CALL FOR PAPERS - REVISTA CIENTÍFICA/FAP ONLINE (ISSN 1980-5071)

2024-04-01

DOSSIER “THE ART OF VIDEOGAMES: AESTHETICS, INTERMEDIAL AND INTERSECTIONAL PROVOCATIONS”

 

The call for submissions of papers to the journal Revista Científica/FAP, vol. 31, n. 02 (jul/dec 2024) is open. The journal, online, focused on the field of Arts, is a biannual publication of the campus of Curitiba II (Faculty of Arts of Paraná) of UNESPAR, and aims to disseminate articles, reviews, essays, interviews and translations produced by PhDs and Masters. For the next volume, we invite authors to submit works for the Dossier The art of videogames: aesthetics, intermedial and intersectional provocations, organized by Professor Dr. Guilherme Fóscolo (UFSB), Professor Dr. Alex Martoni (PUC-MINAS) and researcher M.A. Nicolau Spadoni (Cornell University).

For more than two decades, the multi/disciplinary field of game studies has been dedicated to defining, describing and problematizing video game as media whose forms of socio-technical agency and production of meanings provide users with certain modalities of aesthetic experience. At the beginning of the 21st century, we saw an intensification of the debate on the artistic status of video games, which led to interesting responses in the fields of literature, art, philosophy, media studies, among others. (See PEARCE, 2006; BOGOST, 2006, 2007; FLANAGAN, 2009; TAVINOR, 2009; SHARP, 2015).

The production of convincing arguments about how videogames constitute a possible medium for art, however, far from exhausting the issue, has reoriented it in even more intriguing and fruitful directions. (See BOGOST 2016; MOSELEY, 2016; GRAY, LEONARD, 2018; GRAY, 2020; NGUYEN, 2020; RUBERG, 2020; LIND, 2022; PELURSON, 2022; TAVINOR, 2022; SICART, 2023a, 2023b). Therefore, the objective of this dossier is to bring together contributions that seek to reflect on the different modes of articulation between video games, art, aesthetics, intermediality and intersectionality. In addition to contributions that seek to reflect on the aesthetic status of video games, their intermedial configurations, their narrative and intersectional specificities, submissions that bring to the foreground aspects present in the aesthetic experience of videogames that have historically received little attention are welcome, such as its remediation in other arts/media, its multimodal nature, its ways of constructing ambience, producing temporalities, intersubjective mediation, performative engagement and human and digital agency.

This volume will welcome articles, essays, reviews, and translations in the areas of Visual Arts, Photography, Video Arts, Cinema, Dance, Performing Arts for Theatre, Performance and Music; the proposals can relate to other disciplinary fields, from the most varied theoretical approaches, such as Literature, Performance Studies, Communication, History and, specially, Aesthetics and Philosophy of Art.

References:

BOGOST, Ian. Persuasive Games: the expressive power of videogames. Cambridge: The MIT Press, 2007.

BOGOST, Ian. Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games. Basic Books, 2016.

BOGOST, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, Massachusetts; London, England: The MIT Press, 2006.

FLANAGAN, Mary. Critical Play: Radical Game Design. Cambridge, MA: The MIT Press, 2009.

GRAY, Kishonna; LEONARD, David. Woke Gaming: Digital Challenges to Oppression and Social Injustice. University of Washington Press, 2018.

GRAY, Kishonna. Intersectional Tech: Black Users in Digital Gaming. LSU Press, 2020.

LIND, Stephanie. Authenticity in the Music of Video Games. Lexington Books, 2022.

MOSELEY, Roger. Keys to Play: Music as a Ludic Medium from Apollo to Nintendo. University of California Press, 2016.

NGUYEN, C. Thi. Games: Agency as Art. NY: Oxford University Press, 2020.

PEARCE, Celia. “Games as Art: The Aesthetics of Play”. Visible Language 40, no. 1, 2006.

PELURSON, Gaspard. Manifestations of Queerness in Videogames. Routledge, 2022.

RUBERG, Bonnie. The Queer Games Avant-Garde: How LGBTQ Game Makers Are Reimagining the Medium of Videogames. Duke University Press, 2020.

SHARP, John. Works of Game: On the Aesthetics of Games and Art. Cambridge, MA: The MIT Press, 2015.

SICART, Miguel. “The Beautiful Rule: Thinking the Aesthetics of Game Rules”. Games and Culture, 2023a.

SICART, Miguel. Playing Software: Homo Ludens in Computational Culture. The MIT Press, 2023b.

TAVINOR, Grant. The Aesthetics of Virtual Reality. New York; London: Routledge, 2022.

TAVINOR, Grant. The Art of Videogames. Oxford: Wiley-Blackwell, 2009.

 

DEADLINE: The deadline for submitting texts is until July 7, 2024. Submissions must be made by accessing the journal system at UNESPAR periodicals portal (http://periodicos.unespar.edu.br/index.php/revistacientifica), upon registration, filling in the mandatory data: authorship and possible co-authorship in the metadata (with biographical and institutional data and link to the Lattes curriculum), sending an unidentified text (with abstract in two languages – Portuguese and Spanish or French or English – according to the section “instructions for authors”.