5th Global Conference
Sunday 14th July – Tuesday 16th July 2013
Mansfield College, Oxford
This inter- and multi-disciplinary conference aims to examine, explore and critically engage with the issues and implications created by the mass use of computers and videogames for human entertainment and focus on the impact of innovative videogame titles and interfaces for human communication and ludic culture. In particular the conference will encourage equally theoretical and practical debates which surround the cultural contexts within which videogames flourish.
Presentations, papers, performances, workshops and reports are invited on any of the following themes:
1. Videogames and Gaming
Theories and Concepts of Gaming. Identifying Key Features and Issues.
Videogames as Text. Videogames as Interactive Image. Multidisciplinary Approaches to Videogame Analysis. Film, Literary, Art Studies and Cultural Studies Approaches to the Analysis of Videogames.
2. Videogame Cultures
Emerging Practices in Online and Offline Gaming. Games as Cultural Artifacts.
Pervasive Gaming, Convergence and the Integration of Videogames. Videogames as Art, Fan Cultures.
3. Games and Society
Ethical Issues in Videogames, Videogame Controversy – Rating, Violence, Sex, Morality and their relation to Maturity. Videogames and Politics. Propaganda Games. Censorship.
4. Immersion and Embodiment
New Forms of Interaction, Immersion and Collaboration in Videogames. Sound, Music, Touch, and Game Space. Evolution of Gaming. The Role of Innovative Interfaces.
5. Games with Meaning?
The Relationship between Game and Gamer. Social Impact Simulations. Educational Use of Videogames. Serious Games. News and Documentary Videogames.
6. Reception, Temporality and Videogames
Player Generations. Old Originals vs. Retro games. Indie Games and Low-Tech Aesthetics. Innovations in Independent Game Movements.
7. Works in Progress
Games in Development. Approaches to Game Design. Discussion Workshops on Games under Production. Best Practice and Know-How Exchange.
A presentation with a quick demo of the game and workshop proposals are strongly encouraged. We might offer 2 hour slot for 1-3 intensive workshops on design methodologies and media comparative sessions. Delegates presenting in the frame of workshops are eligible for publishing in special track of Videogames 5 ebook on methodologies.
The Steering Group particularly welcomes the submission of pre-formed panel proposals. Papers will also be considered on any related theme. A presentation with a quick demo of the game and workshop proposals are strongly encouraged. We may offer a 2 hour slot for 1-3 intensive workshops on design methodologies and media comparative sessions. Delegates presenting in the frame of workshops are eligible for publishing in special track of Videogames 3 ebook on methodologies.
300 word abstracts should be submitted by Friday 8th February 2013. If an abstract is accepted for the conference, a full draft paper should be submitted by Friday 10th May 2013. Abstracts should be submitted simultaneously to both Organising Chairs; abstracts may be in Word, WordPerfect, or RTF formats with the following information and in this order:
a) author(s), b) affiliation, c) email address, d) title of abstract, e) body of abstract, f) up to 10 keywords
E-mails should be entitled: VG5 Abstract Submission.
Please use plain text (Times Roman 12) and abstain from using footnotes and any special formatting, characters or emphasis (such as bold, italics or underline). We acknowledge receipt and answer to all paper proposals submitted. If you do not receive a reply from us in a week you should assume we did not receive your proposal; it might be lost in cyberspace! We suggest, then, to look for an alternative electronic route or resend.
Joint Organising Chairs:
The conference is part of the ‘Critical Issues’ series of research projects run by Inter-Disciplinary.Net. It aims to bring together people from different areas and interests to share ideas and explore various discussions which are innovative and challenging. All papers accepted for and presented at the conference are eligible for publication in an ISBN eBook. Selected papers may be invited to go forward for development into 20-25 page chapters for publication in a themed dialogic ISBN hard copy volume.