Now on deck for 14: debugging games, reconstruction: undead arcade, cocktail cabinets at SWPACA, Eavy Metal, Little Wars and the Kreig-Spiel-Raum
still free till midnight of 11-1-13
All material submitted, get ready for a publishing date for “Portable Play in Everyday Life: The Nintendo DS”
big news to come
My colleague Samuel Tobin and I are co-editing a special issue of Reconstruction all about the video game arcade. I’ve copied the full CFP down below. Please pass along and consider submitting. We are seeking articles, reviews, and anything else you can dream up. You can learn more about Reconstruction here (http://reconstruction.eserver.org/), but generally, it’s a peer-reviewed, MLA-indexed journal of cultural studies.
I’ve copied the call below. Feel free to query or ask me any questions you may have.
Reconstruction 14.1: The Undead Arcade (to be published March 2014)
This special issue of Reconstruction seeks explorations of the world, practices, histories and possibilities of the Video Arcade and associated spaces in the 20th and 21st centuries. The Video Arcade has recently been described, in both popular and scholarly works, as “dead” and yet it retains a curious vitality and visibility. From Wreck it Ralph and TRON: Legacy to Dave & Buster’s and Barcade, the video arcade is at once both dead and alive, a topic both for misty-eyed backward glances and innovative entrepreneurial revival. This paradoxical state of affairs makes the arcade both a difficult and important object for scholarly inquiry, one that demands a diversity of approaches, methods and perspectives. We invite you to participate in the process of critically assessing the Video Arcade’s unique cultural position through this special issue.
We welcome scholarly essays from any disciplinary or interdisciplinary perspective that touch on the concept of the Video Arcade. How might we make sense of the video arcade in the broader context of public amusements and youth culture? What might arcade as object of nostalgic longing tell us about technology, spectatorship, and culture, and what are the theoretical limitations of examining the arcade through this lens? What can be learned from critical engagement with cabinet-boards as platforms, or with cabinets as designed objects, furniture, or novelites? Through these and related queries, this special issue asks contributors to consider both what the Video Arcade was and what it has become over time and the intersections of the arcade’s past and present.
Suggested topics include but are not limited to:
Comparative studies of international arcades, both contemporary and historic
Video arcades’ ongoing relationship to home console and/or mobile play
Family entertainment centers/restaurants (Chuck E Cheese’s), arcade-bars (Barcade) and other relative and/or successor spaces.
“Ports” and adaptations into and out of arcades
Historical cartographies and geographies of arcades
Arcade economies (financial, affective, ludic, etc.)
Competitive and/or collaborative play in the Arcade, and associated cultures
Arcade and arcade cabinet recreation, preservation and collecting (private and/or institutional)
Arcade representation in film and television
Video Arcades and the Arcades Project
Identification around and through the arcade, including considerations of age, race, gender, and socioeconomic class
Completed essays of up to 7,000 words or reviews of books, events, films, exhibits, places or other forms that may be of interest to the readership should be submitted by November 1, 2013 to email@example.com. Inquiries in advance of submission are also welcome.
See the link below (http://samueltobin.com/?p=471) for the CFP for TNE (now with real email) and keep in mind submitting something longer to us for Reconstruction’s Undead Arcade issue at http://call-for-papers.sas.upenn.edu/node/51466
Commercialization, of course, brings the final mingling of fantasy and action. And it has an ecology. On the arcade strips of urban settlements and summer resorts, scenes are available for hire where the customers can be the star performer in gambles enlivened by being very slightly consequential. here a person currently without social connections can insert coins in skill machines to demonstrate to other machines that he has socially approve ed qualities of character.
These naked little spasms of the self occur at the end of the world but there at the end is action and character”
Where the Action
I am lucky to teach Goffman as it makes me re-read him. I think my SCMS talk might be taking a new direction.