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[Commlist] Call for paper: Games Matters. Innovating Game Studies and Research
Tue May 20 08:16:06 GMT 2025
Call For Papers (and proposal for publication)
SAE Institute – Conservatory of Matera - Polytechnic University of Bari
12 December 2025 | ODE - Bari
The rapid evolution of technology has profoundly influenced the way
games are designed, experienced, and interpreted. As a medium that
blends artistic vision, technological advancement, and cultural
narratives, games represent a fertile ground for examining innovation at
multiple levels. The integration of artificial intelligence, procedural
generation, immersive technologies, and interactive storytelling has
reshaped not only game mechanics but also the very nature of player
engagement and creative authorship. This shifting landscape raises
fundamental questions about the future of game studies:
* How do emerging technologies redefine the artistic value and
aesthetic language of video games?In what ways do advancements in
game design—such as AI-driven content creation and adaptive
* storytelling—challenge traditional authorship and creative processes?
* How does the intersection of technology and gaming impact broader
cultural narratives, from
* representations of identity and diversity to the formation of
digital communities?
To address these inquiries, this conference,“On Games Matters:
Innovating Game Studies”
, seeks to explore how innovation in game design, artistic expression,
and socio-cultural dynamics is transforming our understanding of video
games as a creative and cultural form.
Conference Scope and Key Themes
We invite original contributions that foster a dialogue on the evolving
landscape of game studies, particularly reflecting innovative
theoretical perspectives and applied research. The conference is
structured around three main panels, each focusing on a distinct yet
interconnected aspect of game studies:
Games and the Arts. Examining the intersection between video games and
artistic practices, this panel welcomes research on the aesthetic
dimensions of gaming, including visual design, narrative structures,
soundscapes, and performative aspects of gameplay. Topics of interest
include, but are not limited to:
1. Games as artistic expression and interactive storytelling
2. Visual and sonic aesthetics in video game design
3. Experimental and avant-garde game projects
4. Games and transmedia artistic practices
Game Design and Innovation
This panel focuses on the evolution of game mechanics, player
experiences, and the impact of emerging technologies on game design.
Scholars, developers, and industry professionals are encouraged to submit
research on:
1. AI and procedural content generation in game design
2. Immersive experiences (VR, AR, XR) and their implications
3. Accessibility and inclusive game development
4. The impact of UX/UI innovations on player engagement
5. Ethical considerations in AI-driven game design
Games, Society, and Culture
Games are powerful cultural artifacts that influence and reflect social
realities. This panel invites research on the socio-cultural
implications of gaming, including issues of representation, identity,
and community-building. Topics include:
The role of games in shaping social norms and behaviors
1. Gender, diversity, and inclusion in gaming communities
2. Games as educational and political tools
3. Ethical concerns in game development and monetization
The conference will conclude with a roundtable discussion featuring
three keynote speakers, offering a broader reflection on the present and
future directions of game studies.
Submission Guidelines
We invite scholars, researchers, designers, and industry professionals
to submit extended abstracts of up to 300 words, including a title,
research question, methodology, and key findings. Submissions should
clearly indicate the panel they are addressing.
The deadline for abstract submission is June the 30th
Notifications of acceptance will be sent by July the 15th July.
Accepted presenters will have the opportunity to submit a full paper for
consideration in a peer-reviewed publication following the conference.
Further details on the publication process will be provided upon acceptance.
Abstracts should be submitted in PDF format via email to
(cts.milano /at/ sae.edu) <mailto:(cts.milano /at/ sae.edu)>with the subject line:
Games Matters – Abstract Submission. The abstract should be no longer
than 500 words, including a short bibliography. it should be clear the
subject, the detail of the methods, and an introduction of the main results.
Authors should add two-lines short bio to the abstract. For any
inquiries, please contact the organizing committee at
(a.micalizzi /at/ sae.edu) <mailto:(micalizzi /at/ sae.edu)>
(fabrizio.festa /at/ conservatoriomatera.it)
<mailto:(fabrizio.festa /at/ conservatoriomatera.it)>, (mariospada5 /at/ gmail.com)
<mailto:(mariospada5 /at/ gmail.com)>, (tommaso.dinoia /at/ poliba.it)
<mailto:(tommaso.dinoia /at/ poliba.it)>, (claudio.pomo /at/ poliba.it)
<mailto:(claudio.pomo /at/ poliba.it)>
We look forward to your contributions to advancing the dialogue on game
studies and shaping the future of this evolving field.
Timeline
June the 30th deadline abstract submission
July 15th confirmation of acceptance of a selection of abstracts
September the 30th full papers draft submission [4.000 words, references
excluded]
December the 1st final version full papers submission
Proceedings will be published in a e-book, by P+Arts Academic Press
House; a selection of the extended version of the papers [8.000 words,
references included] will be considered eligible for a special issue
with an international peer-reviewed scientific journal. More details
will be shared after the first submission.
Conference fee
The conference is free of charge.
References
Adams, E., & Rollings, A. (2010). Fundamentals of Game Design. New Riders.
Bogost, I. (2007). Persuasive Games: The Expressive Power of Videogames.
MIT Press.
Consalvo, M., & Paul, C. A. (2019). Real Games: What’s Legitimate and
What’s Not in Contemporary
Videogames. MIT Press.
Ensslin, A. (2014). Literary Gaming. MIT Press.
Flanagan, M. (2009). Critical Play: Radical Game Design. MIT Press.
Frasca, G. (2003). Videogames of the Oppressed: Videogames as a Means
for Critical Thinking and Debate.
Digital Games Research Association (DiGRA).
Juul, J. (2019). Handmade Pixels: The Independent Video Games and the
Quest for Authenticity. MIT Press.
Isbister, K. (2017). How Games Move Us: Emotion by Design. MIT Press.
Huntemann, N., & Payne, M. (Eds.). (2019). How to Play Video Games. NYU
Press.
McErlean, K. (2018). Interactive Narratives and Transmedia Storytelling:
Creating Immersive Stories Across
New Media Platforms. Routledge.
Salen, K., & Zimmerman, E. (2004). Rules of Play: Game Design
Fundamentals. MIT Press.
Sicart, M. (2011). The Ethics of Computer Games. MIT Press.
Shaw, A. (2014). Gaming at the Edge: Sexuality and Gender at the Margins
of Gamer Culture. University of
Minnesota Press.
Taylor, T. L. (2018). Watch Me Play: Twitch and the Rise of Game Live
Streaming. Princeton University
Press.
Uricchio, W. (2020). Cultural Histories of Video Games. Routledge.
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