Mostrando entradas con la etiqueta industrias culturales. Mostrar todas las entradas
Mostrando entradas con la etiqueta industrias culturales. Mostrar todas las entradas

15 de septiembre de 2021

*CFP* "SUICIDE AND POPULAR CULTURE", BOOK CHAPTER

According to the World Health Organization, more than 700,000 people die by suicide every year; one in 100 global deaths is by suicide. In the U.S., the Centers for Disease Control and Prevention (CDC) reported 45,000 deaths by suicide (14.2 per 100,000) for the year 2020, representing a 30 percent increase over a 20-year period. Suicide is the eleventh leading cause of death in the U.S., and among persons between the ages of 10 to 34, it is the second leading cause. Women are more likely than men to attempt suicide, but men are three to four times more likely than women to die by suicide. In short, suicide is an intractable public and global health issue that has shown few signs of abating. The growing salience of suicide in popular culture is unsurprising in light of these worrisome trends.

Representations of suicide and suicidality abound in popular culture. More recent examples include young adult literature like Jay Asher’s Thirteen Reasons Why and Jennifer Niven’s All the Bright Places, on which the Netflix original series and movie, respectively, were based; narrative videogames like Life is Strange, The Suicide of Rachel Foster, and Indigo Prophecy; Charles Forsman’s graphic novel, I Am Not Okay with This (also the basis of a Netflix series); the ABC TV series, A Million Little Things; Eric Steel’s documentary film, The Bridge; and media coverage of and tributes to celebrity suicides like Robin Williams, Anthony Bourdain, Mindy McCready, and Chester Bennington. As many of these representations illustrate, suicide is not reducible to a singular cause, but lies at the juncture of myriad intersecting forces. 

10 de septiembre de 2021

*CFP* "ANIMATION IN THE 21ST CENTURY. RETHINKING IMAGES AND TECHNOLOGY", 27TH INTERNATIONAL CONFERENCE OF FILM STUDIES

Animation in the 21st Century. Rethinking Images and Technology

27th International Conference of Film Studies

Rome, 25-26 November 2021

Roma Tre University

Online – Microsoft Teams platform

 

The 27th International Conference of Film Studies Animation in the 21st Century. Rethinking Images and Technology aims to investigate the critical role played by animation in contemporary audio-visual culture. Animated images have a significant and crucial position in current Film and Media Studies: they are the audio-visual horizon in which some of the most decisive and stimulating technological, aesthetic, narrative, political, and cultural challenges are faced. While contemporary works retain some of the fundamental elements of the tradition of animated film, taking them to a new level of sophistication, they also continue to represent a field of absolute experimentation in their audio and visual aspects.

7 de septiembre de 2021

*CFP* "ESPORTS IN THE ASIA-PACIFIC", PALGRAVE SERIES IN ASIA AND PACIFIC STUDIES VOLUME

Over the last two decades, the Asia-Pacific region has been central to the growth and development of esports. The establishment in 2000 of the Korean Esports Association placed competitive gaming within a government ministry at a time when it was still a niche hobby in other parts of the world (Jin, 2010). Three years later, the Chinese government also recognized esports, making it the country's 99th official sport, and broadcasting esports documentaries and tournaments on state-owned television stations (Lu, 2016).

Today, the region remains a major esports site, with Jakarta hosting an exhibition esports tournament as part of the 2018 Asian games (Etchells, 2018), and Hangzhou set to host the first medalling esports Olympic event as part of the 2022 Asian games (The 19th Asian Games, 2021).

Asia is also a huge esports market. It is the fastest growing esports sector in the world and in 2019 it “generated nearly half of total global esports revenue at $519 million” (Niko Partners, 2020). The size of the Asian population plays a key role in both the number of spectators and the number of esports athletes from the region: “According to Juniper, 50% of the over 1 billion esports and games viewers in 2025 will be from the Asia Pacific region” (Campe, 2021).

*CFP* "GENDER AND MEDIA STUDIES. THEORETICAL FRAMEWORKS AND DISCIPLINARY PERSPECTIVES", SPECIAL ISSUE, SOCIOLOGY OF COMMUNICATION JOURNAL

Despite the widespread perception of an abundance of literature and opportunities for discussion about gender and media, “researching the gender-media dyad is still an important project for media scholars” (Ross, 2010, p. 3). One reason for the prominence of the topic is the richness and rapidity of the evolution of media products, technologies and actors. Indeed, the contemporary media landscape and its cultural dimension are the result of the accumulation and juxtaposition of content, media forms, production and consumption practices, and everything in between (Bolter, 2020). Rigid and stereotyped images of women, men and other subjectivities coexist with critical content, as the result of practices of remix, sharing, co-creation and contestation.

The relationship between gender and media also appears to be of interest due to the growth of studies about the complexity and variety of subjectivities, identities, orientations and social and sexual relations in the media universe. Indeed, in the last two decades, theoretical reflections and empirical analyses have flourished in the scientific debate, thematizing the gender-media dyad beyond the conspicuous theme of representations, beyond binary opposing and heteronormatively visions (Buonanno, Faccioli, 2020; Farris, Compton, Herrera, 2020; Kay, 2020; Scarcelli, Krijnen, Nixon, 2020; Ross, 2020). Moreover, gender and media studies have recently been enriched by wide-ranging interdisciplinary analyses that look at the topic from a prismatic, intersectional perspective, which deepens the encounter between sociology and feminist media studies (Corradi 2008; Buonanno, 2014; Byerly, 2017). In this regard, there is an increasing sensitivity to the transformations in the social discourse of feminism due (also) to its mediatisation and the re-signification of feminist terms in a neoliberal perspective (Banet-Weiser, 2018; Gill, 2016; McRobbie, 2020; Rottenberg, 2018).

20 de agosto de 2021

*CFP* "REGGAE FILMS, REGGAE ICONS, REGGAE MUSIC", 7TH GLOBAL REGGAE CONFERENCE

 "Reggae Films, Reggae Icons, Reggae Music"

7th Global Reggae Conference


February 16-19, 2022
 
 
Hosted typically as a premier biennial event, in this its 7th staging, the Global Reggae Conference shifts to a triennial offering in 2022. Hosted inside Jamaica’s Reggae Month, this conference will engage academics within a wide field of scholastic orientations and practice. In celebration of the productive space created by the film, this conference aims to bring together students, scholars, filmmakers, researchers, writers, critics, music aficionados, and artists to deliberate on the conference theme. This event comes as part of larger project on music, popular culture and Reggae Studies in particular, through which scholars, students, institutions have engaged in partnership to expand scholarship and outreach through research, creative production, community engagement, experimentation, archive building, and exhibitions, among others.

18 de agosto de 2021

*CFP* CAL FOR ARTICLES, MEDIÁLNÍ STUDIA JOURNAL

Mediální studia / Media Studies (ISSN 2464-4846) is a peer-reviewed, open access electronic journal, published in English, Czech and Slovak twice a year. Based in disciplines of media and communication studies, it focuses on analyses of media texts, media professionals practices and media audiences behaviour.

The journal is indexed in SCOPUS, MLA, Central and Eastern European Online Library (CEEOL), and European Reference Index for the Humanities and the Social Sciences (ERIH PLUS).

Submissions are accepted on a rolling basis. This means that your submission can be sent at any time, all year round. Manuscripts submitted by the end of November 2021 will be considered to be included in the 1/2022 issue.

Submission Guidelines.

Please submit your manuscripts via e-mail address medialnistudia@fsv.cuni.cz

2 de agosto de 2021

*CFP* "MUJER(ES) E INDUSTRIAS CREATIVAS", MONOGRÁFICO JUNIO 2022, ÁREA ABIERTA: REVISTA DE COMUNICACIÓN AUDIOVISUAL Y PUBLICITARIA

Las mujeres como creadoras de obras audiovisuales en las industrias creativas se han visto relegadas históricamente a un lugar secundario. De hecho, no ha sido hasta los premios Goya del 2021 cuando una mujer ha obtenido por vez primera el galardón a mejor dirección de fotografía. Esta dificultad afecta no solo al cine, sino al audiovisual y a la creación artística en su sentido más amplio. Hay una absoluta carencia de visibilidad por parte de mujeres en puestos técnicos y de mano en animación, videojuegos y producción en general. Su ausencia no es solo una pérdida para el público, sino que dificulta el desarrollo de creadoras futuras por la falta de referentes femeninos.

En los últimos años se ha dado un auge de asociaciones y reivindicaciones de visibilidad femenina como creadoras. Ante este posible cambio de paradigma, se plantea la necesidad de estudiar tanto la situación actual, como la pasada y las posibles perspectivas de futuro.

Área Abierta. Revista de comunicación audiovisual y publicitaria, abre la convocatoria de un número monográfico titulado Mujer(es) e industrias creativas dedicado a las mujeres como sujetos creadores de obras artísticas audiovisuales para las industrias del entretenimiento. 

20 de julio de 2021

*CFP* "INTERSECTIONS BETWEEN GAME MUSIC AND ELECTRONIC DANCE", SPECIAL ISSUE, THE JOURNAL OF SOUND AND MUSIC IN GAMES

The Journal of Sound and Music in Games invites contributions to its first special issue, in which stylistic and cultural intersections will be explored between game music and electronic dance music.
 
We invite proposals for research articles on game music and electronic dance music, which will be double-blind peer-reviewed and published as a special issue of the/Journal of Sound and Music in Games/. We also welcome proposals for other kinds of materials, which should be discussed with the editors in the first instance.

Themes can include:
  • Influences of game music techniques on dance music production techniques
  • Relationships between game culture and electronic dance music culture, in terms of design, sound, music techniques
  • Game cultural references in electronic dance music
  • Games that employ electronic dance music

2 de julio de 2021

*CFP* "ENTERPRENEURIAL JOURNALISM: EMERGING MODELS AND LIVED EXPERIENCES", VOL.18 Nº2, 2022, BRAZILIAN JOURNALISM RESEARCH JOURNAL


This special edition of Brazilian Journalism Research interrogates and collates the links between entrepreneurialism and journalism, in emergent journalistic practices and socioeconomic models. 
 
The growing recognition of entrepreneurial values and practices in the journalism domain has occurred against a backdrop of interlinked changes in journalism and media in the economic, technological, social, ideological and regulatory terrains. 
 
These are most prominent not only in the emergence of new digital actors and new configurations of national and international media landscapes but also in the reframing of normative journalistic practices, organisational structures, modes of production, distribution and financial sustainability. 
 
In this vein then, entrepreneurial journalism delineates new relations between actors, publics and domains of activit.

29 de junio de 2021

*CFP* "REFOCUS: THE FILMS OF THE DARDENNE BROTHERS", BOOK CHAPTER

The Dardenne brothers (Jean-Pierre and Luc Dardenne) have been  recognised as important filmmakers in European cinema, claiming the Palme d’or at Cannes on more than one occasion. The filmmakers’ names have become shorthand for film production in Belgium (alongside Chantal Akerman and Jaco Van Dormael). They are also perceived as key European auteurs, creating and producing films that comment on relevant issues and debate in contemporary (Western) Europe and its socio-political context(s).

Some themes that would benefit from further scholarly attention include:
  • Religion/ Christianity in the Dardenne brothers’ films.
  • The ethics of the Dardenne brothers’ films
  • The Dardenne brothers as European auteurs
  • Collaborative authorship and the Dardenne’s filmmaking team (e.g. Marie-Hélène Dozo)
  • The Dardenne brothers’ films and the modes of production, distribution and exhibition
  • The representation of childhood in Walloon social realism
  • Social Engagements/ Social Justice on screen

23 de junio de 2021

*CFP* "PARTICIPATORY CULTURE WARS: CONTROVERSY, CONFLICT AND COMPLICITY IN FANDOM", EDITED COLLECTION

It has become increasingly clear that fandoms and participatory culture are sites of controversy, conflict and even complicity, complicating earlier assessments that sought to celebrate creativity, collegiality, and community. As we continue to make sense of the consequences of web 2.0, the study of fans – the affective bonds, identities, and productive cultures of a highly mediated and networked society – is vital in understanding our current moment, whether expressed in debates about “cancel culture” or ongoing “culture wars”. Fans have had to rethink and reassess their relationships to fan objects, consider their role in reproducing global systems of inequality, and reflect on the meaning of participation in an era that is marked by both moral ambivalence and political earnestness. 

Implicitly and explicitly, fannish practices are involved in a variety of key social, political, and cultural issues across the globe. They can be seen in politics, ranging from QAnon’s role in the storming of the US Capitol building, conspiracy theories relating to the covid pandemic, and the continued expansion of the global reactionary and populist right, from Britain to India to Brazil. They can be seen in new cultural terrains produced by networked movements like #MeToo, Black Lives Matter, #OscarsSoWhite, and the accompanying activism and responses as fans come to terms with the crimes, misdemeanors, and disagreements of former faves, like Xiao Zhan, Joss Whedon, or JK Rowling. They are expressed in the strategies and tactics of inter- and intra-fandom conflicts, whether Meghan Markle and the Royal Family or some Chinese fan responses to BTS talking about the Korean war. And, pressingly, fan tourism, collector culture, and the energy use of digital culture all contribute to the ongoing climate crisis. 

14 de junio de 2021

*CFP* "CONTAINING COVID-19, THE MOBILE WAY: A GLOBAL COMPARISON", BOOK CHAPTER

As a sister volume to Containing COVID-19, the Mobile Way: Experience and Expertise from China, this volume concentrates on comparative studies of the global efforts in leveraging mobile to battle the pandemic. As the battle still goes on, it is imperative to compare and learn from each other globally different experiences and expertise in containing the pandemic.

As the central theme of this volume is how mobile has been leveraged to battle the pandemic in different countries, we welcome chapter contributors from around the world to contribute a country-specific chapter to investigate and explore the unique experience and expertise from different countries.

The suggested topics include, not limited to, the following:
  • How governments in different countries have leveraged mobile to fight the pandemic
  • The public responses via mobile to the pandemic and its related issues
  • Mobile learning and mobile teaching during the pandemic

*CFP* CALL FOR PARTICIPATION, THE 20TH IFIP INTERNATIONAL CONFERENCE ON ENTERTAINMENT COMPUTING

 "The 20th IFIP International conference on Entertainment computing"


November 2 – 5, 2021


The 20th International Federation for Information Processing - International Conference on Entertainment Computing (IFIP-ICEC 2021) will be held in Coimbra, Portugal, on Nov. 2-5, 2021: The conference is organized by the IFIP-ICEC TC14 - Entertainment Computing Technical Committee, and will be hosted by the University of Coimbra (Portugal), in association with the Portuguese Society for the Sciences of Videogames.
 
IFIP TC14 aims to encourage research, development and sharing of innovative ideas, models and practices, on computer applications in entertainment. To enhance computation and use studies in this field, the technical program committee invites original submissions.

*CFP* "ONLINE SPEED-DATING SESSION (LIVE) FOR POSTGRADUATES AND PHD STUDENTS WORKING ON MEDIA DEVELOPMENT", IAMCR PRE-CONFERENCE EVENT

 IAMCR pre-conference event

"online speed-dating session (live) for postgraduates and PhD students working on media development"

Friday, July 9th,2021


Applicants interested in networking with peers should submit a short description (1,000 characters max.) of their research project to michel.leroy@tu-dortmund.de.
 
This year, as part of the IAMCR pre-conference events, the media sector development working group and MEDAS21 invite PhD students working on media development issues to an online “speed-dating session.” By offering emerging scholars the opportunity to present their research in a 3-minute-thesis format and get feedback from their peers and industry professionals, we hope to contribute to intensified exchange and networking and to develop practical coping mechanisms for any difficulties and pressures they face in their research.

10 de junio de 2021

*CFP* CALL FOR PARTICIPATION, BARN VIRTUAL COLLOQUIA

The BARN Virtual Colloquia was established in 2020 to foster an international, virtual community of scholars and practitioners from all disciplines engaged with the study of music and sound in audio-visual media. We now invite proposals for the next series of events, which will take place from October-December 2021.

Submissions may relate to any aspect of music, sound and the moving image, and may take the following formats:

  • Standard 20-minute conference papers and Q&A 
  • Full themed panels (Two or three 20-minute papers plus, optionally, a session chair) 
  • Interviews with industry figures

 

Proposals will be reviewed on a rolling basis so early submissions are strongly encouraged! (Submissions will close on 1st August 2021 at the very latest).

9 de junio de 2021

*CFP* "BETWEEN THEORY AND PRACTICE", SUMMER SCHOOL: MULTIDISCIPLINARY GAME RESEARCH

Between Theory and Practice

Summer School: Multidisciplinary Game Research

16-20 August 2021

Utrecht University [online-only]

 

This summer course provides an overview of contemporary research perspectives on games and play, bringing together perspectives from the humanities, educational sciences and social sciences. It provides participants with a holistic perspective, including aspects of analysis, critical design and validation, which is necessary to employ games and play meaningfully and productively within contemporary academia as well as society at large. The program comprises workshops by senior researchers from the Center for Game Research (Utrecht University/UU), the Departments for “Media and Culture Studies” and “Information and Computing Sciences” (UU), the Copernicus Institute of Sustainable Development (UU), Palacký University Olomouc and Ruhr-Universität Bochum. Each day is dedicated to a different angle, starting with game analysis, moving on to games for sustainability and environmental communication, games for learning, scenario-planning games and finally interactive narrative design.

5 de junio de 2021

*CFP* "PERFORMING ANIMATION, ANIMATING PERFORMANCE", BOOK CHAPTER

We are seeking proposals for additional chapter contributions for an edited collection on the intersection of animation and performance.

From the early animators who appeared in whole or in part in their films (think of J. Stuart Blackton, Emile Cohl, or Winsor McCay) to the more recent debates about the creative ownership of motion capture characters, performance is a spectre that is present in all forms of animation. ‘Acting’ and performance are often considered integral to the practice of animation, particularly the process of animating characters. In his 2013 book Shadow of a Mouse, Donald Crafton considers animated characters as performers. At the same time, notions of ‘animation’ and coming to life underpin conceptions of performance, coming to bear on how we might understand and theorise performance across multiple disciplines. 
 
This book aims to put ‘animation’ and ‘performance’ in a productive dialogue in a way that will enhance our understanding of animation and performance, both separately and together.

28 de mayo de 2021

*CFP* "ESPORTS IN THE ASIA-PACIFIC", PALGRAVE SERIES IN ASIA AND PACIFIC STUDIES VOLUME

Over the last two decades, the Asia-Pacific region has been central to the growth and development of esports. The establishment in 2000 of the Korean Esports Association placed competitive gaming within a government ministry at a time when it was still a niche hobby in other parts of the world (Jin, 2010). Three years later, the Chinese government also recognized esports, making it the country's 99th official sport, and broadcasting esports documentaries and tournaments on state-owned television stations (Lu, 2016).

Today, the region remains a major esports site, with Jakarta hosting an exhibition esports tournament as part of the 2018 Asian games (Etchells, 2018), and Hangzhou set to host the first medalling esports Olympic event as part of the 2022 Asian games (The 19th Asian Games, 2021).

Asia is also a huge esports market. It is the fastest growing esports sector in the world and in 2019 it “generated nearly half of total global esports revenue at $519 million” (Niko Partners, 2020). The size of the Asian population plays a key role in both the number of spectators and the number of esports athletes from the region: “According to Juniper, 50% of the over 1 billion esports and games viewers in 2025 will be from the Asia Pacific region” (Campe, 2021).

4 de mayo de 2021

*CFP* "MEDIATING ITALY IN GLOBAL CULTURE", IV EDITION SUMMER SCHOOL

“Mediating Italy in Global Culture” Summer School, IV edition

June 28th-July 2nd 2021

Blended format (DAMSLab Bologna, Italy and live streamed)

 

The Department of the Arts of the University of Bologna, in collaboration with Brown University, Dickinson College, The University of Michigan, The Ohio State University, and Wesleyan University, invites applications for the 2021 “Mediating Italy in Global Culture” summer school, which will be held from Monday, June 28th to Friday, July 2nd, 2021. Given the ongoing uncertainty of the current situation, the intention for this year is to hold the course, if it will be possible, in a hybrid format, allowing students to attend either in person in Bologna or online. Otherwise, the summer school will be fully online. Updates will be given in due course to selected participants.

*CFP* "TRANSLATION, REMEDIATION, SPREAD: THE GLOBAL CIRCULATION OF COMICS IN DIGITAL DISTRIBUTION", SPECIAL COLLECTION, THE COMICS GRID: JOURNAL OF COMICS SCHOLARSHIP

Submissions called for the journal’s Research section (3000-7000 words). Full submissions information.  Please note we do not consider submissions on the basis of abstracts only; we only receive and consider full versions of submissions via our journal management system.

This Special Collection of The Comics Grid: Journal of Comics Scholarship will focus on the global circulation of comics in digital forms, from webcomics to subscription services from traditional comics publishers. The Collection’s emphasis will be on the international, multi-lingual, multi-format, diverse nature of “comics”.

Comics have circulated in their original language and in translation since the inception of print: as a physical object, comics (including strips in newspapers) can travel across international borders with their readers, or they can be translated for publication in new locales. Recent technologies have made digital distribution possible, theoretically allowing for global access to comics published online anywhere in the world as well as the possibility of distributing translated versions within a proprietary system.