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Hello All. Hope you are well. Yes, that's right, I've been inducted into the mysteries of the Information Superhighway, and am now able to 'post' a 'message' on this 'blog'. Welcome to the 90s.
Seth, many thanks for walking me through the process!
Please note the following call for papers. Many of you will have seen this already, but for those of you who may not have, this conference - which will take place on the last Friday of the Easter vacation - will attempt to tackle all aspects of technology and identity (including issues of anxiety, anonymity, and representation) and , of course anything from the world of gamestudies would be most welcome. This call also welcomes submissions from postgraduate/doctoral students, and we are planning to include a concession rate for young researchers. I will keep you all 'posted' as to the status of our website, which we plan to set up asap. Also, I should note that we already have a publisher who is very interested in releasing a textbook/reader based on the conference. Which is nice.
Technology, Performance & Identity:
Mediation, Remediation and the Politics of Self
A multidisciplinary conference
Buckinghamshire Chilterns University College
Department of Arts and Media 8th annual conference
Friday 28th April 2006
Keynote Speaker: Tanya Krzywinska
co-editor of Screenplay: cinema/videogames/interface
co-author of TombRaiders and Space Invaders
‘Despite our self-protective escape mechanisms, the total-field awareness engendered
by electronic media is enabling us – indeed, compelling us – to grope toward a
consciousness of the unconscious, toward a realization that technology is an
extension of our own bodies. We live in the first age when change occurs
sufficiently rapidly to make such pattern recognition possible for society at large.
Until the present era, this awareness has always been reflected first by the artist,
who has had the power – and courage – of the seer to read the language of the
outer world and relate it to the inner world.’
- Marshall McLuhan, March, 1969.
Anxieties surrounding identity fraud, anonymity, terror and the effects of video game
violence saturate the tabloids on an almost daily basis. With reports in the popular
media that we are now entering a ‘Third Stage’ in the development of interactive
media and virtual environments, these anxieties have been somewhat heightened in
recent years, especially in the light of sophisticated uses of computer generated
imagery in both mainstream film, and in the reporting of news events on TV, in
newspapers, and online, either replacing or ‘enhancing’ photographic images. It
seems the time is right for a retrospective analysis of how notions of identity,
the self, and the Other are variously reconfigured and reimagined through
contemporary formations of technology.
We invite contributions from researchers working in a wide range of disciplines,
including game studies, psychoanalytic studies, developmental and cognitive
psychology, multimedia, and technology design, research and development, as well as
all fields within arts and humanities. We would be particularly interested in
presentations, which seek to explore the innovative utilisation of virtual/multimedia
spaces.
Topics may include, but are not limited to the following:
mibile technologies and the self
electronic surveillance and regimes of power
interactivity and the playful subject
multimedia and the performance of identity
technologies of disabitlity
modes of embodiment/disembodiment
cybersex and sexualities
technologies of sound and image in the construction of identities
ethnicity in technological formations
the anonymity of online identities
digital image and identity manipulation
authoring the self: legitimacy and value
Proposals of no more than 300 words, should be sent to:
Greg Singh or Dr. Ewan Kirkland
Department of Arts and Media (D28)
Buckinghamshire Chilterns University College
Queen Alexandra Road
High Wycombe
Buckinghamshire
UK
HP11 2JZ
greg.singh@bcuc.ac.uk
ewan.kirkland@bcuc.ac.uk
Deadline for proposals: Monday, 30th January 2006.
Sorry about the messy post - this is my first time.
G
Brief comments on Aesthetics of Play – longer report with more detail on the papers to come some time soon..
Thanks to Rune, Eli and the team who put together such an excellent event. It was extremely well-programmed and the quality of the contributions was very high. This really felt like a ‘mature’ game studies event and the delegates were on the whole very responsive to each others’ work and there was a general air of mutual respect and generosity.
Three general take-away comments:
There was implicitly and explicitly a discourse of aesthetics which returns us to the whole of our senses (ie beyond just the visual). An aesthetics that includes the body by way of considerations of kinaesthesis (so well-articulated by Melanie Swalwell), phenomenology and a very welcome consideration of the role of sound in the experience of games. The use of really rich ‘close playings’ to approach these issues is evidence of real progress in the analysis of games.
The relationships between proficiency, taste and experience (what in my work I have called technicity) seems to crop up in a number of different papers and whilst I worry that we might be in danger of creating a hierarchy of value around certain technicities (naïve versus sophisticated for example) I would welcome some more overt and non-judgemental discussion of this issue.
The whole issue of realism and discourses of realism came up in a number of papers. This left me with a sense that we need a more nuanced language through which to articulate our experiences with these gameworlds/game objects etc. Here at
Thanks to everyone who participated in making it such an interesting and thought-provoking event.
More soon.
Helen


First-Person Tea Drinker, anyone?


Mixed messages in the streets outside Aesthetics of Play...
I've copied this from Rune's comment in case it gets overlooked:
Meanwhile, have a look at Jill's 14-15 October AoP blognotes at http://jilltxt.net/
a seminar organized by the Centre for the Study of Children Youth and Media:
Playing to learn: a case study of MIT's Revolution Simulation
Thursday 24th November, London Knowledge Lab, 5.00 - 6.30
Russell Francis (Oxford University Dept. of Educational Studies)
The Revolution simulation allows students to role-play a day in the life of ordinary townsfolk in 18th century colonial Williamsburg.
"This paper reports the findings of a series of workshops held at MIT in the spring 2005 in which the Revolution simulation was used with groups of home schoolers and a group from a local high school to explore the educational potential of this new kind of educational resource. The presentation will include a demonstration of the simulation, a reflective discussion concerning the games based pedagogy that was developed for the workshops and a presentation and critical appraisal of the experiences of pupils who took part in the evaluation. "
Tel: + 44 (0) 207 763 2174
A reminder that the Aesthetics of Play conference begins next week. The line up looks really interesting and a number of familiar 'Power Up' faces are strutting their stuff...
The programme can be viewed here: http://www.aestheticsofplay.org/programme.php
Seth and I will write a full report when we get back.
Helen