[CFP] Video Game Art Reader - Issue 4
Michael Reed <[email protected]> Sun, 5 Jan 2020 14:10:58 -0600
| Newsgroups | gmane.culture.studies.general |
|---|---|
| Message-ID | <[email protected]> |
Video Game Art Reader Issue 4 Call for Papers Video Game Art Reader is accepting submissions through March 20th! =20 The Video Game Art Reader (VGAR) is currently accepting submissions from = practitioners, researchers, and educators for its four issue. The theme f= or this Issue is Overclocking. A detailed overview of the scope this them= e is included below. If interested, please submit your draft article to T= iffany Funk at the address provided below no later than midnight on March= 20th. Late submissions will be accepted at the discretion of the editors= .=20 VGAR is an annual, peer-reviewed, art history journal published through t= he Video Game Art Gallery. VGAR=E2=80=99s primary aim is to facilitate co= nversation and exploration of video game art through an inclusive discour= se about the far-reaching influence of video games on history, society, a= nd culture. Sincerely,=20=20 Michael Reed Managing Editor Video Game Art Reader=20 Issue 4 Theme: OVERCLOCKING In computing, overclocking refers to the common practice of increasing th= e clock rate of a computer to exceed that certified by the manufacturer. = While the concept is seductive=E2=80=94buy the slower, lower-cost central= processing unit (CPU), accelerate the clock speed, and presto! you have = a cheap, high-end processor=E2=80=94overclocking may destroy your CPU, mo= therboard, and system memory, or irreparably corrupt your hard drive (voi= ding your warranty being the least of your problems). This issue of the Video Game Art Reader (VGAR) proposes overclocking as a= metaphor for how games are produced and experienced today, and the tempo= ral compressions and expansions of the many historical lineages that have= shaped game art and culture. In the same way that a computer user might = overclock the processor of their machine to achieve results beyond its in= tended use, how can video game art studies overclock its received histori= cal boundaries and intervene on current understandings of video game prac= tices that are accelerating past their limits? Might overclocking practic= es also produce strain on video games and their stakeholders in ways that= need to be identified and understood? VGAR is currently accepting submissions that critically analyze video gam= e art at the limits of temporality: through long historical vectors, acro= ss significant investments of lived human experience, and in terms of oth= er considerations of time. Possible topics and questions include but are not limited to: =E2=97=8F Expansions of, or interventions into, theories of media archaeo= logy. How might we expand a media archaeology of video game aesthetics, g= enres, or modes of play, and what do these histories help us understand a= bout the present? =E2=97=8F As cultural critics, how do we respond to the overclocked deman= ds of video game labor across all levels of production, from art games to= indie to AAA? =E2=97=8F How do we reconcile the extensive play time demanded by certain= games, and the overwhelming volume of games available, with the limited = attention (or life) spans of audiences?=20=20 =E2=97=8F What kinds of historical grounding can be identified in the vis= ual culture that precedes and informs the current video game paradigm, an= d what are the conceptual underpinnings of these choices? =E2=97=8F How are the conventions of contemporary video game art distribu= ted across digital and non-digital media? Deadline for Submissions is March 20, 2019.=20 All submissions and questions should be sent to: tfunk (at) vgagallery (d= ot) org. For more information and formatting guidelines, visit Video Game Art Read= er @ https://www.videogameartgallery.com/vga-reader =3D=3D=3D=3D=3D General list info and FAQ: http://comm.umn.edu/~grodman/cultstud.html