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[Commlist] CFP Video Game Cultures 2025: Gaming Landscapes
Tue Apr 01 12:24:20 GMT 2025
*Video Game Cultures 2025: Gaming Landscapes*
**
*10-12 September 2025 / Department of Theory of Art and Artworks,
Faculty of Humanities, Charles University, Prague (CZ)*
https://videogamecultures.org/2025-call-for-papers/
<https://videogamecultures.org/2025-call-for-papers/>
In response to many different threads emerging from our most recent
Video Game Cultures conferences in Klagenfurt (2023) and Birmingham
(2024), the theme for this year’s conference is Environmental
Storytelling. Incorporating all permutations of the concept, this
includes varying gaming landscapes, utopian and dystopian virtual
environments, unseen, unimaginable and unwanted virtual spaces and
places. We also seek to explore how the current and upcoming climate
crisis is reflected in gaming environments’ spaces and places.
We seek proposals for papers exploring all possible forms of virtual
worlds in games and virtual environments. What do they promise, how do
they function, and what are their aesthetic points of reference? More
importantly, with recent developments in AI procedures in Text to 3D or
Text to Animation, how might these gaming spaces be constructed in the
future, and what is the role of the human designer in this process?
Video Game Cultures 2025 will investigate how 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. In response to the
diversity of these digital experiences, we are inviting participants of
all backgrounds to submit proposals to this traditionally
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:
* *Environmental Storytelling:* Space and place in game design and
gameplay. Non-linear and non-Euclidean spaces. Large-scale games and
simulations. The rise of computer games bigger than planet Earth.
Space engines.
* *Eutopia and Sci-fi:* Citizen science. Brave new worlds. Stars and
Sci-fi sims. Alternative physics designs. Looking for the way out of
environmental apocalypse. The future of (artificial) life. Escapism.
Uncanny worlds.
* *Dystopia and Apocalypse:* Horror scenarios. Apocalypse as practice.
Living in dystopia. Diving into the future of evil. Dark inside but
cute looking. Spaces and places of the past. Lost places and their
vital memory. Environmental collapse.
* *Spaces for Healthy Emotions:* Well-being places. Virtual
3rd places. Building virtual memorials. Sites of mourning. AR and VR
Simulations of post-mortem being. Gameplay models beyond video game
studies. Game space and healthcare applications. Alternative lives.
Game spaces and the sublime.
* *AI and Hardware for Space:* AI-led inventions and interventions in
game design, the impact of Text to 3D and Text to Animation AI on
designer productivity. Histories of procedurally generated spaces.
AI produced experimental environments. A bright future for
independent developers? Control, input devices and movement. XR, AR
and Virtual/Mixed Reality devices and gaming cultures. The future of
immersion and embodiment.
We welcome contributions 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.
This call encourages 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.
*What to send:*
300-word abstracts, proposals and other forms of contribution and
100-word bio notes should be submitted by Monday 5 May 2025. 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 20 June 2025.
All abstracts must be submitted to: (daniel.riha /at/ fhs.cuni.cz)
<mailto:(daniel.riha /at/ fhs.cuni.cz)>
*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.
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. The
main intention of Video Game Cultures 2025 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. Selected papers may be developed for publication in a themed
hardcopy volume.
--
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