Announcing DiGRA Korea!

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Dear colleagues,

It is my great pleasure to announce DiGRA Korea!

The DiGRA KR chapter is at the forefront of advancing the field of game studies in South Korea, while also fostering a collaborative environment with the global game studies community. The chapter was founded in December 2022 by a group of distinguished members, including Tae-Jin Yoon, Dal-Yong Jin, Kyounil Kim, Yaewon Jin, Bora Na, Jung-Yeop Lee, and Veli-Matti Karhulahti, along with esteemed affiliated organizations such as YEGER, TGSI, and the Game Culture Foundation. The proposal was met with great enthusiasm and was officially accepted by the DiGRA board in January 2023.

DiGRA KR invites game researchers, scholars, students, industry professionals, and grassroots participants in South Korea to join the chapter and actively engage in the dynamic discourse surrounding game studies. Additionally, the chapter extends its invitation to worldwide researchers and industry members who share a passion for South Korean games and gaming culture. With a commitment to exploring novel approaches to game studies, DiGRA KR aims to cultivate a vibrant community of scholars and industry professionals dedicated to advancing the field of game studies in South Korea and beyond.

Goals of the Chapter

  • Elevate the visibility of Korean Game Studies on the global stage
  • Foster deeper connections between the international game research community and the Korean game research community
  • Broaden the scope of Korean game studies and explore interdisciplinary and open science approaches to next-gen game research
  • Build a strong network that encourages regular conversations and collaborations among Korean game researchers, students, industry professionals, and grassroots participants
  • Create a safe space that respects inclusion and diversity for all levels of researchers, students, and other members
  • Enable early-career scholars to develop their work nationally and internationally and offer opportunities for their professional growth
  • Promote the participation of Korean researchers living and working abroad and researchers of other nationalities who have a keen interest in Korean game-related topics
  • Engage with a diverse community of scholars and industry professionals to promote innovative research that will enrich the field of game studies and advance the Korean game industry.

Current Board Members (Alphabetical Order)

Bora Na | Postdoc Researcher, University of Jyväskylä
ByungKyu Kim | Adjunct Professor, Seoul National University, School of Law
Deukwoo Lee | Professor, Chungkang College of Cultural Industries
Jongyoon Lee | Department Manager, Nexon Korea Government Relationship & Policy Dept.
JyungYeop Lee | Associate Professor, Soonchunhyang University
Kun-Woo Park | Professor, Korea University, College of Medicine
Kyoungil Kim | Professor, Aju University, Department of Psychology
Minseok Kwon | Division Director, Netmarble Corp. Policy Division
Philsoo Shin |  Head of CR, Krafton, Inc. Corporate Relations Dept.
Shin-Kyu Kang | Research Fellow, Korea Broadcast Advertising Corporation, Media & Advertising Research Institute
Solip Park | Doctoral researcher at Aalto University
Tae-Jin Yoon | Professor, Yonsei University, Graduate School of Communication and Arts
Yaewon Jin | Principal Researcher, The Game-n-Science Institute

Contact

Email: digrakr@tgsi.or.kr
Discord: https://discord.gg/zaZF3Raw
Phone: +82 2 586 3740
Website : http://tgsi.or.kr/content/digra

 

 

CfP: DiGRA 2019 (Kyoto, Japan, 6-10 August)

It is our great pleasure to announce the DiGRA 2019 Call for Papers and Submission Guidelines. We call under the theme ‘Game, Play and the Emerging Ludo Mix’, where ‘media mix’ serves as a starting point for considering games’ convergence, transformation, replication, and expansion from platform, technology, and context to another. For more information and updates in the coming months, please see http://www.digra2019.org/.

DiGRA 2019 Conference will be held at Ritsumeikan University, Kyoto, Japan from August 6 to 10, 2019.

Submission deadlines: 
Full Papers, Abstracts, Panels, and Doctoral Consortium: February 5, 2019
Workshops: April 8, 2019.

DiGRA 2019 Submission Template: http://www.digra.org/?attachment_id=148377.
Note: DiGRA is a highly inter/multi/cross-disciplinary community. For efficient and accurate reviewer assignment, carefully choose and input keywords for your submission. We ask for your understanding regarding limited number of submissions per person.
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Call for Participation: ChiPlay 2018 Diversity Workshop ‘Gaming with the Subaltern’

Please send your interest of participation in the workshop to subaltgur@gmail.com.

All interested attendees will be welcomed to participate.

SWaGUR.ca will cover workshop registration fees for 10 attendees who would otherwise be unable to attend due to finances; please include in your submission if you require financial support.

For further details please visit the website: https://subalterngur.wordpress.com/

Players, developers, and researchers recognize the lack of diversity in digital gaming and in games research; however, corrective action often takes the form of stereotypes, tokenism, and ignorance of intersectional perspectives. Meanwhile, the negative effects on player experiences within under-represented and marginalized players—i.e., the subaltern—persist.

Our goals are to gather the community of diversity researchers, share our knowledge and practices with one another, and collectively understand the intersections of power axes (e.g., race, gender, ability, neuroatypicality, culture) in games research. We will address questions, such as:

  • How do individual differences affect results, methods, and gameplay experiences?
  • What perspectives and experiences are shared by people across power axes? Which are unique?
  • What do game researchers and developers need to understand regarding identity dynamics when gathering data, interpreting results, or presenting information?
  • What does intersectionality (i.e., considering multiple power axes in combination) look like in gaming, game development and research?

Our hope is that shared insights will help our community move from simply valuing diversity toward successful intersectional practices—in research, development, and play.

Through four blocks of facilitated discussion and exercises, we will situate our shared knowledge within our lived experiences, collectively reframe diversity challenges as opportunities, outline systems for change, and discuss future directions.

Visit https://twitter.com/@subaltgur for the latest updates.

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Players, developers, and researchers recognize the lack of diversity in digital gaming and in games research; however, corrective action often takes the form of stereotypes, tokenism, and ignorance of intersectional perspectives. Meanwhile, the negative effects on player experiences within under-represented and marginalized players—i.e., the subaltern—persist.

Our goals are to gather the community of diversity researchers, share our knowledge and practices with one another, and collectively understand the intersections of power axes (e.g., race, gender, ability, neuroatypicality, culture) in games research. We will address questions, such as:

  • How do individual differences affect results, methods, and gameplay experiences?
  • What perspectives and experiences are shared by people across power axes? Which are unique?
  • What do game researchers and developers need to understand regarding identity dynamics when gathering data, interpreting results, or presenting information?
  • What does intersectionality (i.e., considering multiple power axes in combination) look like in gaming, game development and research?

Our hope is that shared insights will help our community move from simply valuing diversity toward successful intersectional practices—in research, development, and play.

Through four blocks of facilitated discussion and exercises, we will situate our shared knowledge within our lived experiences, collectively reframe diversity challenges as opportunities, outline systems for change, and discuss future directions.

Click here to submit an expression of interest: a brief (1-2 page) statement of your experience in diversity and inclusion within games—as a researcher, developer, or player—and a short biography.

All interested attendees will be welcomed to participate.

Note that SWaGUR.ca will cover workshop registration fees for 10 attendees who would otherwise be unable to attend due to finances; please include in your submission if you require financial support.

Visit https://twitter.com/@subaltgur for the latest updates.

CfP: The 5th Annual Chinese DiGRA Conference

Chinese DiGRA is excited to announce the fifth annual conference to be held at the CityU Shenzhen Research Institute from the 7th to the 9th of September 2018. 

Conference themes

We invite submissions on any aspect of Chinese games, game industries, game design and gaming cultures. We also invite submissions from people located in the Chinese-speaking region who are researching any aspect of games. Topics may include, but are not limited to:

  • Analyses of game design and development traditions and practices in the region
  • Representation, diversity and inclusiveness in ‘Chinese’ games and game (development/play) cultures
  • The Chinese game industries and their future possibilities/weaknesses
  • Critical analysis of the Chinese game industries
  • Gaming and production cultures in specific ‘Chinese’ regions
  • China as the biggest videogame market in the world
  • Critical analyses of ‘Chinese’ games and games popular in China
  • Critical considerations of future game development in the Chinese-speaking region
  • Local ‘game design issues’
  • Specificities regarding computer games within Chinese cross-media environments
  • Computer games and playability in the context of interactive art and creative media
  • Government policy on production and consumption of games
  • Esports in the Chinese speaking region and beyond
  • The history of Chinese games and gaming
  • Comparative analyses of Chinese and other games, game industries and game cultures

*The Chinese DiGRA conference facilitates networking amongst game scholars working in the Chinese-speaking region. Therefore, apart from the above topics we also encourage submissions from scholars located in the Chinese-speaking region working on any aspect of game research. Continue reading

CfP DiGRA 2018′s Diversity Workshop: “Games Against the Machine: Diversifying Resistance”

The DiGRA Diversity team are are accepting extended abstracts for paper presentations at our 2nd DiGRA diversity workshop, taking place on the 24th July at the DiGRA 2018 conference in Turin, Italy.

Theme: “Games Against the Machine: Diversifying Resistance”

Important Dates:

Abstract Deadline: April 16th, 2018 17:00 CET (9:00 PST).

Notice of Acceptance: May 14th

Camera Ready Abstracts: June 18th

Workshop Date: 24th July (Afternoon)

Continue reading

Call for Editors: Press Start Journal

Press Start is looking for up to six new volunteer Editorial Board members. Board members are expected to:

  • Guide submissions made to Press Start through the editorial process. This will involve:

    • Assigning appropriate reviewers

    • Following up with reviewers as required

    • Providing authors with the results of the review process, including a summary of reviewers’ comments

    • Following up with accepted authors from whom reviewers have requested revisions

    • Completing all of the above tasks in a timely fashion to ensure publication deadlines set by the Editor are met

  • Review submissions to Press Start when necessary

  • Answer queries from authors and prospective authors via the Press Start Facebook Group

  • Take part in Editorial Board conference calls e.g. by Skype (no more than twice per year)

  • Promote the journal online, at your local institution and at relevant events

Board members should possess good reading and writing skills (Press Start is published in English) and should be able to work independently and reliably to fulfil the duties outlined above in a timely manner.

Please also note that since game studies is a multi-discipline which is enriched by various approaches, board members do not have to identify as game studies researchers.

Eligibility criteria for appointment to the Board are identical to those that govern eligibility to publish in Press Start: Board members must be currently enrolled students, or be no more than one year post-graduation at time of appointment. Appointment to the Board is for one year (or the equivalent of at least two issues of the journal) in the first instance; however, we  may ask eligible members to remain on the Board, to help ensure continuity and to facilitate knowledge sharing.

To be considered for a Board position, please email the Editor Mahli-Ann Butt at mahli-ann.butt@sydney.edu.au with a short biographical statement (up to 100 words) and a short explanation of what you think Press Start Journal can do for early career researchers starting out in game studies (300 words). Specifically, outlining what you see as valuable or what makes a good review, as well as what you would like Press Start be able to do for students – including people of colour, non-male students, and second-language writers needing to publish in English.

Priority will be given to those who have previously reviewed for, or published with, Press Start. We are aiming to have the new Board in place by 31 May 2018 so that work can begin on the next issue (due by December 2018). If you have any queries, please send Mahli-Ann an email at the above address, and do feel free to share this announcement.

For the avoidance of doubt, this is not a paid appointment! It is a voluntary position, which provides excellent experience of working on an inclusive peer-reviewed publication, should look great on any CV or resume, and will help build our academic community of early career games researchers.

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Re-opened call for papers: DiGRA 2018 Doctoral Consortium

The revised deadline for submissions for DiGRA 2018’s Doctoral Consortium is April 30th.

  • Selection for the one-day doctoral consortium will be based on an Extended Abstract, with a maximum of 1000 words, excluding references

  • Key references should be included

  • Will be published on the conference website

  • Will not be published in the DiGRA digital library

  • Submit as a NON-anonymized pdf

  • Submit to the doctoral consortium track on EasyChair

  • Give a short description in the abstract field of EasyChair (but, there is no need for a Doctoral Consortium application to have an abstract)

  • Submissions must use the DiGRA 2018 submission template

Please share widely with students and colleagues who may benefit and be interested in participating in this workshop.

If you have any questions please feel free to email Mahli-Ann Butt (mahli-ann.butt@sydney.edu.au) or Lars de Wildt (lars.dewildt@kuleuven.be).

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CFP for DiGRA Italia 2018: Women, LGBTQI & Allies: videogiochi e identità di genere // video games and gender identities

We are proud to announce the CFP for DiGRA Italia 2018: Women, LGBTQI & Allies: videogiochi e identità di genere // video games and gender identities.

The conference will be held in Palermo (Sicily), Cantieri Culturali della Zisa, 1 June 2018.

In the following the Italian CFP, followed by the English version.

 
 
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DiGRA Italia – Palermo, 1 giugno 2018
Women, LGBTQI & Allies: videogiochi e identità di genere

                                                            

In collaborazione con:
Sicilia Queer Filmfest (http://www.siciliaqueerfilmfest.it)
CIRQUE – Centro interuniversitario di ricerca queer (http://cirque.unipi.it)
Women in Games Italia (www.womeningamesitalia.org)

 

Presso i Cantieri Culturali della Zisa, Palermo.

 

Invio proposte entro il 16 Aprile 2018 (digraitalia@gmail.com)

L’industria dei videogiochi è tradizionalmente associata a un pubblico maschile e adolescenziale, e caratterizzata da un immaginario che in ampia parte rifletteva (e tuttora riflette) un’industria dominata dagli uomini. Nella maggior parte dei videogiochi (seppure con le dovute eccezioni) i personaggi principali sono uomini, spesso raffigurati in chiave iper-mascolinizzata (God of War), mentre quelli femminili hanno ricoperto il ruolo di principesse da salvare (Super Mario Bros), oggetti ipersessualizzati (Dead or Alive) e personaggi marginali o laterali (Grand Theft Auto). Parimenti, le identità queer, transgender e transessuali sono spesso rappresentate in maniera altamente stereotipata, e restituiscono un immaginario di figure passive e devianti (Birdo di Super Mario Bros, Vendetta, Poison di Final Fight) – come del resto è il caso delle rappresentazioni tipiche di personaggi non occidentali.

 

L’industria del videogioco è prevalentemente la proiezione dell’immaginario di white straight men: maschi bianchi eterosessuali. Casi come il Gamergate hanno riproposto il problema di un’industria e comunità di videogiocatori che parla prevalentemente al maschile, quando non è apertamente misogina, omofoba e transfobica. Tali rappresentazioni eteronormate, costrette in un binario donna/uomo radicale e restrittivo, riflettono effetti di marginalizzazione e stereotipi che operano diffusamente sul piano sociale e ideologico. Si tratta, di fatto, di rappresentazioni che hanno cause che precedono l’avvento dei videogiochi nella sfera pubblica e che dai videogiochi sono poi riflesse e amplificate.

Elementi di trasformazione positiva iniziano ad affiorare tramite un aumento delle istanze femministe e LGBTQIA (lesbian, gay, bisexual, transgender, queer/questioning, intersex, and allies) nell’industria, nella stampa e nell’accademia. Sempre più giochi presentano personaggi femminili non stereotipati (The Last of Us) o dalle identità di genere fluide e non eteronormative (Mass Effect), o degli spunti di riflessione su tali temi (Dad Dating Simulation, Life is Strange). La sempre maggiore diffusione del videogioco come forma di intrattenimento e la sua continua espansione tra nuove fasce sociali e demografiche – complici Internet e smartphone, accanto alle tradizionali console e computer – hanno ridotto le barriere di accesso alla produzione e al consumo, e consentito di rispecchiare la pluralità e diversità del pubblico. Tali esperienze, tuttavia, possono considerarsi come tendenze promettenti ma tuttora marginali, nate talvolta più con l’intento di spettacolarizzare e vendere il movimento LGBT come tema e prodotto che per rispecchiare le istanze di liberazione di quant* lo compongono.

Partendo dalla constatazione che i videogiochi sono una pratica sociale e una forma di rappresentazione dall’immenso impatto simbolico – non solo per la loro abilità di riprodurre stereotipi, ma anche per la loro capacità di configurarsi come media per la rivendicazione di soggettività e istanze marginalizzate – DiGRA Italia intende stimolare un dibattito con gruppi di ricerca, addette ai lavori e giocatrici in Italia nel senso più inclusivo e aperto possibile. Invita dunque ricercatrici e ricercatori, studiosi, attivisti, giocatrici e appassionati a prendere parte ad una riflessione sul videogioco come prodotto culturale attraverso cui affrontare temi e istanze legate agli studi di genere, femministi e LGBTQIA; l’obiettivo è generare un dibattito attraverso cui esplorare molteplici prospettive e condividere un terreno di analisi delle pratiche esistenti, nonché di critica delle radici ideologiche di sessismo, omofobia, bifobia, transfobia e intolleranza.

Sono apprezzate proposte di studi e ricerche di singoli o gruppi di studio, ma anche contributi creativi come corti, videogiochi, animazioni, arte e performance, su argomenti che includono, ma non si limitano a:

–   Rappresentazione di donne e identità LGBTQI nell’industria dei videogiochi
–   Giocatrici e giocatori nella stampa e nell’accademia
–   Personaggi femminili, queer e trans nella storia dei videogiochi
–   Identità di genere e temi LGBTQI nel videogioco in Italia
–   Sessualità, pornografia e sperimentazioni tecnologiche
–   Sguardi, feticismi, iper-sessualizzazione e violenza
–   Audience e ideologie normate nella produzione di giochi
–   Continuità tra videogiochi e altri mezzi: cinema, fumetti, musica, ecc.
–   Aspetti di intersezionalità nelle relazioni tra stereotipi LGBTQI, etnici e razziali
–   Prospettive di ricerca e per la produzione di videogiochi inclusivi
–      Problematiche politiche e legislative relative alla discriminazione di genere

La conferenza sarà moderata da Marco B. Carbone e Ilaria Mariani
Le proposte saranno sottoposte a una procedura di blind peer reviewing.

Data finale per l’invio di proposte (abstract di 500 parole, paper completi e altri contributi): 16 aprile 2018
Data di notifica dell’esito della selezione: 23 aprile
E-mail a cui inviare le proposte: digraitalia@gmail.com

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DiGRA Italia – III – Palermo, 1 June 2018
Women, LGBTQI & Allies: video games and gender identities

In collaboration with:
Sicilia Queer Filmfest (http://www.siciliaqueerfilmfest.it)
CIRQUE – Centro interuniversitario di ricerca queer (http://cirque.unipi.it)
Women in Games Italia (www.womeningamesitalia.org)

Hosted by Cantieri Culturali della Zisa, Palermo

Deadline for submission of proposals: 16 April 2018 (digraitalia@gmail.com)

 

Research has traditionally associated video games with an audience of male adolescents, acknowledging the industry as being primarily dominated by men. In most video games (albeit with certain exceptions) the main characters are male, often portrayed in hyper-masculine fashion (God of War). On the other hand, female characters have mostly been portrayed as damsels in distress (Super Mario Bros), hypersexualised and objectified figures (Dead or Alive) or as peripheral characters (Grand Theft Auto). Similarly, queer and transgender characters have often been represented in a highly stereotypical manner:  as passive and/or deviant (Birdo from Super Mario Bros; Vendetta, Poison from Final Fight) –as is the case with dominant representations of non-white, non-Western characters.

The video game industry is mostly a projection of white, straight, male ideologies. Cases like Gamergate have reiterated the issue of an industry and gaming community that mainly caters for males, when it is not openly misogynist, homophobic, bi-phobic, and transphobic. Heteronormative representations of characters in games, constrained in a radical and restrictive woman/man gender binary, reflect structural forms of marginalisation and stereotypes, operating, broadly, at a social and ideological level. Such ideologies originated before the emergence of video games in the public sphere and are, consequently, reflected by and amplified through the games.

Elements of positive change have been emerging in the video game industry, press, and academia over the past few years, through the increasing recognition of Lesbian, Gay, Bisexual, Transgender, Questioning, Intersex, and Allies (LGBTQIA) issues. A growing number of games may feature non-stereotypical female characters (The Last of Us) and fluid, non-heteronormative gender identities (Mass Effect), or, indeed, contain elements of reflection on such issues (Dad Dating Simulation, Life is Strange). Through the expansion of the internet, and the mainstream availability of smartphones, alongside more traditional consoles and personal computers, video games have begun to incorporate broader social demographic groups and, consequently, lowered the barriers of access to production and consumption, with the potential for a more inclusive and progressive industry. Games featuring LGBTQIA themes have emerged as a promising tendency. Yet, most of these products seem to have been designed to target niche audiences, or have even attempted to package and commodify LGBTQIA causes rather than representing and empowering diverse individuals within mainstream narratives.

Acknowledging the high cultural and symbolic impact of video games as a social practice and as a potent form of representation, alongside their ability to both reproduce stereotypes and, potentially, affirm marginalised gender identities, the Italian chapter of DiGRA aims to stimulate an all-inclusive, open debate between Italian and international research groups, practitioners, and players. We are inviting researchers, scholars, practitioners, activists, players, artists, and enthusiasts to take part in a research conference on video games and gender, feminist, and LGBTQIA studies. We aim to generate a debate, which will enable the exploration of multiple perspectives and create a shared platform for the critical analysis of gendered representations in games, while addressing the ideological roots of sexism, homophobia, transphobia, biphobia, and intolerance.

We welcome proposals for abstracts, research papers, and panels, as well as creative contributions such as short films, (video) games, animations, art, and live performance.
The topics of the conference include, but are not limited to:

– Representations of women and LGBTQI identity in the video game industry
– Gendered identities in the press, industry, and academia
– Female, queer and trans characters in the history of video games
– Gender identities and LGBTQI themes in the Italian gaming context
– Sexuality, pornography, and technological experimentations
– Gazes, fetishes, hyper-sexualisation, violence
– Normalisations of audiences and ideologies in games production
– Continuities between video games and other media: cinema, comics, music, and literature
– Intersectionality and relations between LGBTQI representations and ethnic or racial stereotypes
– Perspectives on the study and production of inclusive video games
– Political and legal implications of gender discrimination

        Conference chairs: Marco B. Carbone and Ilaria Mariani.
Contributions will be subject to a double blind peer reviewing.

Deadline for submission (500 word abstracts, full papers, and other proposals): 16 April 2018
Date of notification of acceptance: 23 April 2018
Submissions to digraitalia@gmail.com

Book Announcement – A Play of Bodies: How We Perceive Videogames

A Play of Bodies: How We Perceive Videogames by Brendan Keogh is being released with MIT Press in the next month:

Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames?
Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the “hacker,” representing the hegemonic, masculine gamers concerned with control and configuration; and the “cyborg,” less concerned with control than with embodiment and incorporation.

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Announcement: DiGRA Nordic 2018

Nordic DiGRA 2018 Call for Papers

“Subversion, Transgression, and Controversy in Play”

University of Bergen, Norway, Nov 28-30, 2018

Video games have a reputation of being rebellious, often being the target of controversies and criticism for their inclusion of excessive and speculative content, as well as for the opportunities for players to engage in subversive practices. Today video games are no longer a subcultural medium, but are addressing the mainstream as well as diverse subcultures. Also, analogue genres such as board games and role-playing games are becoming more visible for a broader audience. As games mature as a medium, there is also a growing expectation that games should be able to tackle difficult content in a meaningful way, for instance by provoking the player into reflecting upon what they have just encountered, what it means and how they feel about it in the context of play. In this conference, we are focusing on subversive play practices, the engagement with controversial topics, and the debate about games and the freedom of expression.

This call has focus on subversion, transgression, and controversy in games and play but also invites submissions on a range of topics relating to research on both digital and analogue games, including, but not limited to the following:

  •   Game cultures
  •   Player studies
  •   Minority gamers
  •   Gender and gaming
  •   Games and freedom of expression
  •   Games and representation
  •   Game content
  •   Research methods
  •   Game controversies
  •   Subversive gameplay practices
  •   Game design
  •   Game journalism
  •   Game production and industry studies

Review process: The conference accepts the following submissions:

  • full papers (4000-6000 words excluding references), which will be handled in blind peer review.
  • extended abstracts (800-1000 words excluding references)
  • workshop proposals (800-1000 words excluding references)
  • panels of 3-5 presenters (800-1000 words excluding references per participant, with a 100-word biography of each participant)

Full papers and extended abstracts will be subject to a double-blind peer review. Panels and workshops will be reviewed by the organizing committee. All submissions must use the Nordic DiGRA 2018 submission template. All word and page limits exclude references, and references are expected for full papers and extended abstracts.

All submissions will be handled through Easychair.org, which will be opened for submissions to DiGRA Nordic 2018 no later than June 01, 2018.

Deadline for all submissions is August 13, Aug 26, 2018.

call for papers