Games,
Media and Communication: Quo Vadis?
ECREA
Digital Games Research Section symposium
7-8.11.2019,
Erasmus University Rotterdam, the Netherlands
The 2010s
is almost over, and game studies is preparing to enter another decade. The
current decade has seen discussions on ludification and e-sports as well as the
true breakthrough of terms such as gamification, signifying the pervasive and
ubiquitous nature of games and play in contemporary societies. This symposium
hosted by the ECREA Digital Games Research Section aims to look at where we
have been and where we are going as a field - what could be the next steps? Where
could we go from here, and what is going to happen to game studies in the
2020s? How does the multi-disciplinary field of game studies relate to the
similarly multi-disciplinary field of communication studies? What kind of
innovations are waiting around the corner when it comes to novel research
methods or theorizing? What kind of phenomena are only beginning to receive
attention, where are the remaining gaps in research?
We are
inviting presentations and panels, which may deal with any aspect of game studies
or the intersection of game studies with the broader field of communication
sciences. We especially encourage proposals that deal with innovations in
research methods, empirical research, theory development, interdisciplinary
collaboration, and other ways of renewing or re-inventing game studies. We are
also open to discussing work-in-progress research projects.
Possible
topics include, but are not restricted to, the ones listed here:
- Theoretical approaches and methodological advances in digital games research
- The production, content, audiences and regulation of digital games
- Digital game culture and gaming communities
- Social interaction in and around digital games
- Social and psychological aspects of digital gaming
- Digital games in the field of education
- Communication in and about digital games
- Playful interaction in its various forms
- Avatars, identification, and self-representation in virtual worlds
- Digital game experience, gamer motivations, enjoyment and presence research
- Digital games in comparison with other forms of media entertainment
- Innovations in gaming, such as the use of virtual reality, augmented reality, and location-based gaming
Submission
guidelines
Abstracts
should be max. 500 words + bibliography, and include the contact information of
the author(s).
Panel
proposals should include 1) a 300-word rationale for the panel, 2) a 150-word
abstract describing each participant's contribution, and 3) contact information
for each panelist. Each panelist must be willing to register for and attend the
symposium if the panel is accepted.
Abstracts
and panel proposals should be submitted by April 30th 2019 through EasyChair.
Decisions
on the proposals will be made by the end of May 2019. There are plans to
produce a publication, either a journal theme issues or an edited volume, based
on selected seminar presentations.
Venue
The
conference will be held at the Erasmus University Rotterdam, the Netherlands
(Department of Media and Communication of the Erasmus School of History,
Culture and Communication)
No hay comentarios:
Publicar un comentario