CFP: volume Teaching Games and Games Studies in the Literature Classroom

As the twentieth century witnessed the rise of film and visual media, the twenty-first century is currently witnessing the rise of video games and other such interactive media as a narrative and art form that overlaps in its scope and ambitions with the literary realm. In many language and literature departments across the globe, film is now firmly ensconced in the curriculum; video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. Language and literature departments, both large and small, will be seismically affected by these revolutionary developments in narrative, narrative structures, and interactive media.

This volume, Teaching Games and Games Studies in the Literature Classroom, will include three primary units: Literary Games, Video Games and Interactive Media in the Literature Classroom, and Gamifying the Literature Classroom. The unit addressing literary games will consider foundational and fundamental ways in which literature can be construed as a game and the benefits of such an approach. The second unit will outline pedagogical strategies for integrating the study of video games with the study of literature, demonstrating the utility of, for instance, teaching the epic from Homer and Beowulf to World of Warcraft and Halo. The third unit will consider the benefits of “gamifying” the literature classroom, an approach that is quickly gaining currency and increasing interest, as exemplified, for instance, in the recent work of Mark C. Carnes (Minds on Fire: How Role-Immersion Games Transform College).

Scholars interested in contributing an essay of 3,000–4,000 words are invited to submit an abstract of approximately 250–500 words outlining their approach to this subject matter and its utility for students and instructors. The deadline for submissions of abstracts is 1 September 2019; e-mail submissions and queries should be sent to Tison Pugh ( and Lynn Ramey (, with the subject line “Teaching Games and Games Studies in the Literature Classroom.” Permission from students must be obtained for any relevant quotations in the essay. Previously published essays cannot be considered. Learn more about the MLA’s guidelines for submissions.

CFP: The Queerness and Games Conference

QGCon is now accepting submissions for our 2013 conference on Saturday and Sunday, October 26th and 27th, at Berkeley’s Center for New Media.

The Queerness and Games Conference brings together academics and developers to embark on an innovative and interdisciplinary exploration of the intersection between LGBT issues and video games. The event will combine traditional paper presentations and panels with design discussions and creative workshops. Main focuses will include LGBT representation in games, LGBT concerns in the games industry, and the newly forming scholarly field of queer games studies.

Academics and game-related professionals from all disciplines are welcome to submit proposals for talks, panels, or experimental sessions.

Submission Deadline is July 1st.

Please see our official Call for Submissions for more details.

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CFP: Digital Games and Literary Theory Conference, Malta

CFP: Digital Games and Literary Theory Conference, Malta

International Conference Series in Games and Literary Theory
Inaugural Conference
University of Malta, 31st October-1st November 2013
University of Malta
Institute of Digital Games and the Department of English

This inaugural event in the Digital Games and Literary Theory Conference Series follows on from a successful International Workshop held at the University of Malta last year. That event established the scope, appeal and timeliness of interdisciplinary research involving Game Studies and Literary Theory. While there are ample conference opportunities for discussion of the impact of Game Studies on other fields in the Humanities and on the amenability, in turn, of Game Studies to critique by those fields, events where the affinities with Literary Theory take centre stage are, by comparison, quite rare. This is surprising.

There are, in fact, a number of reasons why a forum for formalised exchanges across the two fields is now overdue, and why the prospect of it should be exciting and enriching for both areas. For one thing, digital games’ modalities could be seen as reconfiguring and possibly subverting conceptualities and orthodoxies integral to literary theory (such as matters concerning textuality, subjectivity, authorship, the linguistic turn, the ludic, and the very nature of fiction).

Additionally, and conversely, theory’s capacities for close and rigorous critique finds ample opportunity for extension in digital games. The discourse on theory in the area of game studies is, by some lights, remarkably slow in bringing to bear those perspectives which theory is peculiarly well endowed to address (for instance, on matters concerning undecidability, the trace, the political unconscious, the allegorical, and the autopoietic, to name but a few likely avenues). To be sure, the encounter between Digital Games and Literary Theory is not inexistent. The lively debate around narrative in games and about the nature of concepts such as fiction and the virtual, as well as discussion about indeterminacies across characters, avatars and players, attest to that. But there can be no doubt that there is much more that can be broached within that encounter. A conference series providing for regular meetings where that could start to occur, allowing for new thinking on the mutuality and divergences between Games and Literary Theory, would be extremely helpful in energizing the debate further and in helping the two areas to find a congenial and productive space for their interaction.

To this end, the organizers of this First International Conference on Games and Literary Theory—based at the Institute of Digital Games and the Department of English at the University of Malta, and networked with a number of academics in the United States, Europe, Australia and Asia equally committed to this interdisciplinary undertaking—are issuing a Call for Papers that invites proposals for presentations that could focus on issues related, but not limited to, any (or a combination of) the following :

  • Textuality in literature and games.
  • Rethinking fiction after digital games.
  • Characters, avatars, players, subjects: What changes occur for literary theory when digital games are considered?
  • New forms of narrative and games.
  • Games and the rethinking of culture.
  • Genetic criticism.
  • Digital games and literariness, and/or intermediality.
  • Digital games and authorship and/or focalization.
  • Autopoiesis, literary theory, and digital games.
  • Reception theory, reader experience, player experience: new phenomenologies for critique.
  • Gender in games, literature, theory: transformation or more of the same?
  • Digital games, literary theory and posthumanism.
  • Game Studies and the New Humanities.
  • Possible Worlds Theory and games.
  • Digital games in literature.

We invite scholars with an interest in the conjunction of games and literary theory to submit abstracts between 1000 and 1500 words including bibliography. The deadline for submissions is April 30th 2013. Please submit your abstract in PDF format to

All submitted abstracts are subject to a double blind peer review, which will be the basis for the program committee’s selection of papers for the conference. A full paper draft must then be submitted by September 30th.

Papers will be made available to participants on the conference website. A selection of top papers from the conference will form a Special Issue of Game Studies focused on Literary Theory and Games. Notifications of acceptance will be sent out by June 15th , 2013.

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