[Air-L] REMINDER JAN. 3 DEADLINE: In-Betweenness of Play Conference

David Murphy murphy.david.thomas at gmail.com
Tue Jan 2 01:43:57 PST 2024


Apologies for Crossposting

Hello Friends,

This is a gentle reminder that the final submission deadline for The
In-Betweenness of Play joint hybrid conference is tomorrow (Wednesday,
January 3rd).

This conference is free of charge  for those who choose to present online
and the CFP can be found below.


CALL FOR A PAPERS

 DIGRA Brazil / British DIGRA Joint Hybrid Conference

The In-Betweenness of Play

As part of a broader initiative aimed at amplifying diverse voices within
the interdisciplinary field of game studies, DIGRA Brazil and British DIGRA
invite short panel and paper proposals to a special two-day joint hybrid
conference on the 'in-betweenness' of play that will take place from April
12-13 at Staffordshire University London.

In 1971, Brazilian Cultural Critic Silviano Santiago introduced the concept
of 'in-betweenness' as a vital lens for understanding the intricate
dynamics emerging from the clash of modern Western theories with the
complexities of contemporary non-Western cultural production. It offered
depth to the experiences of artists and intellectuals involved in the
production of identities, economies, and aesthetic strategies caught
between nativism and cosmopolitanism while challenging the untrustworthy,
often exploitative, Western notions of cultural originality. It also helped
shape the understanding of the ongoing influence of colonial legacies and
power dynamics in cultural encounters.

In addition to outlining a critical position, the concept of in-betweenness
also refers to productive spaces where new collaborations can
flourish—spaces where shared feelings of cultural in-betweenness give-rise
to the creative reimagining of ontologies, technologies, methodologies and
practices. A space in-between, in other words, is also a place of learning
by way of emulation, adaptation, collaboration and critical reflection.

To promote as much participation as possible, panel (750-1000 words
including bibliography) and paper (250-500 words including bibliography)
proposals on any aspect of game or gaming adjacent research written in
English or Portuguese are welcome. Attendees can present online or in
person; the deadline for submissions is Wednesday, January 3rd, 2024, and
proposals can be sent to inbetweenessofplay at googlegroups.com. Online
participation is free and both organizations are also seeking postgraduate
student support for this and future events, so if you are an MA or PhD
student interested in volunteering for the event planning committee please
send a short email expressing your interest to
inbetweenessofplay at googlegroups.com.

Suggested topics include, but are not limited to, research on the spaces
in-between:

- Sustainability and Development

- Accessibility and Design

- Analog and Digital Games

- Amateurs and Professionals

- Studios, Workers, and Publishers

- Players, Fans, and Spectators

- Bodies and Affects

- Labour and Leisure

- Storytelling and Design

- Platforms and Cultures

- Learning and Teaching

- Institutions and Esports

- Research and Practice

- Representation and Identity

- Post-colonialism and Decolonization

- Posthumanism and Agency

- Automation and Art



CHAMADA DE TRABALHOS

Conferência Híbrida Conjunta DIGRA Brasil/British DIGRA

Os Entre-Lugares do Jogo

Como parte de uma iniciativa mais ampla destinada a ampliar vozes diversas
no campo interdisciplinar dos game studies, os chapters brasileiro e
britânico da Digital Games Research Association - DIGRA Brasil e British
DIGRA, respectivamente - convidam propostas curtas de painéis e artigos
para uma conferência híbrida especial de dois dias sobre a
'intermediariedade' do jogo, que acontecerá de 12 a 13 de abril de 2024 na
Universidade de Staffordshire, em Londres.

Em 1971, o crítico cultural brasileiro Silviano Santiago introduziu o
conceito de 'Entre-Lugar' como uma lente vital para entender as dinâmicas
intrincadas que surgem do choque das teorias ocidentais modernas com as
complexidades da produção cultural contemporânea não-ocidental. Isso
ofereceu profundidade às experiências de artistas e intelectuais envolvidos
na produção de identidades, economias e estratégias estéticas presas entre
o nativismo e o cosmopolitismo, desafiando também as noções ocidentais de
originalidade cultural. Além disso, ajudou a moldar a compreensão da
influência contínua das heranças coloniais e das dinâmicas de poder nos
encontros culturais.

Além de delinear uma posição crítica, o conceito de Entre-Lugar também se
refere a espaços produtivos onde novas colaborações podem florescer -
espaços onde sentimentos compartilhados dão origem à recriação criativa de
ontologias, tecnologias, metodologias e práticas. Um espaço intermediário,
em outras palavras, é também um lugar de aprendizado por meio de emulação,
adaptação, colaboração e reflexão crítica.

Para promover o máximo de participação possível, são bem-vindas propostas
de painéis (750-1000 palavras) e artigos (250-500 palavras) sobre qualquer
aspecto da pesquisa de jogos ou relacionada a jogos, escritas em inglês ou
português. Os participantes podem apresentar online ou presencialmente; o
prazo para envio de propostas é terça-feira, 3 de janeiro de 2024, e as
propostas podem ser enviadas para  inbetweenessofplay at googlegroups.com.

Tópicos sugeridos incluem, mas não se limitam a, pesquisa sobre os espaços
intermediários:

- Sustentabilidade e Desenvolvimento

- Acessibilidade e Design

- Jogos Analógicos e Digitais

- Amadores e Profissionais

- Estúdios, Trabalhadores e Editores

- Jogadores, Fãs e Espectadores

- Corpos e Afetos

- Trabalho e Lazer

- Narrativa e Design

- Plataformas e Culturas

- Aprendizado e Ensino

- Instituições e Esportes Eletrônicos

- Pesquisa e Prática

- Representação e Identidade

- Pós-colonialismo e Descolonização

- Pós-humanismo e Agência

- Automação e Arte

- Bibliografia Selecionada


*Selected Bibliography*

Amaro, M., & Fragoso, S. (2020). East meets South: The creative
appropriation of Nintendo and Sega videogames in Brazil. *In Proceedings of
the 2020 DIGRA International Conference: Play Anywhere*.
http://www.digra.org/digital-library/forums/digra2020/page/11/.

Blanco, B., & Job Da Silca, A. C. (2021). From The Scratchware Manifesto to
Game Workers Unite: manifestos and labor claims in two decades of indie
video games. *Contracampo*, 40(2).

Chia, A. (2022). The artist and the automaton in digital game production.
*Convergence*, 28(2), 389-412.

de Paula, B. (2021). “Emergent countries play, too!”: The Zeebo console as
a (partial) decolonial project.*Contracampo*, 40(2).

Gallagher, R. (2022). Humanising gaming? The politics of posthuman agency
in autobiographical videogames. *Convergence*, 28(2), 359-373.

MacCallum-Stewart, E. (2013). Diggy Holes and Jaffa Cakes: The rise of the
elite fanproducer in video-gaming culture. *Journal of Gaming & Virtual
Worlds*, 5(2), 165-182.

Ruffino, P., & Woodcock, J. (2021). Game workers and the empire:
Unionisation in the UK video game industry. *Games and Culture*, 16(3),
317-328.

Trigo, A. (2004). *The Space In-Between: Essays on Latin American Culture*.
By Silviano Santiago. Edited by Anna Lúcia Gazzola. Translated by Tom
Burns, Ana Lúcia Gazzola, and Gareth Williams. Durham: Duke University
Press, 2001. Pp. 188.

Webber, N. (2020). The Britishness of ‘British Video Games’. *International
Journal of Cultural Policy*, 26(2), 135-149.


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