Archives par mot-clé : videogames

Call for Papers: Games and Literary Theory 2023 Conference – “Intent / Intentionality” (University of Silesia, Katowice, Poland)

Games and Literary Theory 2023 Conference : “Intent / Intentionality”

May 10-11, 2023

University of Silesia, Katowice, Poland

Deadline for proposals: January 1st 2023

Organized by the Faculty of Humanities, University of Silesia, Katowice, Poland

Call for papers

The question of intent and intentionality has been the topic for literary theory and literary criticism for decades with multiple points of entry into the vast problematics, from phenomenology, genetic criticism, hermeneutics, narratology, to psychology and sociology. Various debates have introduced different approaches to intent and intentionality, from problematizations of intentional fallacy (Wimsatt, Beardsley 1946), tripartite structure of intentionality (Eco 1990), research on auctorial intent (Farell 2017) and textual intent of literary form (Mitchell 2008, Maynard 2009), to sociological approaches interested in utopian intentional communities (Metcalf 2004) – just to name a few entries in the vast library of works on the topic. Continuer la lecture de Call for Papers: Games and Literary Theory 2023 Conference – “Intent / Intentionality” (University of Silesia, Katowice, Poland)

Call for papers: Second International Conference of Video Game Studies: “Video Games as a Challenge to Academia – 50 Years of the Gaming Industry” (Novi Sad, Serbia)

Second International Conference of Video Game Studies: “Video Games as a Challenge to Academia – 50 Years of the Gaming Industry”

December 10th-11th 2022

Novi Sad, Serbia

Deadline for proposals: October 10th, 2022

Organized by the University of Novi Sad, Academy of Arts, the University of Belgrade, Faculty of Philology, and the Serbian Games Association (SGA)

Call for papers

Exactly fifty years ago, in 1972, Magnavox came out with the first home gaming console, designed by Ralph Baer. That same year, Nolan Bushnell and Ted Dabney founded Atari, the first game development company. Atari achieved immense success with Pong, a game that inspired many to try their luck at the game development business, first in the US, then in Japan and Europe, and finally across the globe. These events mark the birth of the largest media industry in existence today. In honour of this anniversary, the Academy of Arts in Novi Sad, in cooperation with the University of Belgrade, Faculty of Philology, and the Serbian Games Association (SGA), are organising the second international conference dedicated to the study of video games in Serbia, Video Games as a Challenge to Academia: 50 Years of the Gaming Industry.

Continuer la lecture de Call for papers: Second International Conference of Video Game Studies: “Video Games as a Challenge to Academia – 50 Years of the Gaming Industry” (Novi Sad, Serbia)

Appel à contributions: Colloque “Le genre et la sexualité dans le jeu : jeux de rôles, imaginaires et possibles” (Université de Strasbourg)

Colloque “Le genre et la sexualité dans le jeu : jeux de rôles, imaginaires et possibles”

8 et 9 décembre 2022

Université de Strasbourg

Organisé par Laurence Schmoll, Valentine Royaux et Kim-Marlène Le – Université de Strasbourg 

Appel à contributions

Les années 2010 ont été marquées par des mouvements qui mettent en lumière le sexisme dans les industries culturelles et, plus généralement, dans la société, en témoignent  #GamerGate (2014) et #MeToo (2017). Depuis, le genre et la sexualité sont des sujets abordés de manière beaucoup plus frontale et explicite, attirant de plus en plus l‘attention du grand public. Dans le domaine vidéoludique, la question du genre atteint actuellement un niveau d’intérêt élevé, et ce, par le biais de trois prismes. Continuer la lecture de Appel à contributions: Colloque “Le genre et la sexualité dans le jeu : jeux de rôles, imaginaires et possibles” (Université de Strasbourg)

CFP: History of Games conference 2022 (online)

History of Games conference 2022

End of October 2022

Online

Deadline for submissions: July 31st, 2022

Conference chairs: Yannick Rochat (Université de Lausanne) and Carl Therrien (Université de Montréal)

Call for participants and committee members

The history of games international conference series is a global initiative that seeks to act as a catalyst for academic research on gaming history. Biennial events bring together historians, curators, social scientists and archivists from academic or fan communities to develop networks and disseminate research and preservation initiatives.

Following the last conference held virtually in 2020, the next event will feature three main activities: keynote addresses by Wendi Sierra, Alexis Blanchet and Véronique Dasen; workshops focussing on emerging research; and a general meeting to elect members from all over the globe. All events will be completely free, hosted on Zoom and Discord towards the end of October 2022.

Since the pandemic has prevented many emerging scholars from travelling to conferences and getting feedback from their peers, this coming event will focus on providing discussion opportunities. We invite any researcher with an interest in the history of games to send short proposals (80-120 words) presenting their current research interests or an idea they would like to explore. We will assemble workshops by regrouping similar proposals and asking relevant experts from our network to join the conversation. These workshops will be held privately on Zoom, adjusting to each group’s preferences and time zones. We seek to accept as many short proposals as possible and assemble the program from there. We also accept applications to act as respondent.

In this context, we invite YOU to define the relevant topics that will help develop our understanding of game histories, including material and cultural inspections of sports, tabletop games and videogames. The steering committee of the conference series gives a good sense of the scope of experts we seek to bring into these conversations: https://www.history-of-games.com/steering-commitee/ 

The event will also feature keynote addresses by:

  • Wendi Sierra, author of Todd Howard. Worldbuilding in Tamriel and Beyond. Prof. Sierra will address the legacy of The Elder Scrolls 3: Morrowind, released 20 years ago.
  • Alexis Blanchet, author of Une histoire du jeu vidéo en France: 1960 – 1991. Dr. Blanchet will revisit the first occurrences of games in France, in universities, in arcades, and how an industry developed from there.
  • Véronique Dasen, author of several books and project lead of the ERC-funded project Locus ludi. Prof. Dasen will discuss this project, aimed at studying « the cultural fabric of play and games in Classical Antiquity ».

Please send your short proposals to yannick.rochat@unil.ch and carl.therrien@gmail.com by July 31st, 2022. Notifications of acceptance and workshop program will be communicated in September 2022.

Appel à communications : Colloque international – Fiction et patrimoine : le jeu comme lieu de mémoire (Metz)

Colloque international : “Fiction et patrimoine : le jeu comme lieu de mémoire

17 et 18 novembre 2022

Île du Saulcy, Metz (57000)

Échéance des propositions : 15 juillet 2022 

Organisé par Lucas Friche, Enora Gabory, Mathilde Gourrat, Sébastien Genvo, Jenguiz Kanaani, Victor Meunier, Pierre Morelli

Texte de l’appel

À l’occasion de la nomination d’Esch-sur-Alzette deuxième ville du Luxembourg, l’Institut National de l’Audiovisuel (INA), la Direction régionale des Affaires culturelles du Grand Est (Drac) et le Centre de recherche sur les médiations (Crem) s’associent autour du projet Memories, Images & History Across Borders (Mihab) relatif au patrimoine historique et culturel de la région transfrontalière de l’Alzette.

Ce projet de colloque s’inscrit dans ce partenariat et pose la question de la transmission de la mémoire, en particulier lorsque cette mémoire est attachée à un territoire particulier, comme l’est le territoire transfrontalier de l’Alzette. Continuer la lecture de Appel à communications : Colloque international – Fiction et patrimoine : le jeu comme lieu de mémoire (Metz)

Journée d’étude: “La frontière vidéoludique : ce que le jeu vidéo fait au réel” (ERIAC, Université de Rouen)

Journée d’étude: “La frontière vidéoludique : ce que le jeu vidéo fait au réel”

9 juin 2022

Maison de l’Université | Salle de conférence | Mont-Saint-Aignan & Visioconférence

Organisé par Franck Varenne et Martin Buthaud

Présentation

Les expressions de « monde réel » ou de « réel », dans le champ des sciences du jeu, semblent impliquer une forte dichotomie entre plusieurs territoires qui s’excluraient mutuellement, alors que de nombreuses études ont montré que certaines dynamiques sociales, culturelles, idéologiques ou économiques étaient « importées » de nos sociétés dans les jeux vidéo et remettent ainsi en cause l’idée d’une étanchéité entre le réel et le jeu. Notre journée d’étude, intitulée « La frontière vidéoludique : ce que le jeu vidéo fait au réel », propose dès lors d’interroger la nature de cette frontière vidéoludique avec le réel, d’en préciser les contours et d’en questionner la pertinence. Nous porterons en particulier notre regard sur les incursions, importations et autres prescriptions d’origine extraterritoriale, à savoir sur les effets de la pratique vidéoludique sur le réel. Car comme pour n’importe quelle frontière, l’enjeu consiste notamment à se demander où se situent les points de passages, quelles sont les dynamiques transfrontalières, ce qui y transitent, sous quelles formes, et comment les territoires qu’elle sépare supposément interagissent en ce sens les uns avec les autres. De tels « effets » sont multiples et de natures différentes, de sorte qu’il demeure difficile de concevoir concrètement dans quelle mesure la pratique vidéoludique affecte le monde réel, nous-mêmes et notre rapport aux autres. Faut-il parler comme Schmoll (2010) d’une « contamination » de la réalité par le jeu ou d’un phénomène de « contagion » grâce aux processus de « ludicisation » (Genvo, 2013) qui émergeraient à partir d’une prétendue « confusion » entre le réel et le virtuel (Radillo & Virole, 2010) ? Que regroupent exactement de telles notions, et que disent-elles de notre rapport au réel par la médiation des jeux vidéo ? Dans quelle mesure les jeux vidéo ont-ils des effets sur notre compréhension ou nos représentations du monde réel, voire ont-ils le pouvoir de le transformer (McGonigal, 2012) ? Continuer la lecture de Journée d’étude: “La frontière vidéoludique : ce que le jeu vidéo fait au réel” (ERIAC, Université de Rouen)

CFP : Depictions of Power: Strategy and Management Games (Simon Dor, ed.)

“Depictions of Power: Strategy and Management Games”

Edited by Simon Dor

This call seeks chapters to be included in an edited book that would be titled Depictions of Power: Strategy and Management Games. Accepted proposals will be included in a submission for the collection “Approaches to Digital Game Studies” at Bloomsbury.

Deadline for proposals : August 15th, 2022

Full contributions expected by March 1st, 2023

“… one needs to comprehend how power operates, especially in games, for games are an artform of power and choice.”

Mary Flanagan (2019)

 

Call for papers

One could say that strategy and management games are the quintessential depictions of power. Rather than being centered on a single character, these games put the players in situations where they have power over other entities or other players. Moreover, narrative contextualization in the genre depicts the player as a leader, manager, governor, warden, general, or even as a god of some sort. As such, they take an implicit or explicit stance on power, through control, agency, identity, ownership, affiliation, or loyalty, for instance. Continuer la lecture de CFP : Depictions of Power: Strategy and Management Games (Simon Dor, ed.)

CFP: Mechademia U.S. Conference – “Migration and Transition” (Los Angeles/Online)

Mechademia U.S. Conference – “Migration and Transition”

June 28-29, 2022

Los Angeles/Online

Proposal deadline: 10 June 2022

Organized by Frenchy Lunning

Keywords: Anime and/or Manga, Mechademia, trauma, narrative, Asian popular culture, nikkei, conference

Call for papers

Register through Teachable at: https://mechademia.teachable.com/

Keynote speaker: Christine Yano

Migration can be seen as a type of transition, marking a journey from one position to another via movement. This journey may be voluntary or forced, affecting people and communities as they respond to massive events such as wartime, disease, climatic changes, and economic and political upheavals. At the same time, there is also the motivation of hope, of future shifts towards positive aspirations; of the potential for radical change from the present circumstances. Continuer la lecture de CFP: Mechademia U.S. Conference – “Migration and Transition” (Los Angeles/Online)

CFP: The Futures of Games and Game Studies (Eludamos, special issue)

“The Futures of Games and Game Studies”

Eludamos, special issue

Full paper submission deadline: September 1, 2022

Publication: December 2022/January 2023

Call for papers

The theme of the special issue is the Futures of Games and Game Studies.

During its around 20 years of existence, game studies has put computer games on the academic map. The field has provided a response to effect studies by demonstrating that games are social arenas of intrinsic value to the individuals that use them, and that they are cultural products able to comment on society in new ways. From a more practical perspective, technical oriented game studies has driven developments in artificial intelligence and virtual reality.

But where will game studies go in the future? What are the challenges that game studies will face as computer games mature and become a medium not only for entertainment but also for politics and activism? What will happen to games as technological developments take new and unforeseen directions? How can we as a scholarly community be able not only to respond to these rapid developments but also be able to define what games should be in the future? This special issue will be an attempt to illuminate potential avenues for the future of game studies. 

This special issue call is based on the Futures of Games and Game Studies symposium and doctoral consortium organized at the IT University of Copenhagen in April 2022. Participants who attended the event are encouraged to submit, but with this call we also invite submissions from the larger academic community. 

Important dates

Full paper submission deadline: September 1, 2022

Review results: October 15, 2022

Camera ready papers: Dec 1, 2022

Publication: December 2022/January 2023

Submission guidelines

Eludamos accepts submissions of up to 8.000 words, excluding references but including notes and tables. Please make sure your manuscript corresponds to the journal’s formal requirements regarding length, citation style, and so on. For full submission guidelines, see https://www.eludamos.org/index.php/eludamos/information/authors

About Eludamos

Eludamos is an international, interdisciplinary, peer-reviewed journal dedicated to the academic study of computer games and play. Eludamos publishes special issues, but will also accept unsolicited submissions relating to our aims and scope. See full description of Eludamos at https://eludamos.org/index.php/eludamos/about 

Continuer la lecture de CFP: The Futures of Games and Game Studies (Eludamos, special issue)

Publication: Japanese Role-Playing Games – Genre, Representation, and Liminality in the JRPG (Edited by Rachael Hutchinson and Jérémie Pelletier-Gagnon)

Rachael Hutchinson and Jérémie Pelletier-Gagnon (eds.), Japanese Role-Playing Games – Genre, Representation, and Liminality in the JRPG, Lexington Books, 2022

Presentation

Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.

Rachael Hutchinson is professor of Japanese studies at the University of Delaware.