SPELUNKING 2020: GAMES, CULTURES, SOCIETIES

https://www.york.ac.uk/sociology/about/department/2019/spelunking-2020/

Moving into a new decade, this symposium aims to consider the variety of forms in which games impact on both culture and society, and the diverse narratives which they create, develop and propagate. Abstracts are welcome from members of any discipline which look to engage in critical enquiry of games, gamers and their culture, based on themes including:

  • Games industries
  • Value of gaming in society
  • Gaming as labour
  • Critical readings of games
  • Histories of gaming
  • Studies of gamers
  • Theoretical approaches
  • Pedagogy and gaming
  • Economies of play/games
  • Social stratification and games
  • Women, trans and non-binary identities
  • LGBTQ identities in gaming
  • Mobile gaming
  • Analog gaming
  • Live Action Roleplay Gaming

Date of conference: Wednesday 22nd July 2020

Time of conference: From 12:00

Conference venue: ENV/005, Environment Building, Campus West, University of York, UK

Abstracts of no longer than 200 words, accompanied by a 50-word biography, should be submitted to matt.coward@york.ac.uk by no later than 31 March 2020. Accepted papers will be 20 minutes in length, with an additional ten minutes allotted for Q&A.

GameSYM – CFP

Call For Papers

The School of Media, Communication and Sociology and LIAS at the University of Leicester, funded by Enurture, and in partnership with The Diana Award, Staffordshire University Digital Institute LondonESL UK and Esports Insider will host a two-day symposium – GAMESYM – on the 14th and 15th of May 2020 at the Digital Institute in London.

This two-day event is aimed at showcasing research and promoting discussion which explores how digital environments, specifically live-streaming video games and esports, are changing the nature of the risks that children and young people face in their everyday digital lives.

The symposium, which brings together leading academic researchers, young gamers, specialised practitioners, and industry leaders, invites research papers from a range of disciplines such as sociology, education, media and communication, internet studies, feminist theory, human geography, psychology. While all papers should concern gaming, streaming, esports, and young people, topics of interest will include, but will not be limited to:

• How gaming, livestreaming and esports supports or hinders children and young people in the fabric of their daily life;

• Young people’s experiences of intimacy, belonging, exclusion, or hate in online gaming spaces;

• The mental health risks, challenges, or opportunities involved with gaming, live-streaming and esports;

• How live-streaming and esports create or shape employment opportunities for young people;

• Public discourses concerning young people, gaming, live-streaming and/or esports;

• Industry perspectives on young gamers and streamers (such as talent exploitation, ethical practice, pathways to employment, etc.). These submissions will form the basis of industry round-table sessions to be held across the symposium.

Call for papers has been extended until 21st of February. Abstracts of 200 words should be sent to gamesym2019@gmail.com. Successful applicants will be notified by email by March 6th 2020.

Keynote Speakers:

Professor Sonia Livingstone is Professor of Social Psychology in the Department of Media and Communications at the London School of Economics (LSE). She has a particular interest in the opportunities and risks of digital media use in the everyday lives of children and young people. Sonia has advised the UK government, European Commission, European Parliament, Council of Europe and other national and international organisations on children’s rights, risks and safety in the digital age. Sonia is currently leading the project Global Kids Online (with UNICEF Office of Research-Innocenti and EU Kids Online), and Children’s Data and Privacy Online (funded by the Information Commissioner’s Office) and co-directing The Nurture Network.

Sonia’s Profile

Dr Emma Witkowski is a Senior Lecturer in the School of Design and the co-director of the Playable Media Lab at RMIT University, in Melbourne, Australia. Emma’s research explores esports cultures as networked media sports, networked careers in digital games, research methods for networked play, livestreaming & LAN tournaments from grassroots to mega-LANs, and high performance networked team practices.

Emma’s Profile

BCMCR Talks 2020 – Fans and Mods

BCMCR is the Birmingham Centre for Media & Cultural Research at Birmingham City University – They have two talks coming up in the near future

Game Cultures: Fans and Mods – 4th March– 16:00 – 17:30

https://www.eventbrite.co.uk/e/game-cultures-fans-and-mods-tickets-94796074611

Dr. Esther MacCallum-Stewart (Staffordshire University) ‘On a scale of 1-5, what floor are you on?’ Emergence, Fun and Transformative Play by Fans, for Fans

This talk presents the early stages of research about the ways in which people create games to play in order to diffuse negative or boring situations. These games may not have a point, may be transient, impractical and serve no purpose outside their immediate context. Nevertheless, they persist.

Dr. Adam Chapman

Modding for/by the People: Games Culture and the Constitution of the Authentic 

Academic attention to historical games has seen a significant increase in the past decade. However, whilst historical game studies has paid a significant amount of time considering the games themselves, less time has been spent considering the ways in which history is also constituted by game cultures and player communities. This paper argues that discussions of historical games must be partly grounded in the communities of practice and the (often unspoken) discourses of games culture. This idea is explored by examining a distinct phenomenon: historical ‘modding’, i.e. the modification of games with (or for) historical settings. Such modding often means a negotiation between the ‘official’ version of history offered by games development companies/publishers and the iterative, often corrective and revisionist, modifications made by organic modding communities. 

BCMCR Talks 2020 – Games of Ethics and Politics

BCMCR is the Birmingham Centre for Media & Cultural Research at Birmingham City University – They have two talks coming up in the near future

Game Cultures: Games of Ethics and Politics – 26th February  – 16:00 – 17:30

https://www.eventbrite.co.uk/e/game-cultures-games-of-ethics-and-politics-tickets-94795695477

Meghan Dennis A Model of Looting Incentivization in Video-Games

The relationship between video-game players and the environments they inhabit through play is a complicated one, shaped by internal and external factors. Decisions made during the development process as to the inclusion of cultural landscapes and objects of cultural patrimony, and the treatment of both through ethical and unethical positioning within a video-game’s narrative and through world-building choices, impact how a player manipulates elements of potentially unfamiliar or foreign cultures. There is nowhere this is more visible in video-games than through the incentivization of looting and artifact theft.

John Sear (Independent Game Designer) Blurring the lines: Where does the theatre begin?

John Sear, designer of real-world games, will talk about the world of Immersive Theatre. This will include a post mortem of his recent game A Moment Of Madness, a fascinating mix of immersive theatre and escape room in which players take part in a covert stakeout, attempting to undercover evidence of political scandal. John reflects on the practicalities of designing experiences for real-life spaces, and working with actors to make his games come to life.

Labour Organizing in Games and The Future of Work

https://www.eventbrite.com/e/labour-organizing-in-games-and-the-future-of-work-tickets-93486156611

Fri, March 27, 2020 – 12:00 PM – 6:00 PM GMT

Games labour has been a topic of sustained interest in this hybrid tech/creative sector, and with increasing globalization of production, transnational teams, and decentralized platform-based work conditions, the future of gameswork only becomes a more pressing issue. At the same time, the emerging global labour movement in games spearheaded by Game Workers Unite as well as efforts to form unions in other tech fields indicate the rise of a potential new wave of collective organizing in a henceforth highly individualized creative field. What are the challenges faced in labour action in games, what lessons can be learned for other forms of tech work, and what are the implications for more inclusive and sustainable futures?

To address these questions, please join us for a series of roundtable discussions tackling the future of work in creative tech work. Labour activists and critical scholars will grapple with pernicious challenges and powerful opportunities including intersectional approaches to labour organizing, dealing with decentralized and globalized contexts of production, and the material realities of coordinating immaterial workers. Through these conversations, we aim to set out an agenda for collaboration and collective action for fairer and more just work in games specifically and the digital industries more broadly.

The event schedule is below. Please note that the event will be recorded. Attendees with specific dietary requirements should contact the organizer.

12:00-1:00- Lunch and informal introductions

1:00-1:10- Opening remarks

1:10-2:10- Intersectional Approaches to Games Work and Labour Organizing

Chair: Alison Harvey

Roundtable participants: Kevin Agwaze, Rebecca Davnall, Marijam Didžgalvytė, Helen Kennedy

2:10-2:25- Tea break

2:25-3:25- Global Views on Organizing Decentralized Workers

Chair: Ed Vollans

Roundtable participants: Ergin Bulut, Daniel Joseph, Aphra Kerr, Anna Ozimek

3:25-3:40- Tea break

3:40-4:40- Material Concerns in the Organization of Immaterial Labour

Chair: Oz Gore

Roundtable participants: Tom Brock, Paolo Ruffino, Jamie Woodcock

4:40-5:00- Closing remarks by Alison Harvey and Oz Gore

5:00-6:00- Refreshments

This event is supported by the CAMEo Research Institute for Cultural and Media Economies, University of Leicester.

LIVE-ACTION ROLEPLAYING GAMES: MONSTERS, PROPS AND PHILOSOPHY

  • Wednesday, February 12, 2020
  • 16:00  17:00
  • Room 307, Geoffrey Manton Building, Manchester Metropolitan UniversityRosamond Street WestManchester, England, M15United Kingdom

In this seminar Dr Chloé Germaine Buckley will explore the philosophy of games and the potential of play to disrupt players’ common-sense perspective of the world. Various “turns” in modern philosophy, including materialist and speculative philosophies, suggest that humans need to think beyond an anthropocentric perspective. Instead of seeing matter and nature as passive resources for human conception, we need to recognise nonhuman vitality and agency.

Various analogue forms of gaming, especially live-action roleplaying games, produce experiences for players that accord with this ethical task. LARP might be a form of training, one which requires a willingness to “play the fool”, that chastens the destructive human will to mastery. In this seminar, Dr Germaine Buckley will challenge accounts of play that characterise it as a humanist mode, that place human agency front and centre: humans construct and deconstruct the world through play. In contrast, this seminar will suggest that LARP asks its players to account for the unhuman nature of reality, to consider that fact that it is the world that makes us.

https://www.manchestergamestudies.org/events/2020/2/15/games-and-philosophy