions will be
made by the workshop organizers.
Call for papers, presentations, and activities: Deadline 28 April 2023
Announcement of workshop acceptance: 30 April 2023
Send your submission to:(gamesandpr0nz /at/ gmail.com)
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