CfP: Perception in Games and Virtual Worlds II (10-11 May, 2024)

WORKSHOP IN BERLIN: 10-11 May, 2024.
Regenbogenfabrik, Lausitzer Str. 21a, Berlin.

 

Both traditional games and games that take place in virtual environments rely on play states designed around their perceptual features. This is apparent by the fact that they prominently rely on phenomenal spatial structures, but also by a variety of perceptual roles that enter into elements like storytelling, sound, kinesthetic feedback and immersive design.

How should we understand the character of perception in games and virtual environments? While normal perception registers ordinary perceptual properties, players perceive objects and properties imposed by images, rules, symbols and ludic context. In the perception of virtual worlds, users are not perceiving ordinary objects, but rather images and symbols designed to instil imagination and to convey semantic contents. In traditional games the players perceive objects and properties determined by rules and play.

This workshop follows up a seminar held in Athens 2022 with a view to develop the discussions on these issues. Among the questions we wish to explore are:

  • Is perception in virtual worlds veridical? Is it appropriate to talk of perception in virtual worlds?
  • Do we perceive game properties?
  • How should we understand subjectivity and perception mediated by avatars?
  • How do cultural and ideological frames shape perceptual experience?
  • How does the reality status of objects and properties affect the characterization of perceptual content?
  • What are the phenomenal characteristics of gaming experiences?
  • How is narrative, fictional worlds and gaming structured around perceptual states?
  • How is imagination, make-believe and fantasy related to perception in games?
  • How are perceptual schema like space, time, objecthood and modality utilized in gaming?
  • What is the relationship between inference and perceptual content in games?
  • How do we perceive affordances in games?
  • Can the perceptual content of games be analyzed as “seeing as”?
  • What are the phenomenal characteristics of perceptual experiences that are distinctive to ludic environments?
  • How should we characterize the consciousness that accompanies perception of games and virtual environments?

Contributions from different scholarly approaches are welcome, such as game studies, cognitive science, enactivist perception theory, phenomenology, fiction theory, media philosophy, and classic philosophies of perception.

Please submit an abstract (max 1000 characters) in this form: https://forms.gle/3fc8uDEQw8GJwfxy5 and send a copy to perceptioningames@gmail.com by April 11. We welcome both full papers and more conjectural presentations. We highly appreciate presentations that can be submitted as papers to the Journal of the Philosophy of Games, but the participants are free to publish their work where they want. There will be a small fee (ca 40 euro) to cover rent for the seminar room.

Program committee:
Anita Leirfall, Department of Philosophy, University of Bergen, Norway
John R. Sageng, Game Philosophy Network, Norway
Stephan Günzel, University of Europe for Applied Sciences, Germany
Jussi Holopainen, City University of Hong Kong, Hong Kong
Olli Tapio Leino, City University of Hong Kong, Hong Kong
Zuzanna Rucinska, University of Antwerp, Belgium

CfP: Exploring Aesthetic Practices – Conference in Jyväskylä 23.10.2024.

Here is a call for papers for a conference that is not primarily directed at game philosophy, but it has game studies is a target group and the topic of playing games is mentioned.  We just visited Jyväskylä for one of our Nordic workshops in game philosophy and know that there is an interest for our type of work. We highly encourage game philosophers to submit abstracts.

Call for papers

From Kant onwards, the default position when thinking about aesthetic matters has been to start with one individual who appreciates or engages with one object, whether a work of art, an environment, or an everyday item. However, when aiming to grasp the role of aesthetic phenomena in human life, this perspective is insufficient. It overshadows how the significance of art and everyday aesthetic matters, for individuals and communities, evolve through shared histories of practice, where perceptual and creative skills arise from previous experiences and know-how.

Shifting the focus of aesthetics from objects and singular experiences to practices opens novel and fruitful perspectives on how humans form and transform their identity and lifeworld through active and long-term aesthetic engagement in various media. An aesthetic practice, we suggest, is a continuous, repeatedly performed activity of engaging with an art form, a form of popular culture, crafts, sports, or some aspect of one’s everyday environment, where a fundamental motivating factor is pleasure gained through the activity. Instead of contemplation and perception of an object, practice highlights the intrinsic aesthetic relevance of action, doing and making. The approach offers new perspectives on the scope of “aesthetics”.

As a key concept, aesthetic practice foregrounds structural features of our aesthetic life that have previously gained less attention, such as temporality, continuity, multimodality and intersubjectivity. A practice is ongoing, and characterised by tempi and rhythms, times, and places. It is interwoven with the practitioner’s life, while at the same time constituting another space. It is typically shared with other people; inspired by others; or communicated to them.

Finally, aesthetic practices tend to become intimately interwoven, even inseparable from practitioners’ identity, and affect their outlook on life. Continuously engaging with one or several of the arts, popular culture, one’s home environment, or nature, can constitute a tacit or explicit exploration of and reflection on values, the world, and one’s own position in it, in a dynamic balance of receptivity and creativity which is intrinsically valuable.

We welcome proposals on:

 The concept of aesthetic practice; critical assessments

 Everyday aesthetic practices and arts: boundaries and overlappings

 Habits and practices

 Practice and style

 Rhythms of practice

 Everyday rituals as aesthetic practice

 Intersubjectivity in aesthetic practices

 The aesthetic dimension of everyday practices

 The aesthetic dimension of labour and work

 Childhood aesthetic practices

 Aesthetic communicative practices

 Social aesthetics

 Care aesthetics

 Arts as aesthetic practices

 Aesthetic practices in fandom and popular culture

 Playing games as aesthetic practice

 The role of technologies in aesthetic practices

 Shared practices in internet communities and social media

– And more

In addition to contributions from philosophical aesthetics, we welcome proposals from neighbouring fields, the arts, psychology, cultural studies, game studies, sociology, history, media and communication studies, etc., as long as they address phenomena from a perspective of aesthetic practice.

We invite abstracts of 200–300 words. Deadline for abstracts is 15th March 2024.

Link to the main site. 

CfP: Phenomenology, Hermeneutics and Existentialism for Games (Nordic Explorative Workshops)

Some time ago, an Innocent Bystander, after glancing through a copy of Mind, asked me, “Why do philosophers talk so much about Games? Do they play them a lot or something?” (Midgley, “The Game Game”, 1974, p. 231)

University of Jyväskylä in Finland and Nordic partners call for papers and student presentations for a workshop on the philosophy of games to be held in Jyväskylä, 16–18 October 2023.

Games are a source of fascinating philosophical issues addressed by current games research. They are also increasingly catching the attention of traditional philosophers. In a series of “Nordic Explorative Workshops” we aim to provide arenas where students and scholars in philosophy and game studies can discuss their projects. We reach out to scholars who would like to contribute to this emerging field, and to bachelor and master students writing about such issues.

Games are designed to create meaning structures for their players that derive from the fact that they are adopting a subject position within the game, in which they achieve goals, overcome challenges and act out interpersonal relationships imposed by the gaming system. A number of games scholars have used the tools of phenomenology, hermeneutics and existentialism to analyze such meaning structures, and the aim of this workshop is to explore these issues, though the submissions do not need to stem from these traditions.

Submitters are invited to submit proposals on questions such as:

  • What do players understand when they understand how to play a game?
  • What is the phenomenology of simulation?
  • What characterizes the phenomenal consciousness of events and objects in game worlds?
  • What characterizes the subject roles in avatar- and non-avatar based gameplay?
  • What is the nature of embodied experience in gameplay?
  • How does the notion of a world operate as a part of the player experience?
  • What is the difference between the third-person understanding of gameplay and the first-person in-game understanding?
  • What is the character of the affective experiences that are created during gameplay?
  • In what sense is acting in games action?
  • In what sense is projectuality in games different from ordinary life?
  • And other questions related to the philosophy of games.

For full paper presentations and student presentations we ask for an abstract (300 words) along with a short bio (100 words). For requests for attendance we ask for a short bio (50 words) with institutional affiliation.

Send abstracts/bios to nordicexplorativeworkshop@jyu.onmicrosoft.com by September 15, 2023. Notification of inclusion in the workshop program will be sent out by September 20, 2023. Send a request to the same address if you want to attend as an audience (limited participation).

Funding is available to support some of the expenses for the presenters.

The workshop is funded by the Joint Committee for Nordic research councils in the Humanities and Social Sciences (NOS-HS). We aim to have a selection of the papers published in Journal of the Philosophy of Games.

Information about the workshop and the series: https://nordicgamephilosophy.w.uib.no/
Please sign up to the Facebook group: https://www.facebook.com/groups/586402056592864

Rune Klevjer (project leader)
John R. Sageng (project coordinator)
Jonne Arjoranta (program committee chair)
Maria Ruotsalainen (program committee)

CfP: Representation in Games (Nordic Explorative Workshops)

The IT University of Copenhagen and its Nordic partners call for papers and student presentations for a workshop on the philosophy of games to be held at the IT University, Copenhagen, Denmark, 29-30.08.2023

The notion of representation is often used in game studies literature, but it is practically always invoked in critical contexts. Existing research focuses on problematic aspects of representations of minorities, genders, or ethnicities. These analyses presuppose some philosophical notion of representation without spelling it out. And yet, as can be seen in the light of discussions over the idea of representation in other areas, the concept can be understood in different ways. Moreover, theories of representation approach the subject from various angles – apart from prominent discussions in philosophy of mind and philosophy of science it is also often invoked by scholars interested in aesthetics or theory of fiction. It seems that common understanding of the mechanisms underlying representation in games could benefit all researchers because even small differences of fundamental ontological or epistemological aspects of representation can affect our mutual understanding.

The workshop aims to bring together philosophers and game researchers and look at the philosophical status of the notion of representation in games. Example questions that we wish to examine during the workshop are:

  • What are the specific features of representation in games (if any)?
  • What mechanism is responsible for representation in games – how do games (or game elements) represent?
  • What are the targets of game representation – do games (or their elements) represent reality, fictional entities, digital states of the computer, or something else?
  • Does the technology used to produce games influence their representational status – is there an essential difference between representation in text games, 2D games, 3D games, or VR?
  • Which parts of games should be considered as representational? Can game mechanics represent reality – if so, what are their targets?
  • Is there a difference between representation in games and other digital objects?
  • What is the representational status of the player’s actions in games? Which actions count as representations and which ones as virtual equivalents of real actions?
  • How does the concept of representation in games differ from the concept of representation in science?
  • If games are hybrids of simulations and fiction – which aspect should be given priority when we analyze their representational capacities?
  • What is the status of representations of fictional objects in games – should they be accounted for in a similar way researchers do it in the case of other media or do they require special treatment?
  • To what extent can existing theories of representation be applied to games, and how must they be complemented to best fit this domain?

For full paper presentations and student presentations we ask for an abstract (max 300 words) along with a short bio (max 100 words). Send abstracts/bios to pawg@itu.dk. Deadline for submissions is June 15, 2023.

The seminar is open for international submitters, but the program will have an emphasis on speakers with affiliations to Nordic institutions. We may be able to offer to cover some of the expenses for some of the Nordic participants.

Stacie Friend and Grant Tavinor are participating as invited speakers.

The workshop is funded by the Joint Committee for Nordic research councils in the Humanities and Social Sciences (NOS-HS). We aim to have a selection of the papers published in Journal of the Philosophy of Games.

Information about the workshop and the series: https://nordicgamephilosophy.w.uib.no/

Please sign up to the Facebook group: https://www.facebook.com/groups/586402056592864/

 

Paweł Grabarczyk, IT University of Copenhagen

Ida Kathrine Hammeleff Jørgensen, University of Southern Denmark

John R. Sageng, Game Philosophy Network

Espen Aarseth, IT University of Copenhagen

CfP: Nordic Explorative Workshops – Action in Games

The Department of Information Science and Media Studies at the University of Bergen and its Nordic partners call for papers and student presentations for a workshop on the philosophy of games to be held at the alternative culture site Regenbogenfabrik in Berlin, Germany, 19-20 May 2023.

Games are a source of fascinating philosophical issues addressed by current games research, and which increasingly are catching the attention of traditional philosophers. In a series of “Nordic Explorative Workshops” we aim to provide arenas where students and scholars in philosophy and game studies can discuss their projects. We reach out to scholars who would like to contribute to this emerging field, and to bachelor and master students writing essays about such issues.

The first workshop is dedicated to themes that pertain to action and subject positioning in a game. We invite submissions on issues that relate to the character of action in relation to interactivity with the system, subjectivity and avatarhood, fictionality and virtual actions, gameness, perception of objects and environments, depiction and the status of the image, and issues that pertain to ethics and aesthetics.

Examples of questions that can be addressed are:

  • What is the psychological structure of gaming acts?
  • How should we evaluate moral norms in the context of play?
  • What are you doing when you are acting in virtual worlds?
  • What is the relation between the physical actions of the player and their ludic and narrative representations?
  • What forms of aesthetic appreciation are peculiar to action in games?
  • What forms of intentionality and subjectivity are found in avatar-based actions?
  • How do avatars occupy fictional and real roles?
  • How is action in games tied to the perception of affordances?

For full paper presentations and student presentations we ask for an abstract (max 300 words) along with a short bio (max 100 words).

The seminar is open for international submitters, but the program will have an emphasis on speakers with affiliations to Nordic institutions.

The seminar is open for general attendance, to the extent we have space. For requests for attendance we ask for a short bio (50 words) with institutional affiliation.

Send abstracts/bios to PhilGamesAction@gmail.com by April 20, 2023. Notification of inclusion in the workshop program will be sent out by April 27, 2023.

We may be able to offer to cover some of the expenses for some of the Nordic participants.

The workshop is funded by the Joint Committee for Nordic research councils in the Humanities and Social Sciences (NOS-HS). We aim to have a selection of the papers published in Journal of the Philosophy of Games.

Information about the workshop and the series: https://nordicgamephilosophy.w.uib.no/

Please sign up to the Facebook group: www.facebook.com/g/philgames

Rune Klevjer (Project leader), University of Bergen
John R. Sageng (Coordinator), Game Philosophy Network.

Call for Expression of Interest: Nordic Explorative Workshops on the Philosophy of Games

The University of Bergen, University of Jyväskylä and the IT University of Copenhagen will next year conduct a series of workshops on the philosophy of games. We will reach out to scholars and students in philosophy and game studies. The themes currently planned for the workshops are issues that pertain to action, experience, representation and hermeneutics in games. 

We’re organizing a planning workshop in Bergen on November 24-25 in 2022. The workshop is open to scholars in Nordic countries who might do supervision, seminars or research on these topics. There is some funding available for travel and accommodation.

The planning workshop will have presentations about the prospective themes and a planning session to determine the programs, focus and literature for the themed workshops, as well as for making plans for how to involve students and scholars in Nordic countries.

Please send an email to nordicgamephilosophy@gmail.com if you are interested in participating in the planning workshop or in the themed workshops later on. Write a few lines about your background in philosophy or game studies and your theoretical and practical interest in one of the listed topics.  We will contact prospective participants as the project progresses.

Anyone is welcome to join the Facebook-group for the initiative: https://www.facebook.com/groups/586402056592864

Best regards

Rune Klevjer, University of Bergen

Anita Leirfall, University of Bergen

John R. Sageng, Game Philosophy Network

Jonne Arjoranta, University of Jyväskylä

Paweł Grabarczyk, IT University of Copenhagen

Call for Presentations: Perception in Games and Virtual Worlds

Seminar in Athens, Greece: 01-02 September, 2022.

The Norwegian Institute in Athens

 

Both traditional games and games that take place in virtual environments rely on play-states that are essentially designed around perceptual features that play crucial roles in aiding how the player is acting in the gaming environment. This is apparent by the fact that they prominently rely on phenomenal spatial structures, but also by a variety of perceptual roles that enter into elements like storytelling, sound, kinesthetic feedback and immersive design. 

How should we understand the character of perception in games and virtual environments?  While normal perception registers ordinary perceptual properties, players perceive objects and properties imposed by images, rules, symbols and ludic context. In the perception of virtual worlds, the user is not perceiving ordinary objects, but rather images and symbols designed to instil imagination and to convey semantic contents. In traditional games the players perceive objects and properties determined by rules and play. 

In this workshop we aim to discuss questions that pertain to perceptual content and its relationship with player action.

Among the questions we wish to explore are:

  • Is perception in virtual worlds veridical? Is it appropriate to talk of perception in virtual worlds?
  • Do we perceive game properties?
  • How should we understand subjectivity and perception mediated by avatars?
  • How do cultural and ideological frames shape perceptual experience?
  • How does the reality status of objects and properties affect the characterization of perceptual content?
  • What are the phenomenal characteristics of gaming experiences?
  • How is narrative, fictional worlds and gaming structured around perceptual states?
  • How is imagination, make-believe and fantasy related to perception in games?
  • In what manners are perceptual schema like space, time, objecthood and modality utilized in gaming?
  • What is the relationship between inference and perceptual content in games?
  • How do we perceive affordances in games?
  • Can the perceptual content of games be analyzed as “seeing as”?
  • What are the phenomenal characteristics of perceptual experiences that are distinctive to ludic environments?
  • How should we characterize the consciousness that accompanies perception of games and virtual environments?

Contributions from different scholarly approaches are welcome, such as game studies, cognitive science, enactivist perception theory, phenomenology, fiction theory, media philosophy, and classic philosophies of perception.

To establish a common frame of reference, three existing articles on the topic will be distributed for common reading. Please submit an abstract (max 3000 characters) in this form: https://bit.ly/3PHRrYD and send a copy to perceptioningames@gmail.com by August 1.  The participants will be required to submit a 1-2 page synopsis for circulation right before the seminar. We highly appreciate presentations that can be submitted as papers to the Journal of the Philosophy of Games, but the participants are free to publish their work where they want.

The seminar is organized by Game Philosophy Network, Cultural Informatics, Data and Computational Cultural Studies Lab [CID-CCS Lab] at Panteion University, and the Department of Philosophy and Department of Information Science and Media Studies at the University of Bergen, Norway.

Organizing Committee: Anita Leirfall, Elina Roinioti, John R. Sageng and Rune Klevjer.

Call for Papers: “The Genre Buster – On Terminology, History, Worldbuilding and Gameplay of the Immersive Sim”

Dear community of the Game Philosophy Network,

it is my pleasure to share with you the Call for Papers “The Genre Buster – On Terminology, History, Worldbuilding and Gameplay of the Immersive Sim.
It will be a special issue for the online journal Paidia and was conceptualized by me dear colleagues Hajo Backe (ITU Copenhagen), Felix Zimmermann (University of Cologne) and me.
At a glance:
  • Research/research projects on all possible facets of Immersive Sim welcome (see below for possible topics and questions)
  • Abstract by 04/10/2022 (max. 300 words) to paidia(at)germanistik.uni-muenchen.de (blind peer review process)
  • Feedback by the end of May
  • Full paper to be submitted by 10/15/2022
  • Contributions in German and English possible

One of the most talked-about, well-reviewed, and awarded1 games of 2021, Deathloop (Arkane 2021.) stands in a long tradition of digital games like System Shock (Looking Glass Studios 1994.), Deus Ex (Ion Storm 2000.) and Bioshock (Irrational Games 2007.) that are often referred to as “immersive simulation games” or “immersive sims”, for short. Are these games a genre, a style, a school, or a mode? It doesn’t make things any easier that the name “immersive sim” is an actual misreading of the text it originates in: Warren Spector’s Postmortem of Deus Ex uses the term, but in a descriptive fashion for only one of the many facets of the game, when he characterizes it as “part immersive simulation, part role-playing game, part first-person shooter, part adventure game”.2

Deathloop’s developer, Arkane Studios, has specialized in immersive sims, like 2K Boston, Irrational Games, and Looking Glass Studios before them. These developers are often credited with pioneering countless innovations of action-adventure gameplay that have permeated into the mainstream of digital games, to the point that immersive sims are effectively declared passé by one of the former studio bosses of Arkane, Raphael Colantonio, when he claims that “the genre will eventually disappear because its values must migrate to all genres eventually”.3 What is more, these games themselves, despite their acclaim and influence, have notoriously under-performed in terms of sales. Deathloop has fallen short even of its predecessor, Prey (Arkane 2017), in both copies sold4 and number of concurrent players.5 So why are these games so revered by fans and game developers alike, yet fail to attract a large player-base? Why are they considered so influential and at the same time inaccessible and somewhat obscure? Are they, to borrow the words of Forbes contributor Paul Tassi, “not designed to sell very well”?6 And in addition: why are they, given their critical acclaim and often non-commercial attitudes, not embraced as game art to the degree that many indie games are?

That none of these questions is easy to answer is maybe unsurprising given that there’s little consensus about what defines these games. There is a whole range of commonalities between them. To highlight just three: (1) Their game design emphasizes alternative solutions to problems, usually favoring stealth and cunning over brute force. With regards to both Dishonored games and Deus Ex: Human Revolution (Eidos Montreal 2011), among others, most levels are laid out as branching, multi-path structures embodying different modes of play and thus reward the player with diverse solutions to solve a quest or parts of it. Hence, immersive sim architectures are tightly interlaced with a certain openness of the quest design; (2) in addition, their lead designers – Warren Spector, Harvey Smith, Ken Levine, to name but a few of the most prominent figures – are often considered game auteurs; (3) finally, an immersive sim gameplay experience can lead to a specific empowerment of the player, while at the same time, it can evoke an “aporetic experience” in the sense of Darshana Jayemanne, meaning that the player can be overwhelmed by a game situation and has to gain advantage out of her own uncertainty.7

Immersive sims, or what has come to be known as immersive sims, appear to be very much “genre-busting” as Warren Spector already proclaimed for Deus Ex.8 It seems only natural, then, that where a new alleged immersive sim emerges, a discussion about this prevalent but ephemeral term follows. Again, the recent Deathloop can serve as an example. For the online magazine Edge, Alex Spencer takes the release of the game as an incentive to talk about the history and future of the “imperfect label” that is immersive sim.9 He even goes so far as to say that Deathloop “seems to have been designed to address some of the flaws of the immersive sim”.10 Or consider the piece on The Escapist by Andrei Pechalin who claims that Deathloop is a “subversion of immersive sim expectations”.11 The aforementioned stealth and cunning that appear to be significant for immersive sim games have been, according to Pechalin, replaced by a decidedly “quick pacing” which, however, “saps some of that atmosphere” characteristic for the immersive sim experience of earlier games.12 But does this mean that Deathloop isn’t an immersive sim anymore? Or is it just a different, maybe more accessible version of it? Considering all these critical thoughts, one can also ask if Arkane created Deathloop with the intention of being self-reflective or a meta commentary on their past games and on the specific peculiarities of the immersive sims in general.

One would be mistaken to assume that this discussion confines itself to circles of experts. A quick search on the subreddit for Deathloop reveals numerous entries on immersive sim. Similarly to the argument brought forth by Pechalin, players discuss if and to what degree Deathloop “will work and help the genre become more popular in the future” because of its more action-oriented gameplay.13 Others ask whether Deathloop even still is an immersive sim, or a “light immersive sim” in comparison to previous titles like Prey or Dishonored (Arkane 2012).14There even is a – albeit small – subreddit specifically dedicated to immersive sims (r/ImmersiveSims).

It is noticeable that these discussions almost always go the way of comparing new entries to the manageable number of games in what appears to be an immersive sim canon. Players as well as journalists often collect these games in listicles15 with usual suspects like Thief: The Dark Project (Looking Glass Studios 1998)Dishonored and Deus Ex always making the cut. More controversial picks like the 2016 reboot of the Hitman series (IO Interactive 2016-2021) signify the volatility of these canon-like collections and the term “immersive sim” as a whole. Nevertheless, it appears to be impossible to talk about games that could be deemed worthy of this label without considering the tradition, the historical context of their existence.

However, while – as we have shown – journalists and players alike regularly engage in discussion on the use and limitations of the immersive sim terminology, the scientific community remains surprisingly absent from these debates. This is not to say that there is no scholarly research on the aforementioned games. Although games like Bioshock Infinite  (Irrational Games 2013)16 or Dishonored17 have drawn attention, we still see the need for a unifying approach which considers these and other games specifically in light of their status as immersive sims.

With this special issue, we aim to engage – for the first time, to our knowledge – in a scholarly debate about the fundamental implications of the immersive sim term. Hence we encourage interested researchers from all disciplines to reflect and argue critically on topics and questions that include, but are not limited to, the following:

– The historicization of the immersive sim

– The question of whether the immersive sim is a genre, style, or mode, or something else

– The distinct properties of the immersive sim (e.g. agency, choice making, worldbuilding, environmental storytelling, possibility space)

– The originality, tradition and/or innovation within the immersive sim phenomenon

– The question of how to deal with cases where the “genre-busting” genre immersive sim adopts influences from other genres or styles (like rogue-like)

– The question of perspective (e.g. is the first-person/subjective point of view a constitutive part of the immersive sim?)

– Production contexts of the immersive sim (e.g. personnel continuities, auteur games, artistic ambitions, focus on aesthetics)

– The general role of specific developer studios (e.g. Irrational Games, Arkane) or publishers (e.g. Bethesda)

– The question of whether the immersive sim is a niche product, art, indie, or mainstream

– The metareflexive potential of the immersive sim e.g. as in revealing a possible status between toys and games

– Case studies of (classic) immersive sim games from current scholarly approaches (e.g. gender studies, queer studies or critical race studies)

– Exploring borderline cases of the immersive sim (e.g. Hitman reboot series, Cyberpunk 2077Dying Light 2 Stay Human)

– The connection between ludonarrative dissonance and immersive sims

– Explorations on the specific atmospheres or architectonics of the immersive sim

Important information:

Contributions will be accepted in either English or German.

If you want to contribute please send an abstract of 300 words until 10th of April to paidia@germanistik.uni-muenchen.de. Please use usual formats like pdf, docx or rtf.

The proposals will enter a blind peer review process, please anonymize your document.

The full paper shall not exceed 35.000 characters (including blanks) and has to be submitted by 15th of October so that the special issue can be published on www.paidia.de in Winter/Spring 2022/2023. PAIDIA is a scientific non-profit project which is why the published contributions are unremunerated.

For further questions concerning the topic ‘immersive sim’ please contact the editors of the special issue:

Hans-Joachim Backe: hanj@itu.dk

Marc Bonner: mbonner@uni-koeln.de

Felix Zimmermann: kontakt@felix-zimmermann.net

Abstracts deadline: May 1st 2022

Announcement of proposal acceptance: May 2022

Full paper submissions deadline: October 15th 2022

Academic Game Philosophy Discord

Hello! I’m Kutub Gandhi, a second year PhD student interested in teaching philosophy through games. The pandemic has limited my ability to find like minded individuals, and in that vein I’ve created a discord for academics interested in game philosophy.
I hope that it can serve as an unofficial messaging platform for the game philosophy network; a platform for any and all discussion under the wide umbrella of games and philosophy.
If there are enough interested members, I could even see the discord hosting reading groups or social hours. Join at this link (https://discord.gg/QPzvX5NfX9) and feel free to invite your peers who may be interested!

Call for Papers: Chinese DiGRA 2021

The call for the annual conference of Chinese DiGRA chapter is out, and the organizers wish to encourage game philosophers to submit abstracts to the conference. Please find the full call for papers below:

We are excited to announce this year’s Chinese DiGRA conference, hosted by the Academy of Visual Arts at Hong Kong Baptist University on the 4th of December 2021. Given the current restrictions on travel, we are planning this year’s Chinese DiGRA as a hybrid online and in-person event. Accepted papers will be pre-recorded as videos and live panels and paper discussions held in person and on Zoom.

We invite submissions on any aspect of Chinese games, game industries, game design and gaming cultures. We also invite submissions from people located in the Chinese-speaking region who are researching any aspect of games. The conference encourages papers from students and early career researchers as well as game industry workers. In addition to encouraging general submissions, our keynotes and themed panels will engage the converging trajectories of user-generated content and cryptocurrencies.

Keynote Speakers: To be announced.

Format:
Submissions can be in English or Chinese.
Please submit a maximum 1000 word (or 1700 characters) extended abstract.

Important dates:
October 16th: Deadline for submissions
October 26th: Decisions announced. Presenters receive additional practical information about how to record and submit their presentations (we recommend PowerPoint with voiceover or the free and open software OBS [Open Broadcast Software])
November 12th: Conference registration opens
November 12th: To facilitate uploading and translation, we ask all presenters to send us a video (or a PowerPoint presentation with voiceover) and a transcript of their presentation in advance.
December 4th: Conference.

How to submit:

Please email a pdf version of a maximum 1000-word/1700 character (excluding references) extended abstract no later than October 16th, 2021 to peteracnelson@hkbu.edu.hk. Please make sure to include “CDiGRA2021 Submission” in the subject line of your message. Extended abstracts will be selected by conference and program chairs based on their academic rigour and relevance to the themes of the conference. Note that the extended abstracts do not need to be anonymous. Notifications of acceptance will be sent by October 26th. Accepted authors will have an opportunity to submit their extended abstracts for inclusion in the DiGRA Digital Library. For questions regarding paper submission and the topics of the conference, or questions on the conference, please contact peteracnelson@hkbu.edu.hk.
Organization description and history

Chinese DiGRA (中华电子游戏研究协会​ /​ 中華 數位遊戲研究協會) is a regional chapter of DiGRA (Digital Games Research Association) focusing on game research relevant to Chinese speaking countries and the surrounding regions. Chinese DiGRA aims to enhance the quality, quantity, and international profile of games research in the Chinese-speaking context, by developing a network of game scholars and researchers working in the Chinese-speaking world and/or on aspects of Chinese games and gaming cultures, forging links between academic and professional researchers on games, supporting teaching and PhD development in the region, and disseminating and promoting Chinese game scholarship around the world. Chinese DiGRA is run by a board comprised of top academics in the fields of Chinese games research from Mainland China, Hong Kong, Macau, and Taiwan. You can find more information on Chinese DiGRA, including papers from previous conferences, at our website.