[Air-L] CfP: special issue Social Justice and Digital Gaming - journal gamevironments - 1. Feb. 2022
Lisa Kienzl
kienzl at uni-bremen.de
Tue Dec 7 06:28:00 PST 2021
Dear colleagues,
if you are interested in Games and Social Justice, please check out the
Call for Papers for the upcoming Special Issue “This Time it’s for all
the Marbles. Towards Social Justice in Digital Gaming” edited by Patrick
Prax in the peer-reviewed open access journal GAMEVIRONMENTS
(https://www.gamevironments.uni-bremen.de/).
Best wishes,
Lisa
==================================================
CALL FOR PAPERS
Special Issue GAMEVIRONMENTS
------------------------------------------------------
This Time it’s for all the Marbles.Towards Social Justice in Digital
Gaming.
edited by Patrick Prax
-----------------------------------------------------------
Digital games are a central element of contemporary media ecology both
in terms of playing and making games, but also as an anchor point for
communities and cultures. The impact games and gaming have on our
societies is both hard to define and undeniable. They extend towards
increased access to cultural production and creativity, allowing people
to be social in isolation, and to expand the social imaginary. At the
same time, they are related to exploitation and precarity, isolate
people under the guise of sociability, and are connected to xenophobic
and bigoted movements that threaten democratic values and civic liberties.
While these are not issues that are exclusive to game it can be argued
that gaming as a culture, community, and environment warrant attention
here because of their central role for contemporary culture, creative
industries, and digital platforms. The gaming community has regrettably
been the training ground for alt-right politics that are successfully
being used globally to de-stabilize democratic discourses and it is
still a central recruitment pool for said radical movements. This makes
it important to investigate the environment of games and gaming for
understanding the current political changes towards xenophobia, white
supremacy, nationalism, and fascism where games and game communities are
a puzzle piece that should not be left out of the picture. The issue
does see games here as a part of contemporary political and cultural
zeitgeist, but also as material media that is produced and consumed in
specific socio-economic context. This means that also perspectives that
center on the economic and political conditions of game production and
marketing are seen as relevant to these questions. That said, games and
game culture are also spaces that brim with potential for critical and
inclusive work. Game workers as well as the communities around games can
be the creative anchor-point, the ground zero, or the staging area for
organizing towards collective action towards more respectful and
equitable futures.
This special issue aims to examine the ways in which games and gaming
are connected to and potentially accelerate undemocratic and bigoted
movements while high-lighting projects and perspectives from games that
contribute to social justice.
The special issue has been created based on the submissions to the Game
Studies Temporary Working Group at the NordMedia 2021 conference. We
invite diverse, critical, activist, and political work connected to
games and game culture from a number of perspectives inside the
ecosystem of games: designers, scholars, journalists, activists,
workplace agitators, community managers, and player creators.
------------------------------------------------
In this special issue, we want to extend beyond purely academic work in
order to highlight steps taken towards social justice in gaming,
wherever they may be found and whatever they may look like. This means
that in addition to the journal’s traditional formats of peer-reviewed
articles, we are also including a call for reports of practical efforts
towards social justice both to share best practices and to learn from
challenges and mistakes. The precise format for such reports can be
discussed with the editor.
--------------------------------------------------
Topics for the all forms of contributions may include, but are not
limited to:
* Using games for social change, both in changing discourse and practice
* Empowering facilitators of social change through games or play
* Gaming as the ecosystem for inclusion or exclusion
* Exploitation in games and gaming
* Organizing and political agitation in games and gaming
* Making visible the structures of bigotry, sexism, and white
supremacy to be able to fight them
* Discrimination, toxicity
* Critical epistemologies for political resistance
* Gaming and its relation to fascism
* The military-entertainment complex and ways to resist it
* Black and indigenous-led perspectives on gaming
* Game culture and the framing of politics
* The politics of game production
* Critical Game literacy
* Political economy of game production and marketing
* Gaming and civic society
* The role of games and gaming in the rise of fascism
----------------------------------------------
GUIDELINES
For all forms of contributions please submit a title and 300-word
abstract to
Patrick Prax (patrick.prax at speldesign.uu.se)
by 1. February 2022.
--------------------------------------------
Possible formats for submission include:
* regular academic articles
* reports
* interviews
* book reviews
* game reviews
* reports of practical effort
Guideline for “Reports of practical efforts”
For reports of practical efforts, please submit a short description of
the effort (300 words) as well as a contextualization of where this
happened. Please explain briefly what you consider to be the take-away
for future actions, both in terms of what can work or what does not. The
editors are prepared to discuss questions regarding anonymity.
---------------------------------------------
Please include pictures and media if you have them. Keep your language
clear and concise.
All articles submitted will be subject to double-blind peer-review.
There is no article processing charge.
-------------------------------------------
Here you find more information on submission formats and guidelines:
https://www.gamevironments.uni-bremen.de/
https://www.gamevironments.uni-bremen.de/wp-content/uploads/2021/03/gamevironments-style-sheet.pdf
-----------------------------------------------
TIMELINE
Title and abstract submission: 1. February 2022
Full text submission: 1. June 2022
--
Dr. Dr. Lisa Kienzl
(sie/ihr | she/her)
Literaturen und Medien der Religion | Institut für Religionswissenschaft und Religionspädagogik
http://www.religion.uni-bremen.de
Lab "Media and Religion" | ZeMKI, Centre for Media, Communication and Information Research
https://www.uni-bremen.de/en/zemki/labs/media-and-religion
Managing editor gamevironments
https://www.gamevironments.uni-bremen.de/
Universität Bremen
Sportturm (SpT)
Postfach 330 440
28359 Bremen
T. +49 (0)421 218 67912
--
Dr. Dr. Lisa Kienzl
(sie/ihr | she/her)
Literaturen und Medien der Religion | Institut für Religionswissenschaft und Religionspädagogik
http://www.religion.uni-bremen.de
Lab "Media and Religion" | ZeMKI, Centre for Media, Communication and Information Research
https://www.uni-bremen.de/en/zemki/labs/media-and-religion
Managing editor gamevironments
https://www.gamevironments.uni-bremen.de/
Universität Bremen
Sportturm (SpT)
Postfach 330 440
28359 Bremen
T. +49 (0)421 218 67912
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