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[ecrea] Video Game Art Reader Accepting Submissions for 2018 Issue Through Feb. 28
Mon Dec 11 07:24:20 GMT 2017
The Video Game Art Reader is currently accepting submissions from
practitioners, researchers, and educators for its 2018 issue through
February 28th. Please see below for more details on the theme for our
next issue and submission requirements.
VGA Reader Call for Papers—Issue 2: SURVIVAL STRATEGY
IT’S DANGEROUS TO GO ALONE! TAKE THIS. - Old Man, The Legend of Zelda
In an era of ecological, social, and political crisis, when contemporary
media inundates us daily with apocalyptic scenarios, video games can act
as a valuable means of psychological escape. However, video games— as
unique, participatory works of art— can also model both individual and
collaborative means of survival through the experience of play. Video
games offer opportunities to navigate both historical and fictional
conflicts, traverse landscapes devastated by climate change or nuclear
holocaust, and manage the limited resources of individuals, or even
whole civilizations, on earth and beyond. They offer players a dizzying
array of dystopian scenarios in which to build and invent, cooperate to
achieve shared goals, or sometimes merely learn how to survive another
day. Video games focus attention, hone visuospatial skills, and shape
cognitive control and physical reflexes. How do video games, through
these unique methods, participate in the larger context of radical,
activist artworks that challenge destructive norms and structures of
power? How can we harness the skills we develop through play— or “game
the system”— to imagine our best possible future(s) in trying times?
The VGA Reader (VGAR) is accepting submissions that critically analyze
video game art as a means of survival. Though “survival strategy” exists
as a defined gaming genre, all video games can be considered as methods
of human conditioning, coping, and creating.
Possible topics include but are not limited to:
● How video game artworks development, design, and play are
uniquely situated to explore personal, social, or ecological crises.
● How video games participate in larger activist and radical art
communities/collectives.
● How video game art prototypes collaborative approaches to survival.
● How video games explore the long-term implications of human
activity in relation to ecological crisis.
● How the history of games engages with dystopias and utopias
themes of the past and present.
● How video games provide methods of constructive and collaborative
play.
● How we might develop a critical discourse of “casual” games
through psychological and physiological conditioning.
● How might we investigate the relationship between survivalist
subcultures and resource management games.
● How video games can work as systems for mediating or mollifying
conflict.
● How the economies and cultures of world simulators and Massively
Multiplayer Online Role Playing Games (MMORPGs) can be viewed as models
of real-world growth or collapse.
● How video games create, reflect, or critique current apocalyptic
real world tragedies, crises, and political upheaval, as well as the
media narratives that surround them.
Deadline for Submissions is February 28th, 2018
All submissions and questions should be sent to: tfunk (at) vgagallery
(dot) org.
Video Game Art Reader Mission Statement:
The VGA Reader is a peer-reviewed journal for video game audiences and
video game practitioners interested in the history, theory, and
criticism of video games, explored through the lens of art history and
visual culture. Its primary aim is to facilitate exploration and
conversation of video game art, documenting and disseminating discourse
about the far-reaching influence of video games on history, society, and
culture.
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Submission Guidelines:
The VGA Reader is a scholarly electronic and print journal. It is blind
peer-reviewed, invitational, and open to submissions in the form of
theoretical papers, interviews, practitioner statements, and reviews on
video games and video game-related events. The journal is published
annually as a singular summer edition. The electronic and print versions
differ in format but are similar in content.
There are four types of articles the VGA Reader publishes. Each have a
distinct focus and designated word count:
1) Essays - 2,500 to 5,000 words
The VGA Reader welcomes essays pertaining to any investigation of video
games, be they historical, theoretical, instructional (dealing with the
hardware or software involved in creating games), or experimental in
nature (manifestos, essays proposing new kinds of games, equipment, or
approach to gaming in general, etc.). We welcome writers of all kinds,
be they practitioners (game designers, writers, etc.), academics, or
enthusiastic gamers with novel ideas and information to share.
Manuscripts must be under the 5,000-word count limit (including
references and figure captions) before it will be considered for review.
Because of the length of these essays, they must be accompanied by a
100-word abstract.
2) Practitioner (Artist/Designer/Writer) Statements
fewer than 2,000 words
The VGA Reader welcomes practitioner statements, constituting articles
detailing the video game-related work of the author, be it a video game,
video game-themed artwork/performance, multimedia work/event, etc. These
essays can take the form of longer artist statements about conceptual
and narrative-driven concerns, but we also encourage details regarding
issues of game play, troubleshooting during production, user testing,
and anecdotes about the creative production process.
3) Reviews of video game-related events (gallery shows, multimedia
events, etc.)
fewer than 2,000 words
The VGA Reader welcomes reviews, selected by the VGA Reader’s Editor and
Editorial staff. This section of the journal offers opportunities for
authors to report on a variety of video game-related events in brief,
exploratory essays detailing the experience. These essays must be
accompanied by media (images, video) of the event as illustration,
provided by the author.
4) The VGA Reader will also publish selected interviews; however, these
submissions will be by invitation only.
FORMATTING FOR SUBMISSION:
All submissions must be formatted as follows:
-In Microsoft Word .doc or .docx
-Font: Times New Roman
-Size: 12
-Styles: Normal
-Alignment and Spacing: Horizontal, Left aligned, Single space
-Endnotes: Do not use automatic formatting. Place any endnotes after the
main text of your essay but before your Reference/Bibliography list.
Place the endnote number reference in parentheses in the left margin,
using the same number as in the text of the paper. All
references/citations are written in the format of the Chicago Manual of
Style. For more information, see:
http://www.chicagomanualofstyle.org/home.html.
-Media (images, video, and/or sound files) should be submitted as
attachments via email. DO NOT embed images onto your Word doc. After
acceptance, the editor will send copyright permissions documents.
Submissions should contain the following information, in this particular
order:
1. Essay title
2. Author’s name
3. Author’s affiliation/academic position/affiliation/ etc.: (e.g.:
Collective/company name, independent designer/artist, researcher /
Assistant Professor / Professor)
4. The body of the essay
5. References (in Chicago Manual of Style format)
6. Author’s Bio – 50-word count. Email and/or www. can be included at
the end of the bio.
SUBMISSION FOR ACCESSIBILITY:
Keeping articles accessible to a large, but interested audience is a
primary goal of the VGA Reader. While general “good-writing” practices
demand attention in your use of language, style, and organization,
writing video game scholarship and practitioner statements should also
avoid too-specific jargon, acronyms, and other specialized language,
unless defined specifically in the article. Include subheadings and
bullet points along with section introductions when necessary for
organization purposes.
Paying attention to these tenets will ensure a fair critique of the
work, and will greatly improve your chances of publication.
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