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MECCSA  April 2018

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Subject:

CfP Deadline Extension – 'Women, LGBTQI & Allies' – DiGRA Italia, Palermo – 1 June 2018

From:

Marco Benoît Carbone <[log in to unmask]>

Reply-To:

Marco Benoît Carbone <[log in to unmask]>

Date:

Fri, 13 Apr 2018 09:20:50 +0100

Content-Type:

text/plain

Parts/Attachments:

Parts/Attachments

text/plain (146 lines)

(Apologies for the cross-posting)

Dear Friends and Colleagues,
 
 Following some requests, we have extended to April 25 the deadline to send
 proposals for the 2018 DiGRA Italia conference ‘Women, LGBTQI and
 Allies’, to be held in Palermo, 1 June. 

 DiGRA Italia is also delighted to announce that the authors of accepted
 papers may apply for small grants in support of disadvantaged groups,
kindly offered by the Digital Games Research Association
(http://www.digra.org/).

 Some of the best paper may be included in a forthcoming issue of
 international, refereed game studies journal ToDiGRA (http://todigra.org).

Please find below the CfP in English and Italian.

Best Regards,
DiGRA Italia

 ==========
 Gentil* amic* e collegh*,

a seguito di una serie di richieste siamo lieti di estendere al 25 aprile la
 data finale per l’invio di proposte per la conferenza di Palermo di DiGRA
 Italia 2018, ‘Women, LGBTQI and Allies’ (1 giugno).

 DiGRA Italia è anche lieta di annunciare che gli autori dei contributi
 selezionati potranno fare richiesta di fondi a copertura di spese di viaggio
 destinati a categorie svantaggiate. Il fondo e' gentilmente offerto
dalla Digital Games Research Association (http://www.digra.org/).

 I migliori contributi saranno selezionati per essere pubblicati sulla
rivista internazionale di game studies ToDiGRA Journal
(http://todigra.org).

A seguire il CfP in inglese e italiano.



-------------------------------------------------------
DiGRA Italia - III - Palermo, 1 June 2018
Women, LGBTQI & Allies: Video Games and Gender Identities
 
In collaboration with:
DiGRA –Digital Games Research Association Italia (http://digraitalia.org)
Sicilia Queer Filmfest (http://www.siciliaqueerfilmfest.it)
CIRQUE - Centro interuniversitario di ricerca queer (http://cirque.unipi.it)
Women in Games Italia (www.womeningamesitalia.org)
 
Hosted by Cantieri Culturali della Zisa, Palermo
 
 
Research has traditionally associated video games with an audience of male adolescents, acknowledging the industry as being primarily dominated by men. In most video games (albeit with certain exceptions) the main characters are male, often portrayed in hyper-masculine fashion (God of War). On the other hand, female characters have mostly been portrayed as damsels in distress (Super Mario Bros), hypersexualised and objectified figures (Dead or Alive) or as peripheral characters (Grand Theft Auto). Similarly, queer and transgender characters have often been represented in a highly stereotypical manner:  as passive and/or deviant (Birdo from Super Mario Bros; Vendetta, Poison from Final Fight) –as is the case with dominant representations of non-white, non-Western characters.
 
The video game industry is mostly a projection of white, straight, male ideologies. Cases like Gamergate have reiterated the issue of an industry and gaming community that mainly caters for males, when it is not openly misogynist, homophobic, bi-phobic, and transphobic. Heteronormative representations of characters in games, constrained in a radical and restrictive woman/man gender binary, reflect structural forms of marginalisation and stereotypes, operating, broadly, at a social and ideological level. Such ideologies originated before the emergence of video games in the public sphere and are, consequently, reflected by and amplified through the games.
 
Elements of positive change have been emerging in the video game industry, press, and academia over the past few years, through the increasing recognition of Lesbian, Gay, Bisexual, Transgender, Questioning, Intersex, and Allies (LGBTQIA) issues. A growing number of games may feature non-stereotypical female characters (The Last of Us) and fluid, non-heteronormative gender identities (Mass Effect), or, indeed, contain elements of reflection on such issues (Dad Dating Simulation, Life is Strange). Through the expansion of the internet, and the mainstream availability of smartphones, alongside more traditional consoles and personal computers, video games have begun to incorporate broader social demographic groups and, consequently, lowered the barriers of access to production and consumption, with the potential for a more inclusive and progressive industry. Games featuring LGBTQIA themes have emerged as a promising tendency. Yet, most of these products seem to have been designed to target niche audiences, or have even attempted to package and commodify LGBTQIA causes rather than representing and empowering diverse individuals within mainstream narratives.
 
Acknowledging the high cultural and symbolic impact of video games as a social practice and as a potent form of representation, alongside their ability to both reproduce stereotypes and, potentially, affirm marginalised gender identities, the Italian chapter of DiGRA aims to stimulate an all-inclusive, open debate between Italian and international research groups, practitioners, and players. We are inviting researchers, scholars, practitioners, activists, players, artists, and enthusiasts to take part in a research conference on video games and gender, feminist, and LGBTQIA studies. We aim to generate a debate, which will enable the exploration of multiple perspectives and create a shared platform for the critical analysis of gendered representations in games, while addressing the ideological roots of sexism, homophobia, transphobia, biphobia, and intolerance.
 
We welcome proposals for abstracts, research papers, and panels, as well as creative contributions such as short films, (video) games, animations, art, and live performance.
The topics of the conference include, but are not limited to:
 
– Representations of women and LGBTQI identity in the video game industry
– Gendered identities in the press, industry, and academia
– Female, queer and trans characters in the history of video games
– Gender identities and LGBTQI themes in the Italian gaming context
– Sexuality, pornography, and technological experimentations
– Gazes, fetishes, hyper-sexualisation, violence
– Normalisations of audiences and ideologies in games production
– Continuities between video games and other media: cinema, comics, music, and literature
– Intersectionality and relations between LGBTQI representations and ethnic or racial stereotypes
– Perspectives on the study and production of inclusive video games
– Political and legal implications of gender discrimination
 

Conference chairs: Marco B. Carbone and Ilaria Mariani.
Contributions will be subject to a double blind peer reviewing.
 
Deadline for submission of proposals: 25 April 2018
Date of notification of acceptance: 30 April 2018
E-mail for proposals: [log in to unmask]


-----------------------------------------------------------------------

DiGRA Italia – III – Palermo, 1 giugno 2018
Women, LGBTQI & Allies: videogiochi e identità di genere
                                                                                                                
In collaborazione con:
DiGRA –Digital Games Research Association Italia (http://digraitalia.org)
Sicilia Queer Filmfest (http://www.siciliaqueerfilmfest.it)
CIRQUE – Centro interuniversitario di ricerca queer (http://cirque.unipi.it)
Women in Games Italia (www.womeningamesitalia.org)

Presso i Cantieri Culturali della Zisa, Palermo.
 
 
L’industria dei videogiochi è tradizionalmente associata a un pubblico maschile e adolescenziale, e caratterizzata da un immaginario che in ampia parte rifletteva (e tuttora riflette) un’industria dominata dagli uomini. Nella maggior parte dei videogiochi (seppure con le dovute eccezioni) i personaggi principali sono uomini, spesso raffigurati in chiave iper-mascolinizzata (God of War), mentre quelli femminili hanno ricoperto il ruolo di principesse da salvare (Super Mario Bros), oggetti ipersessualizzati (Dead or Alive) e personaggi marginali o laterali (Grand Theft Auto). Parimenti, le identità queer, transgender e transessuali sono spesso rappresentate in maniera altamente stereotipata, e restituiscono un immaginario di figure passive e devianti (Birdo di Super Mario Bros, Vendetta, Poison di Final Fight) – come del resto è il caso delle rappresentazioni tipiche di personaggi non occidentali.

L’industria del videogioco è prevalentemente la proiezione dell’immaginario di white straight men: maschi bianchi eterosessuali. Casi come il Gamergate hanno riproposto il problema di un’industria e comunità di videogiocatori che parla prevalentemente al maschile, quando non è apertamente misogina, omofoba e transfobica. Tali rappresentazioni eteronormate, costrette in un binario donna/uomo radicale e restrittivo, riflettono effetti di marginalizzazione e stereotipi che operano diffusamente sul piano sociale e ideologico. Si tratta, di fatto, di rappresentazioni che hanno cause che precedono l’avvento dei videogiochi nella sfera pubblica e che dai videogiochi sono poi riflesse e amplificate.
 
Elementi di trasformazione positiva iniziano ad affiorare tramite un aumento delle istanze femministe e LGBTQIA (lesbian, gay, bisexual, transgender, queer/questioning, intersex, and allies) nell’industria, nella stampa e nell’accademia. Sempre più giochi presentano personaggi femminili non stereotipati (The Last of Us) o dalle identità di genere fluide e non eteronormative (Mass Effect), o degli spunti di riflessione su tali temi (Dad Dating Simulation, Life is Strange). La sempre maggiore diffusione del videogioco come forma di intrattenimento e la sua continua espansione tra nuove fasce sociali e demografiche – complici Internet e smartphone, accanto alle tradizionali console e computer – hanno ridotto le barriere di accesso alla produzione e al consumo, e consentito di rispecchiare la pluralità e diversità del pubblico. Tali esperienze, tuttavia, possono considerarsi come tendenze promettenti ma tuttora marginali, nate talvolta più con l’intento di spettacolarizzare e vendere il movimento LGBT come tema e prodotto che per rispecchiare le istanze di liberazione di quant* lo compongono.
 
Partendo dalla constatazione che i videogiochi sono una pratica sociale e una forma di rappresentazione dall’immenso impatto simbolico – non solo per la loro abilità di riprodurre stereotipi, ma anche per la loro capacità di configurarsi come media per la rivendicazione di soggettività e istanze marginalizzate – DiGRA Italia intende stimolare un dibattito con gruppi di ricerca, addette ai lavori e giocatrici in Italia nel senso più inclusivo e aperto possibile. Invita dunque ricercatrici e ricercatori, studiosi, attivisti, giocatrici e appassionati a prendere parte ad una riflessione sul videogioco come prodotto culturale attraverso cui affrontare temi e istanze legate agli studi di genere, femministi e LGBTQIA; l’obiettivo è generare un dibattito attraverso cui esplorare molteplici prospettive e condividere un terreno di analisi delle pratiche esistenti, nonché di critica delle radici ideologiche di sessismo, omofobia, bifobia, transfobia e intolleranza.
 
Sono apprezzate proposte di studi e ricerche di singoli o gruppi di studio, ma anche contributi creativi come corti, videogiochi, animazioni, arte e performance, su argomenti che includono, ma non si limitano a: 
–      Rappresentazione di donne e identità LGBTQI nell’industria dei videogiochi
–      Giocatrici e giocatori nella stampa e nell’accademia
–      Personaggi femminili, queer e trans nella storia dei videogiochi
–      Identità di genere e temi LGBTQI nel videogioco in Italia
–      Sessualità, pornografia e sperimentazioni tecnologiche
–      Sguardi, feticismi, iper-sessualizzazione e violenza
–      Audience e ideologie normate nella produzione di giochi
–      Continuità tra videogiochi e altri mezzi: cinema, fumetti, musica, ecc.
–      Aspetti di intersezionalità nelle relazioni tra stereotipi LGBTQI, etnici e razziali
–      Prospettive di ricerca e per la produzione di videogiochi inclusivi
–      Problematiche politiche e legislative relative alla discriminazione di genere
 
La conferenza sarà moderata da Marco B. Carbone e Ilaria Mariani
Le proposte saranno sottoposte a una procedura di blind peer reviewing.
 
Data finale per l’invio di proposte (abstract, paper e altri contributi): 25 aprile 2018
Data di notifica dell’esito della selezione: 30 aprile
E-mail a cui inviare le proposte: [log in to unmask]
 

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