[Air-L] Correction: September 15 due date for Video Games, Culture, and Justice CFP

Kishonna Gray kishonnagray at gmail.com
Mon Jul 20 11:06:24 PDT 2015


Lol Andre you a mess! I'm cracking up!
Yes you all please submit!
Kishonna 

Sent from my iPad

> On Jul 20, 2015, at 2:39 AM, André Brock <andre.brock at gmail.com> wrote:
> 
> because André posted the incorrect version (and refers to itself in 3rd
> person, it doessss).  Please breathe a sigh of relief and/or reconsider
> contributing to this volume!
> 
> +++++
> 
> Call for Papers
> 
> *Video Games, Culture, & Justice*
> 
> 
> 
> Kishonna L Gray (Eastern Kentucky University), Co-Editor
> 
> David J Leonard (Washington State University), Co-Editor
> 
> André Brock (University of Michigan), Co-Editor
> 
> 
> 
> Deadline for Abstracts (500 words) + bio + CV/Resumé: *September 15th, 2015*
> 
> Full Essays Due: *December 28th, 2015*
> 
> 
> 
> 
> 
> The purpose of this edited volume will be to propel game studies towards a
> more responsive existence in the area of social justice.  The text will
> attempt to move beyond the descriptive level of analysis of *what* and
> begin engaging the *why*, highlighting the structural and institutional
> factors perpetuating inequalities that permeate gaming culture and extend
> into a myriad of institutions.  The public outcry associated with GamerGate
> has put ‘why’ at the forefront of game studies.  This attack directed at
> ‘social justice warriors’ brought the hidden reality of harassment,
> cyberbullying, sexism, racism, homophobia, transphobia, and other
> injustices to light.  These attacks are part and parcel of gaming culture;
> challenges to the lack of diversity or the gross stereotypes are often met
> with demonization and rhetorical violence. Yet, we must move beyond
> individual acts of prejudice, discrimination, and microaggressions to
> examine the structural and institutional factors that allow them to exist.
>  We must look at how the daily practices sustain what Mark Anthony Neal
> calls “micro-nooses” and lived reality of violence on and offline.
> 
> Amid this culture of violence, the gaming industry has embraced the
> rhetoric of diversity and inclusion.  In response to protests, game
> developers have incorporated statements asserting their commitment to
> producing diverse games and creating an industry that is not dominated by
> white men.  GamerGaters, who gained media attention through their
> misogynist and racist attacks on women gamers and developers, tried to
> justify their campaign as an attempt to restore the ethics needed in video
> game journalism.   Given the post-racial rhetorical turn of the last six
> years, it is important to push conversations about gaming and gamers beyond
> diversity, to expose the disconnect between rhetorics of multiculturalism
> and the struggle for justice and equity.  It is important to highlight the
> contradiction between ideals of inclusion espoused within the video game
> industry and society as a whole and the persistence of injustices within
> the structural and institutional context in which they may have developed.
> This compilation not only seeks to answer these questions but also to
> produce work that intervenes in the culture of violence and inequity from
> which these works emanate from inside and outside of academia.
> 
> Traditionally, academic public discourses concerned with criminal justice
> focused on issues pertaining to crime and legal justice; within game
> studies, there has an effort to examine criminogenic effects of violent
> video games on the streets.  We must move beyond this simple construction
> of justice and video games.  This interdisciplinary text defines justice
> broadly, but in terms to speak to the struggle of racial, gender, and
> social justice.  Moving beyond abstract principles, the collection focuses
> on the stakes playing out in virtual reality, demonstrating the ways that
> struggles for justice online, in the policy booth, in the court house, in
> our schools, in legislatures and in streets must be waged online.
> 
> As such, this collection seeks a broader range of critical perspectives on
> justice issues within gaming culture seeking whether gaming culture can
> foster critical consciousness, aid in participatory democracy, and effect
> social change.  It will give voice to the silenced and marginalized,
> offering counter narratives to those post-racial and post-gendered
> fantasies that so often obscure the violent context of production and
> consumption. In offering this framework, this volume will be grounded in
> the concrete situations of marginalized members within gaming culture
> 
> Early career scholars, game industry personnel, gaming activists, graduate
> students, and others are invited to submit work addressing the connected
> themes of Video Games, Culture, & Justice.  Suggested essay topics may
> include (but are not limited to):
> 
> 
>   - ·       Representation and Identity in Video Games
>   - ·       Examining the complex nature of intersections
>   - ·       Marginalized identities within gaming culture
>   - ·       Developing culturally responsive games
>   - ·       Activism within video games
>   - ·       Power and anonymity
>   - ·       Negative experiences in multiplayer settings
>   - ·       Applying social justice theories to gaming
>   - ·       Militarization and video games
>   - ·       Cyberbullying, online harassment, and other virtual violence
>   - ·       Policing game communities
>   - ·       Swatting and blurring boundaries of virtual and physical spaces
>   - ·       Online disinhibition, anonymity, and trolling
>   - ·       The impact of serious games and games for change
>   - ·       Hacking inequalities (sexism, racism, heterosexism, ableism,
>   etc)
>   - ·       Solutions to eliminate bias
>   - ·       Hypermasculinity in tech culture
>   - ·       Methodological successes and challenges
>   - ·       Genre, representation, and social justice
>   - ·       Gaming interfaces as social praxis
>   - ·       The graphical arms race: hyperreality, phenotype, and identity
> 
> *Please submit abstracts (500 word max) along with a short bio and your
> CV/resume to gamesculturejustice at gmail.com <gamesculturejustice at gmail.com>**
> by September 15th, 2015.*  Authors will be notified by October 5th, 2015 if
> their proposals have been accepted for the prospectus.  Notifications to
> submit full essays will occur shortly after abstracts are submitted and
> they will be due December 28th, 2015.  Final essays should be within the
> range of 4000 – 6000 words, submitted as a Word or Rich Text Format. For
> more information please contact the co-editors at
> gamesculturejustice at gmail.com.
> 
> Deadline for Abstracts: September 15th, 2015
> 
> Full Essays Due: December 28th, 2015
> 
> 
> 
> *Kishonna L. Gray* (*Ph.D., Arizona State University*) is the Director of
> the Critical Gaming Lab at Eastern Kentucky University as well as faculty
> in the School of Justice Studies, African/African-American Studies, & Women
> & Gender Studies.  Her work broadly intersects identity and new media
> although she has a particular focus on gaming.  Her most recent book, Race,
> Gender, & Deviance in Xbox Live, provides a much-needed theoretical
> framework for examining deviant behavior and deviant bodies within that
> virtual gaming community.  Her work can be found at www.kishonnagray.com
> and at www.criticalgaminglab.com.  Follow her on Twitter @DrGrayThaPhx
> <https://twitter.com/drgraythaphx> and @CriticalGameLab
> <https://twitter.com/CriticalGameLab>.
> 
> *David J. Leonard* (*Ph.D., University of California – Berkeley*) is
> Associate Professor and chair in the Department of Critical Culture, Gender
> and Race Studies at Washington State University, Pullman.  He regularly
> writes about issues of race, gender, inequality, and popular culture.  His
> work has appeared in a number of academic journals and anthologies.  His
> works can be found at http://www.drdavidjleonard.com. Follow him on Twitter
> <http://twitter.com/drdavidjleonard>@drdavidjleonard
> <http://twitter.com/drdavidjleonard>.
> 
> *André Brock* (*Ph.D., University of Illinois at Urbana Champaign*) is an
> Assistant Professor of Communication Studies at the University of
> Michigan.  His research interests include digital and online performances
> of race and culture, African American technoculture, and critical cultural
> informatics.  Follow him on Twitter @DocDre.
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