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Call for Papers: Games and Literary Theory (GamesLit) Conference 2019
Videogames
have grown into a global socio-cultural phenomenon and are now a
primary concern of Literary and Cultural Studies as well as the Social
Sciences. In a medium that sweeps across geographies (including virtual
ones), however, the discourse usually privileges a certain section when
it comes to the representation of identity. In a medium, where
roleplaying and playing in character is of prime importance, such an
ignoring of the marginal and the diverse is indeed problematic.
In
one of the first books on the subject, Adrienne Shaw says ‘Teaching
classes on minority representation in games, I heard this refrain
repeated yet again by my students. Video games are a niche medium; they
are fantasy environments; and they are designed for a narrow market. Of
course games are not diverse—so what? […] I realized that I recognized
myself in my participants’ responses. After all, I too grew up playing a
medium for which I was not the primary market and media in which only
certain aspects of my identity were ever shown’ (Shaw 2015). Shaw’s
concern is an urgent one and recent events related to racism, sexism and
other kinds of discrimination in the videogame industry and in the
content of the games, highlights the importance of academic dialogues
around gaming ‘at the margins’, as it were.
These
concerns, of course, echo much older debates on diversity and
difference in Literary and Cultural Studies. Identity and indeed, even
the body, are constructs in the Foucauldian framework of biopower and
beyond the actual control of individuals. Thinkers such as Judith
Butler, Julia Kristeva and bell hooks point out how the the body is
marginalised based on gender, race and class. Similarly, the
constructedness of the ‘Orient’ and the ‘Oriental’ in colonial discourse
as shown by Edward Said and also how the colonial system also renders
certain groups of people ‘subaltern’ and how this affects the discourse
of diversity as Gayatri Chakravarty Spivak and Homi Bhabha make evident.
Often, the discourse of diversity and the margins pervades games as
well although the connection is not often made evident in the older and
more traditional disciplines.
Recent games
scholarship has started addressing issues of diversity in games through
the new Diversity Group that is now part of the Digital Games Research
Association (DiGRA), books on gender, race and colonialism (Shaw 2015;
Murray 2018; Mukherjee 2017) as well as edited journal issues and panel
discussions. As crucial to discussions of both games and literary
theory, these issues form the main theme of this year’s Games and
Literary Theory Conference, being held in Kolkata (formerly Calcutta),
India.
We welcome papers on but not restricted to the following topics:
- Representations of diverse games in literature.
- Remediating marginality: from non-canonical literature to games.
- Studying games with literary theory: from the center to the margins.
- Marginalized discourses of gaming culture.
- Peripheral aesthetics and central gameplay: interplay between locally-inspired game content and gameplay conventions.
- Digital and non-digital games as tools to resist inequality and erasure.
- Representations of gender, queerness, race, class and caste in games vis a vis literature.
- Applying concepts of colonization, migration, and diasporas in understanding game spaces.
- The connection between violence in gaming and White, cis-heteropatriarchal gender norms.
- The language of the “digital frontier” in gaming and tech cultures
- Diversity practices and games studies.
- Empathy games that engage with racism and the ‘refugee’ experience.
- Decolonizing struggles in the gaming industry around labour and money
- Digital Humanities from the margins vis a vis gamer culture in Global North vs. the Global South.