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[Commlist] Call for Abstracts - Special Issue of Digital Culture & Society: Digital Games through Muddled Pasts and Modded History
Wed Jun 19 11:22:34 GMT 2024
we would like to kindly invite contributions to the forthcoming Special
Issue of /Digital Culture & Society/. The deadline for abstracts or
expressions of interest is 25 August 2024.
Please find the full call below:
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*Digital Games through Muddled Pasts and Modded History
*
/“My men do not fear death, they welcome it and the rewards it brings”
/
In recent decades, digital games have become an increasingly ubiquitous
medium for popular engagement with history. For many players, these
digital representations provide a deeper level of engagement with the
past than the scientific and scholarly interpretations presented in
academic monographs and journal articles.
The above quote is how players of Assassin’s Creed are first introduced
to the so-called “leap of faith”, an important gameplay mechanic and
navigational element where characters jump from implausible heights,
before landing unharmed in carts filled with hay. It has since developed
into a signature feature of the franchise, which encourages players to
climb culturally and architecturally significant buildings to obtain
more information about the surrounding area. Yet many players do not
realise that the episode represented in the opening scene of this hugely
popular game is adopted almost verbatim from a 13th-century Old French
chronicle (Daftary, 1990: 6). Likewise, Assassin’s Creed: Mirage, set in
9th century Baghdad, actively engages with controversial historical
subjects such as the ‘Islamic Golden Age’, the Zanj slave rebellion, and
the ‘translation movement’ from Greek to Arabic that was patronised by
the Abbasid Caliphate.
These and many other tropes in digital games raise questions about how
historical imageries and imaginaries are developed for the medium.
Inquiries include the extent to which game designers want to recover,
select, update, and re-enact multifaceted, contested aspects of the
past. Similarly, so-called Serious Games have been traditionally
designed for education and training purposes across disciplines, but
what are the implications of drawing upon historical leitmotifs within
this format? Putting these questions into a broader perspective of the
digitisation of culture and knowledge practices, this special issue of
Digital Culture & Society addresses how knowledge about the past is
crafted and curated in and for digital games.
In addition to developing deliberate visions of the past through
narrative design and gameworld imagery, the embedded practical
interactive experience provided by gaming has become an important means
of making historical material accessible to wider audiences. This
possibility, which has evolved over at least the past three decades
through numerous genre codes into more multisensory experiences, led
contemporary history-themed games to be compared to a form of historical
tourism (Schwarz, 2024).
Therefore, while addressing sensitive historical themes, digital games
are also expected to serve as new drivers of popular history.
Consequently, they incorporate contemporary cultural debates into the
historical settings they recreate. This phenomenon is not unique to
gaming. Other mass media, from literature to cinema, have grappled with
similar issues when representing the past. However, digital games
highlight the need to update these discussions, as computer simulation,
rule structures, and user-oriented media affordances can offer features
to engage players through particular narrative architectures (Jenkins,
2004), procedural rhetoric (Bogost, 2007), and affective experiences
(Jagoda & McDonald, 2018). Computer games exhibit similarities but also
very significant differences to how other means, including traditional
institutional structures and pedagogical platforms, propose engaging
with history and heritage (Houghton, 2023). Therefore it is relevant to
understand how these differences influence the representation of the
past in digital games, especially in games that advert fidelity or
realism as hallmarks of their worldbuilding.
As the scope of themes in digital games stretches to the past, gameworld
imaginations paint vivid pictures of transcontinental expeditions,
previous civilisations, and political or religious conflicts. Yet, while
the representation and the immersive experiences based on these motifs
raise several important epistemological questions, the concrete social
contexts in which these historical images are created have received
comparatively little attention. The social studies concerning the
practical production of historical games remain only marginally explored
(Sotamaa & Švelch, 2021). Observing how the decision-making process in
historical games is tailored between developers, narrative designers,
and historical advisors, one can better understand the importance placed
on historical knowledge within the gaming industry, especially when
questions of so-called historical ‘authenticity’ collide with the
demands of user-oriented digital media.
Therefore, with this special volume of Digital Culture & Society, we
wish to explore the epistemological, political, and practical issues
that arise through the intermingling of digital games and history across
multiple dimensions. We aim to do so by being open to multiple branches
of research, ranging from the representational gameworlds and playful
experiences about the past to the paratexts surrounding historical game
releases, from the diverse methodological approaches applied to study
the intermingling of games and history to the game production aspects
that play a decisive role in how such games are shaped.
The special issue is led by a set of questions concerning the practical
and conceptual intricacies of developing and presenting games about
historical themes to a global audience:
- How are the imageries of in-game historical conflicts or
cross-cultural ‘tolerance’ developed?
- How does the categorisation of digital games into different genres
influence how we analyse historical aspects of this medium?
- In which ways are history-based games serious?
- How are game logics and structures used as engagement tools by
organisations, companies, and states?
- What are the different implications of digital games for the reception
of historical knowledge when history is meant to be played as a
user-oriented medium?
- What are the benefits that can be gained from analysis of paratexts,
and which insights can they provide into these processes?
- How is the decision-making process tailored between developers,
concept designers, and historical advisors?
- What are the game studio dynamics that play a role in shaping how
historical games are developed?
- What interdisciplinary methods can be developed to study the
intersection of digital games and historical knowledge?
We encourage communication, media and game studies scholars, historians,
designers, anthropologists, sociologists, as well as researchers from
other disciplines engaged with history-related topics in digital games
to contribute to this special issue.
*Journal Sections:
*
When submitting an abstract, please state to which of the following
issue sections you would like to submit your paper:
/Field Research and Case Studies (full paper: 6.000 – 8.000 words)
/We welcome articles that explore empirical findings on the relationship
between games and history. These articles may examine aspects ranging
from gameworld representations and game paratexts to the processes
involved in game production or reception. These studies might be based
on empirical investigations or autoethnographic research.
/Conceptual/Theoretical Reflection (full paper: 6.000 – 8.000 words)
/conceptual and theoretical dimensions of intertwining historical
knowledge with digital games. This may involve examining the challenges
posed to the discipline by the format of games, employing comparative
media approaches to address the potential and pitfalls of engaging with
the past through digital games, or exploring the inherent complexities
of dealing with the past through this medium.
/Entering the Field (2.000 – 3.000 words; experimental formats welcome)
/This experimental section presents initial and ongoing empirical work
in historical game studies. The editors have created this section to
provide a platform for researchers who would like to initiate a
discussion concerning emerging (yet perhaps incomplete) research agendas
and plans, as well as methodological approaches to historical game
studies. Contributions may also include discussions about the handling
of sources or archival work conducted specifically for developing
digital games.
*Deadlines:
*
Expressions of interest/Initial abstracts (max. 300 words) and short
biographical note (max. 100 words) are due on: _25 August, 2024_.
Submission of full papers: _25 January, 2025_.
Final versions with the amendments suggested by reviewers are due: _31
April, 2025_.
*
*
*Publisher and Open Access:
*
DCS is published by transcript Verlag in paper and digital copies. All
articles will be published as open access on the jounral's website 12
months after the initial publication. Previous issues are available
here: http://digicults.org/issues <http://digicults.org/issues>
/There are no Article Processing Charges (APC), therefore, no payment
will be required //from the authors//./
*Edited by:
*
Eduardo Luersen (Zukunftskolleg/Department of Literature, Art and Media
Studies, University of Konstanz) and James Wilson
(Zukunftskolleg/Department of History and Sociology, University of Konstanz)
Please send expressions of interest/initial abstracts and short
biographical notes to Eduardo Luersen ((_eduardo.luersen /at/ uni-konstanz.de)
<mailto:(eduardo.luersen /at/ uni-konstanz.de)>_) and James Wilson
((_james.wilson /at/ uni-konstanz.de) <mailto:(james.wilson /at/ uni-konstanz.de)>_).
*Selected References:
*
Bogost, Ian (2007) Persuasive Games: The Expressive Power of Videogames.
Cambridge: MIT Press.
Daftary, Farhad (1990) The Isma’ilis: Their History and Doctrines.
Cambridge: Cambridge University Press.
Houghton, Robert (2023) ‘Awesome, but Impractical? Deeper Engagement
with the Middle Ages through Commercial Digital Games’, Open Library of
Humanities 9(2).
Jagoda, Patrick and McDonald, Peter (2018) ‘Game Mechanics, Experience
Design, and Affective Play’, in Jentery Sayers (ed.) Routledge Companion
to Media Studies and the Digital Humanities. New York: Routledge, pp.
174–182.
Jenkins, Henry (2004) ‘Game Design as Narrative Architecture’, in Noah
Wardrip-Fruin and Pat Harrington (ed.) First Person: New Media as Story,
Performance, and Game. Cambridge: MIT Press, pp. 118–130.
Schwarz, Angela (2024) ‘Discovering the Past as a Virtual Foreign
Country: Assassin’s Creed as Historical Tourism’, in Erik Champion and
Juan Francisco Hiriart Vera (ed.) Assassin’s Creed in the Classroom:
History’s Playground or a Stab in the Dark? Berlin: De Gruyter, pp. 169–187.
Sotamaa, Olli and Švelch, Jan (2021) Game Production Studies. Amsterdam:
Amsterdam University Press.
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