Call for Presentations

1st Global Conference

VIRTUALOSITY
Gaming, Interaction and the Digital Arts

Monday 4th February – Wednesday 6th February 2013
Sydney, Australia


Games and digital and virtual interactions proliferate throughout everyday life, from individual game players, to online communities; from the people that make and market games to their influence in and on popular media; leisure activities and to educational, professional and political activities. The impact of such a ubiquitous platform of individual and communal interaction has not just ethical dimensions but also in the ways we view ourselves, our society the future and the very notions of identity and being. In this light gaming and the designing and creating of interactive virtual environments offer us the chance to change both the world that we enter into but also the real world that we bring such technologies into. The resultant blurring of boundaries, if indeed this is the case, has dramatic consequences for ethical and political stances, not least for personal and communal responsibility, as well as gender construction and ‘real’ and ‘performed’ sexualities and hybridities. Also importantly within this framework are notions of inclusion and exclusion, not just within the particular environments and communities created but through access to the technologies themselves, be they geographical or financial, political or individual difference (i.e. non-normative bodies)

This project approaches videogames and interactive virtual spaces from a multi-, inter- and cross-disciplinary perspective that seeks to blend theoretical discussions with concerns of the industry in order to benefit both groups. We therefore welcome papers that explore how games work in society, how they are made, how they are analysed and discussed and current industrial trends. More importantly, because these concepts are often discussed separately, this is an opportunity to examine interrelationships and improve understanding of games across the board. It is of great importance for the industry to contribute to the development of games education just as it is important for the growing education sector to be more informed about production and industry practices.

Presentations, papers, performances, workshops and artworks are called for, but not limited to, the following themes:

Games and Worlds:

  • Analysis and criticism of videogames as texts, games and cultural objects.  Videogame and Virtual worlds theory, analysis, criticism
  • Art, fiction, story, literature writing, transmedia
  • Music audio and performance (voice, physical mo-cap etc)
  • Their place with other platforms such as film, literature, graphic novels and other forms of gaming (i.e. Hasbro etc)

Contexts:

  • Historical approaches and previous envisionings and practices.
  • New Interfaces, cultural and individual strategies and mappings.
  • Recording, archiving and gaming memory.
  • Virtual versus real  interactions, online and offline gaming.
  • Virtual worlds in actual spaces, role playing, digital arts, interactive graphic novels and narratives.
  • Pervasiveness and convergence.
  • Gamings use and influence in other platforms and media.
  • New interactions, immersions and collaborations and integrations with sound, music, textures and spaces.
  • Games Marketing and Gamers as a market

Production:

  • Exploration of new opportunities such as education, science, health and engineering.
  • Videogames beyond the entertainment market such as commercial practicalities and academic concerns.
  • Actual experiences from practitioners, artists, professionals, developers and educators.
  • Works in progress, post-mortems
  • Linkage diaries: academia, industry and independent projects, models, experiments etc.
  • Approaches, methods and practices
  • Technology, programming, design, innovations
  • Performance notes (as above, music, voice, physical etc)

Creativity and Interactions:

  • Fan cultures, communities  and social networking.
  • The impact of the above on other platforms such as film, graphic novels and science fiction. Interactive storytelling, emergent narratives, transmedia storytelling.
  • The relationship between the game, producer, the game and the gamer.
  • How can great game designs become great games that players can buy?
  • The use of virtual worlds worlds and games in education, online learning, research networking and global and local learning.
  • The uniqueness of particular geographical locations i.e. what specific opportunities exist in Australia and where does it stand in the global context?

Corporealities and Ethics:

  • Bodily integrity, hybridity and cyborgism.
  • Avatars, modifications and mutations; the impact on life, death, and social existence
  • Gender and virtuality: new gender, new feminisms, new masculinities
  • Human, animal, machine; Boundaries, frontiers and taboos in games and virtual worlds.
  • Ethics in virtual world; and games; Rating, violence, sex, morality and game rape.
  • gaming ethics and their relation to maturity.
  • Politics, propaganda, activism and censorship.
  • In world surveillance and privacy, cybercrime and ethical hacking.

What to Send:
300 word abstracts or presentation proposals should be submitted simultaneously to both Organising Chairs by Friday 26th October 2012; 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.
E-mails should be entitled: DI1 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.

Organising Chairs

Anyone interested in attending this project should go to: Transmedia: Storytelling and Beyond

 

The conference is part of the Ethos programme of research projects. It aims to bring together people from different areas and interests to share ideas and explore various discussions which are innovative and exciting.

If you like this event you may like:Cybercultures, Digital Memories, Experiential Learning in Virtual Worlds, Immersive Worlds and Transmedia Narratives, Play, Space and Place, Urban Popcultures, Videogame Cultures and the Future of Interactive Entertainment, Visions of Humanity in Cybercultures, Cyberspace and Science Fiction