[game_edu] CfP: *Game Love* and edited collection of papers on Love and Games

Jose P. Zagal jzagal at cdm.depaul.edu
Fri Mar 4 21:04:08 EST 2011


*Call for Chapters*


*Game Love *

The editors seek to assemble an edited collection of papers on the
subject of Love and Games. Whilst much has been written on violence and
sex in games, the representation, creation and expression of love in and
for games has hitherto been sparse, but is now gathering increased
attention and interest. The authors have wished to assemble this
collection for some time, and feel that Games Studies has reached a
point of maturity during which such a study will help further some of
the complex debates emerging in this area.

Digital romances are reportedly complicated to tell in game form–whether
it be story articulation or graphical rendition–still, attempts have
been made both to convey stories of love and to engage the player
emotionally in games. But how, and to what effect? What are the
limitations and affordances of the game format when it comes to love?
Moreover, love frequently evolves digitally among gamers–both for the
game and for each other, but their stories seldom get told other than in
forums or occasional journalistic sprees disclosing the behind the
scenes of gaming. What are the specific qualities of games, gamers and
gaming to bring such digitally inspired love about? Lastly, celebratory
invocations of games and declarations of affection for individual
avatars or favorite game characters abound, in fan, media and academic
texts. If looked at more closely, what do they tell us about games and
players, today and historically?


The collection /Game Love/attempts to address some of the key debates in
current Games Studies. We invite papers that draw from the topics listed
below as a starting point from which to direct your investigations. The
framework drawn up is based on earlier studies into the definition of
love in and for games begun here into the definition of love in and for
games begun here:
Game Love - a model
<http://gamingmoms.files.wordpress.com/2010/11/enevold-j-2008-2010-game-love-a-categorization-model.pdf>.


We welcome challenges and alternative perspectives to this framework, as
well as lively debate within the collection as to the nature and
manifestation of love in and for games.


Abstracts on the following issues or combinations thereof are therefore
encouraged:

*1. The Game itself:*

Semiotics–representation, narrative, cinematographic elements such as
cut scenes or mono/duologues, asides or intertextuality

Mechanics–interface options, verbs, changes in game state related to love.

Design– technique, design structure and theory, avatar and emotional design.

**

*2. Player-generated love, paraludic action or interaction among players.*

Performative aspects of gaming– roleplay, fan fiction, machinima, webzines.

Fan cultures and production.

Gaming as romance.

Sociological, autoethnographic or other studies of love in games.

Love for or of specific foci, such as avatar, place or specific title.

**

*3. Game Discourse*

Critical and Media Debates surrounding the issue of love in/and for games

Gaming history

Socio-cultural understandings of love and its relation to games and gaming.

Critical approaches to love and games– for example gendered readings or
other critical standpoints.

Critical fan discussion on games, the language of reviewers etc.

Media responses to love in games.


*4. Love for Games*

Ludophobia, ludophilia, ludomania, which may be interpreted in a number
of ways

Excess and moral panics; Addiction – strongly connected to the theme of
love – other perspectives will be tested for relevance


For additional ideas, inspiration or explanation of these four main
topic clusters, have a look at the previously referenced model here:

*Game Love - a model
<http://gamingmoms.files.wordpress.com/2010/11/enevold-j-2008-2010-game-love-a-categorization-model.pdf>

*(Enevold 2008/2010).


We recommend writers to stick to a jargon free, clear, but firmly
academically anchored prose.

Abstracts should be 500 words, for chapters aiming to be approx 7-9000
words when complete.

Timelines are as follows:

30th April 2011 - Deadline for abstracts

30th May - contributors informed of selection

1st December 2011 - first draft due in

July 2012 - Estimated date of publication



Please send abstracts to both Esther MacCallum-Stewart
(Neveah at gmail.com <mailto:Neveah at gmail.com>) and Jessica Enevold
(Jessica.enevold@ <mailto:Jessica.enevold at gmail.com>kultur.lu.se
<http://kultur.lu.se/>).

*Dr Jessica Enevold
Researcher and Lecturer,
Department of Arts and Cultural Sciences
Lund University, Sweden
www.kultur.lu.se <http://www.kultur.lu.se/>
Mg. Editor Game Studies - www.gamestudies.org <http://www.gamestudies.org/>


Dr Esther MacCallum-Stewart
Vice President, Digital Games and Research Association
Lecturer in Games, New Media and Online Communities
The University of Chichester, UK.
SMARTlab, UK

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