Games and virtual environments are playing an increasingly powerful role
in Western entertainment and narrative culture. Of particular importance
are the constant re- and de-construction of the embodied playing self
and the post-industrialist, customisable fluidity of personal and social
identity.This interdisciplinary conference will shed light on how
virtual communities are ‘read’ and ‘written’, i.e. constructed textually
through linguistic and semiotic en- and decoding, by producers and
receivers of video and massively multiplayer online games as well as
virtual worlds such as Second Life.
The conference’s major intention is to bring together researchers from a
wide range of different areas, who share an interest in semiotics,
stylistics, codification, new media design, 3D programming and
media/cultural studies but do not always speak the same ‘language’. The
conference will facilitate cross-disciplinary dialogue and understanding
by providing room and material for discussions between scholars,
scientists and professionals from the gaming industry. By doing so, it
will help experts identify and debate current and future developments
particularly in relation to the textual construction of subjectivities,
communities and ideologies. Date: 24-25 October 2008. Venue: Bangor
University.
Abstracts of 250-300 words are invited on any topic relating to the
following themes and questions:
- How do we ‘read’ and ‘write’ virtual communities, i.e. how are
identities, communities and ideologies constructed textually and
discursively in video games and other digital environments?
- How are user identities ‘coded into’ virtual communities?
- To what extent and to what effect can we apply contemporary stylistic
and semiotic theory and analysis to virtual, interactive communities?
- How do avatars impersonate networks, communities and societies?
- What are the roles of body and mind in virtual communities? Do they
separate or amalgamate?
- To what extent do we need to revisit the notions of ‘virtual’,
‘actual’ and ‘real’ in relation to entextualised social and communal
worlds and realities?
- How does and will 3D graphic design contribute – now and in the
foreseeable future – to the construction of social identity?
- What programming tools and methodologies are/may be used to create
virtual communities and inter-'personal' relationships?
Keynote speakers will include Prof Espen Aarseth, Co-founder and
Editor-in-Chief of Gamestudies.org and author of Cybertext: Perspectives
on Ergodic Literature, and Fred Hasson, founding CEO of TIGA, the UK
Games Development Trade Association.
Deadline for abstracts: 5 May 2008 (to be sent to [log in to unmask])
Conference organisers: NIECI Research Centre for Video Games and Virtual
Environments (Dr Astrid Ensslin, Dr Eben Muse)
For further enquiries, please contact Astrid Ensslin at
[log in to unmask] or visit the Conference website at
http://nieci.bangor.ac.uk/conf/?q=callforpapers/3.
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Dr. Eben Muse
Cyfryngau Newydd a Chreadigedd y Dyfodol
Prifysgol Bangor / Bangor University
+44 (0)1248 388628
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