Feng Zhu is Program Committee Leader for PCG2019

It is our pleasure to announce that Feng Zhu has accepted the invitation to chair the next conference in the Philosophy of Computer Games Conference series.

Feng is a teaching fellow at King’s College in London and has contributed extensively to the programs at earlier conferences in the series.

The new program committee is presently being constituted and a call for papers will follow within a few weeks. More information about the program work and the new conference host will also follow shortly.

First Issue of Journal of the Philosophy of Games

The first issue of the Journal of the Philosophy of Games is now available online.

JPG is the first journal dedicated to philosophical issues that pertain to the general phenomenon of gaming. Our aim is to investigate questions about the nature of games and how they intersect with art, communication, technology and social interaction.

Games offer unexplored philosophical territories and new theoretical frontiers. They are prominent cultural forms that occupy a manifold of existing and emerging roles in culture and society. Many forms of interaction exhibit structures similar to those found in games. We can expect that a philosophy of games will contribute to many areas in theoretical and practical philosophy as well as to foundational discussions in the field of game studies.

The articles in the first issue discuss a wide range of themes. Can games become art? How should we understand the contradictions between game mechanic and fiction in computer games? Can theories of justice be applied to account for playability in role-playing games? What are fictional actions?

JPG welcomes submissions from any discipline that deals with philosophical issues raised by games, such as theoretical game studies, analytic approaches, critical theory, phenomenology, structuralism and post humanism. We also publish discussion notes and book reviews.

Book: Transgressions in Games and Play

A new anthology on transgressive aesthetics is out on MIT-press. The book is edited by Faltin Karlsen and Kristine Jørgensen.  From the book description:

Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions.

Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general idea that play and games are fun and non-serious, with little consequence outside the world of the game. In this book, contributors from a range of disciplines explore transgression in video games, examining both game content and player actions. The contributors consider the concept of transgression in games and play, drawing on discourses in sociology, philosophy, media studies, and game studies; offer case studies of transgressive play, considering, among other things, how gameplay practices can be at once playful and violations of social etiquette; investigate players’ emotional responses to game content and play practices; examine the aesthetics of transgression, focusing on the ways that game design can be used for transgressive purposes; and discuss transgressive gameplay in a societal context. By emphasizing actual player experience, the book offers a contextual understanding of content and practices usually framed as simply problematic.

Contributors Fraser Allison, Kristian A. Bjørkelo, Kelly Boudreau, Marcus Carter, Mia Consalvo, Rhys Jones, Kristine Jørgensen, Faltin Karlsen, Tomasz Z. Majkowski, Alan Meades, Torill Elvira Mortensen, Víctor Navarro-Remesal, Holger Pötzsch, John R. Sageng, Tanja Sihvonen, Jaakko Stenros, Ragnhild Tronstad, Hanna Wirman

CfP: Workshop on Games, Language and Philosophy (deadline January 10.)

The connection between games and language is undeniable. From Wittgenstein’s language games, through Sellars’ rule base theory of meaning to Robert Brandom’s notion of scorekeeping and Jaroslav Peregrin’s analogies between chess and language. What is important, the relationship between games and language goes beyond mere analogies or examples, because both phenomena can be jointly studied as artificial rule systems which govern social behavior. This creates a need for a common platform for researchers of games and language. The aim of the workshop is to bring both academic communities together in order to exchange perspectives and broaden the overlap between both fields.

Applications to present should be made via the PhiLang submission process, with abstracts clearly marked ‘for PhilGame’. Details can be found on the conference home page.

Topics should explore the relation between games and language and could include:

– Games as rule based systems

– Language as rule based system

– Analysis of the concept of a “rule”

– Difference between notions of game “mechanics” and game “rules”

– Wittgenstein’s notion of “language games”

– Conceptual role semantics

– The notion of “rule following”

– Normativity in games and language

Enquiries should be directed to the workshop organiser, Paweł Grabarczyk, IT University of Copenhagen: pagrab(at)gmail.com

Workshop @ PCG2018: Computer Games as Laboratories of Digital Rationality

itu215 August – 2018. 13.30 – 17.00

Location: Design Lab, ITU.

Throughout the human history games served as an “explorer” of the culture. In game interactions the patterns of the main social, communicative, interpretative, gender practices were formed and transmitted. Nowadays computer games largely incur this function. They accumulate the technical capacity of culture and convert it into the mythological and ideological forms. Computer games are at the same time media (=guides) and laboratories where the new experience valuable for the contemporary époque is created by the assemblage of the technical, social and playful activities, which overpasses just the sum of the narrative and ludic elements of the game.

The aim of the workshop is to demonstrate how various sets of cultural values emerge within the computer games as the hybrids of technological, social, corporeal experience, how games become the media which transmit the cultural experience in its entity, how they produce and reproduce practices which are necessary not only in games but also in our everyday life. It is worth talking about the technical (medial) component of the value formation not only on the level of the content, but (and even more important) on the level of the form. The computer game is not considered as an object, but as a medial form that influences not only the practices, attitudes or skills, but the rationality (the reason) of the contemporary digital culture.

 

Program

13.30 – 13.50 – Introduction

Alina Latypova and Konstantin Ocheretyany

13.50 – 14.10 – Apparatuses of Apperception: Hermeneutical Functions of Computer Games

Konstantin Ocheretyany

14.10 – 14.30 – Visual Ecology of Computer Game

Daria Kolesnikova

14.30 – 15.00 – Coffee Break

15.00 – 15.20 – Computer Game as a Media Archive: Chronicles of (Game) Experience

Irina Busurkina

15.20 – 15.40 – Breaks and Loops of Social Practices in Computer Games

Alina Latypova

15.40 – 17.00 – Discussion

 

List participants

Konstantin Ocheretyany, PhD junior grade, senior lecturer at the Department of Philosophy of Science and Technology at the Institute of Philosophy at St. Petersburg State University, scientific secretary of the Centre for Media Philosophy (the Institute of Philosophy, SPBU) and collaborator of the Laboratory for Computer Games Research;

Daria Kolesnikova, PhD junior grade, scientific researcher at the Institute of Philosophy at St. Petersburg State University and the Centre for Media Philosophy (the Institute of Philosophy, SPBU), master student at the faculty of media at Bauhaus University Weimar;

Alina Latypova, master of sociology and philosophy, junior scientific researcher at the Institute of Philosophy at St. Petersburg State University, collaborator of the Centre for Media Philosophy (the Institute of Philosophy, SPBU) and the Laboratory for Computer Games Research, secretary of the scientific seminar “Visual practices”;

Irina Busurkina, master of cultural studies at Saint Petersburg University, associate researcher in The Research Centre for Cultural Exclusion and Frontier Zones of Sociological Institute of the Russian Academy of Sciences (RCCEFZ SI RAS).

 

The Laboratory for Computer Games Research (or CGRL) was created in 2013 in Saint-Petersburg (Russia) within the Centre for Media Philosophy (the Institute of Philosophy, St. Petersburg State University) – one of the leading scientific schools in Russia. The Centre conducts annual conferences, edits book and holds seminars on media. The Laboratory for Computer Games Research has also conducted two international conferences (2013, 2014) on computer games and participated in the conferences of the Centre with the panels / round tables / workshops concerning the problematic of CG research. Among the main topics of the laboratory: corporeality, interfaces, identity, subjectivity in CG, computer game as a medium, language of CG, research of marginal practices as glitch art, masocore, etc. In addition, the Laboratory holds regular scientific seminar of the CGRL (organized by Alexandre Lenkevich) since 2013. In 2014 the CGRL published collective monography “Computer Games: Strategies of the Research”, in 2016 the book “Game or Reality: the Game Studies Experience”.

The Laboratory for Computer Games Research on Facebook: https://facebook.com/lab.liki/

Live Streaming From PCG2018

ituLocal coordinator Michael S. Debus is preparing for live streaming from the PCG2018 conference in Copenhagen next week. The unfortunate souls who cannot attend will then still be able catch the lectures and the atmosphere at this conference.

The streaming will be done via Youtube. More info will follow closer to the conference. This is the likely place that the streaming output will appear:  https://www.youtube.com/channel/UCJ0YKpI6jOqQI3wKF55_p1g

The Program for This Year’s PCG Conference

800px-Nyhavn_copenhagencroppedThe program for the PCG2018 conference on “Values in Games” is available.

We also have three workshops this year on “Computer Games as Laboratories of Digital Rationality”, “Ludic Boredom” and “‘Subjects’ and ‘Objects’ in Game Studies”. More info may follow soon.

As you may recall, the conference is a part of the Game Studies Triple Conference with a large program, so the visitors will get a large number of talks to choose from.

We are very much looking forward to meeting old and new friends in Copenhagen very soon!

Workshop: Ludic Boredom, Potsdam June 1.

The Digarec program at Potsdam University is organizing a very interesting workshop logodigarecon “Ludic Boredom”. The program and more information is found here. It contains contributions from several members of the network. Note that there is limited participation. From the description:

“The workshop will explore the social, cultural, and philosophical implications of boredom in relation to play and work, technology, media, and computer games with the goal of developing an international collaboration that establishes an innovative interdisciplinary research program to examine the undertheorized phenomenon of ludic boredom in depth.

Paradoxically, boredom seems to lie at the heart of the current culture of constant connectivity and productivity enhanced by digital media. Each potential moment of boredom is at the same time a possibility for monetization – advertisements, casual games, social media,and other pushed notifications, all seem to be competing for our attention, which could otherwise be suspended in blissfully prolonged recreational “Langeweile”. Boredom becomes particularly interesting in relation to play and digital games, which are supposed to serve as an antidote.”

2nd CfP: Values in Games – 2018 Philosophy of Computer Games Conference in Copenhagen

800px-Nyhavn_copenhagencroppedThe deadline for the next PCG-conference is fast approaching.  Please submit your abstract!

Call for Papers:   Values in Games

We hereby invite submissions to the 12th International Conference on the Philosophy of Computer Games, to be held in Copenhagen on August 13-14.

The theme of this year’s conference is “value in games”. The topic will connect central themes in the study of games, including questions about the importance of games in a human life, the ethical value of games, and the values communicated through games. For this conference, we invite papers that explore these and other aspects of value in games.

We welcome submissions on (but not limited to) the following questions:

 

  • Can games contribute to a meaningful life?
  • Is there a special value to games, distinct from other social practices?
  • What is the value of difficulty, achievement, excellence, and skill in games
  • What is the relationship of the artistic value of games to their other values?
  • How do games transform the values that normally attach to activities outside the gaming context?
  • Are games an integral part of ideal society?
  • Can games contribute to an ethical life, and in what ways?
  • How do games encode systems of values, especially in their mechanics and game-play? In particular, how might they encode biases and other problematic attitudes?
  • How can the values in games be studied?
  • What value might games have for thinking about issues of race, gender, and sexual and romantic orientation?
  • How might we justify the inclusion or exclusion of transgressive content in games (violence, pornography, racism)?
  • How do players relate to, resist, shape, or appropriate a game’s values?

In addition to papers that are directed at the main theme we invite a smaller number of papers in an “open” category.

Accepted papers will have a clear focus on philosophy and philosophical issues in relation to computer games. We strongly encourage references to specific examples from computer games, as well as reference to diversity of games and game types. We are especially interested in papers that aim to continue discussions from earlier conferences in this series.

SUBMISSION PROCEDURE

 

The abstracts should have a maximum 1000 words (maximum 700 words for the main text and 300 for the bibliography).The deadline for submissions is May 21st. Please submit your abstract through review.gamephilosophy.org. All submitted abstracts will be subject to double blind peer review. Notification of accepted submissions will be sent out by June 1st. Participation requires that a paper draft is submitted by August 1st and will be made available on the conference website.
We also issue a call for workshops or panels to be held on August 15th. Please submit a short proposal to the program committee chair by May 21st if you are interested in organizing an event.

 

CONFERENCE COMMITTEE

Program Chair:
C. Thi Nguyen, Utah Valley University
cnguyen@uvu.edu

Conference Chair:
Michael Debus, ITU
msde@itu.dk

Program Committee:

Pawel Grabarczyk, Rune Klevjer, Anita Leirfall, Sebastian Möring, Stephanie Patridge, Jon Robson, John R. Sageng, Mark Silcox, Daniel Vella