DEADLINE for papers (finished) between Dec 1 and Jan 31 at easychair.org
Campus Luigi Einaudi, Università di Torino, Turin, Italy
Lungo Dora Siena, 100 A, 10153 Turin, Italy
Conference chairs: Riccardo Fassone and Matteo Bittanti
Games have long since moved out of the toy drawer, but our understanding of
them can still benefit from seeing them in a wider context of mediated
meaning-making. DiGRA 2018 follows Marshall McLuhan, and sees games as
extensions of ourselves. They recalibrate our senses and redefine our
social relationships. The environments they create are more conspicuous
than their content. They are revealing, both of our own desires and of the
society within which we live. Their message is their effect. Games change
To explore this change, we invite scholars, artists and industry to engage
in discussions over the following tracks:
Game platforms invite new textualities, new technologies and new networks
of power relations. Game structures, their integration with and use of the
technology, as well as the affordances and restrictions offered by the
platforms on which they live, influence our experience of them.
Games invite new relations between their users, and players strive for and
achieve new modes of perception. This reconfigures our attention, and
establishes new patterns and forms of engagement.
The connection between a game and its content is often interchangeable – a
game is clearly recognizable even if the surface fiction is changed. But
games still produce meanings and convey messages. We ask, what are the
modes of signification and the aesthetic devices used in games? In this
context we particularly invite authors to look at games that claim to be
about serious topics or deal with political and social issues.
The playing of the game has become content, and we invite authors to
explore spectatorship, streaming, allied practices and hybrid media
surrounding play and the players. How can we describe and examine the
complex interweaving of practices found in these environments?
Games are subject to material, economic and cultural constraints. This
track invites reflection on how these contingencies as well as production
tools, industry and business demands and player interventions contribute to
the process of signification.
Games are created within constraints, affordances, rules and permissions
which give us a frame in which games generate meaning. Games have voice, a
language, and they do speak. This is the poetics of games, and we invite
our fellows to explore and uncover it.
Games tend to break out of the formats given them, and so for this track we
invite the outstanding abstracts, papers and panels on alternative topics
to the pre-determined tracks.