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[Commlist] Video Game Cultures 2024 call for papers
Mon Apr 22 22:06:40 GMT 2024
The Game Cultures cluster at the Birmingham Centre for Media and
Cultural Research <https://bcmcr.org/>, Birmingham City University, is
happy to announce:
*Video Game Cultures 2024: The Other Conference*
*12-14 September 2024 / Birmingham City University (UK) *
Drawing on threads emerging from last year’s Video Game Cultures
conference in Klagenfurt, the theme for this year’s conference is
/other/ in all its permutations: other, others, othered, othering,
otherness, and beyond. We seek to centre marginal practices, marginal
identities, peripheral national traditions, and consider researcher
positionality in/as other. Let us reflect on other spaces and sites of
gaming, discuss other approaches and methods to studying games, players,
and gaming cultures. What can we learn from (or about) other researcher
practices, other player practices, other design and industrial
practices? How do video games create or recognise difference, what does
alternative embodiment look or feel like, and what worlds are possible
in games?
Video Game Cultures 2024 will therefore investigate various ways in
which video game cultures, technologies, practices, communities,
paratexts and genres develop within the framework of five thematic
tracks. As digital games encompass an expanding range of highly complex
and variant phenomena, this often leads to an overlap of issues across
themes, so we are inviting participants of all backgrounds (academic,
developer, producer, player, fan etc.) to submit proposals to this
interdisciplinary event.
Participants are encouraged to think broadly within and across thematic
tracks, and submissions can address topics and questions relevant to
games such as, but not limited to:
*1)**Narrative and History: *
Histories and historical narratives. Historical practices of developers
and players. Time and textuality. Creation and analysis of interactive
narrative media. Intertextual and comparative perspectives. Adaptation
and media exchange.
*2)**Gender and Sexuality: *
Player demographics. Representation and identity. Love, romance, desire,
and/or sexuality in videogames. Gender socialization and young players.
Sexual harassment in virtual environments. Gender and sexual politics in
the industry.
*3)**Ethics and Affect: *
The affective turn in game studies and design. Ethics of design and
experience. Roles of affect and emotion in play. The role of agency.
Games as (dis-)empowerment. Affective and emotional design. Fan
engagement and -cultures.
*4)**Hardware and Space: *
Inventions in gaming and their socio-cultural impact. Processing power
correlating to video game history. Control, input devices and movement.
Virtual reality devices and gaming cultures. The future of immersion and
embodiment.
*5)**Ludification and Simulation: *
Gameplay models beyond video game studies. Playful elements in
non-gaming applications. Economic, social sciences, healthcare
applications of ludic activity. Playful elements on users in serious
applications.
We welcome approaches to these areas that consider video games as text
and/or experience, that approach the areas from the designer’s
perspective, and/or that consider cultures of video gaming.
We encourage the submission of proposals for academic papers, short
workshops, practitioner-based activities, best practice showcases,
how-to sessions, live demonstrations, performances, and pre-formed
panels. We particularly welcome short film screenings, photographic
essays, installations, interactive talks, and alternative presentation
styles that encourage engagement.
Further details can be found at our conference website
https://videogamecultures.org/ <https://videogamecultures.org/>, which
will be updated with venue and travel information in due course.
*What to send:*
300-word abstracts, proposals and other forms of contribution should be
submitted by *Tuesday 30 April 2024*. All submissions will be minimally
double reviewed, under anonymous (blind) conditions, by a global panel
drawn from members of the Project Team and the Video Game Cultures
Advisory Board. In practice, by the time a proposal is accepted,
typically it will have been triple and quadruple reviewed.
You will be notified of the panel's decision on or by *Friday 14 June 2024*.
All abstracts must be submitted via *openconf*:
https://videogamecultures.org/conference/
<https://videogamecultures.org/conference/>
*Ethos*
This event is designed to be an inclusive academic research and
publishing project. It aims to bring people together from different
areas and interests to share ideas and explore various discussions which
are innovative and exciting. Currently, we therefore plan for a fully
on-campus conference and remain keenly aware of the potential necessity
for hybrid or online modes of participation.
We believe it is a mark of personal courtesy to and professional respect
for your colleagues that all delegates should attend for the full
duration of the conference and participate in all presentations. While
limited options for hybrid participation can be made available, the main
intention of Video Game Cultures 2024 is to create a personal,
in-presence experience for its participants and to facilitate community
building. Please consider this carefully when submitting an abstract for
presentation.
All papers accepted for and presented at the conference must be in
English and will be eligible for publication. Selected papers will be
developed for publication in a themed hardcopy volume.
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