Gaming Beyond the Digital Divide: Video Games and Game Cultures of the Global South | Latin American Studies Association —LASA 2017, Lima, Peru • Society for Cinema and Media Studies —SCMS 2017, Chicago, EE.UU. • Digital Games Research Association —DiGRA 2017, Melbourne, Australia

Plazo propuestas LASA2017 & SCMS2017: 26 de agosto de 2016
Plazo propuestas DiGRA2017: 1 de octubre de 2016

Gaming Beyond the Digital Divide aims to bring together perspectives on video games and the cultures of the global south covering a range of disciplines, perspectives, critical methodologies, and theoretical approaches. Of particular interest is scholarship that offers historically contextualized insight into the impact of video games and the development of games and game cultures, and research that advances the critical methodology for examining the relationship between games and culture. Experts in any particular geographical area within the global south, as well as those concentrating on game studies, media studies, and related disciplines, are invited to submit.

Contributors are encouraged to submit work examining the relationship between games and culture in specific cities, countries, and/or regions of the global south. Final essays will range from 5,000 - 7,000 words, using Chicago citation style with endnotes, and focus on particular topics that may include, but are not limited to:

• social and economic practices of play • history of gaming cultures and subcultures • history of game software and hardware design and development • global vs. local concerns for game development and consumption • impact of “casual” games on gaming audiences and development practices • video game translation and other cultural localization practices • alternative networks for the circulation of technological goods and products • hacking, piracy, and software modification • public policy and the game industry • impact of video games on other spheres of culture • video games and political controversy • censorship and restrictions on game circulation• “serious” and “persuasive” games • game design for public health, NGOs, and government entities • artists’ and activists’ games • educational uses of video games • advergaming, work-for-hire, and game design outsourcing • race, nationality, and culture in games • sound, space, and culture in game design • gender, sexual identity, and cultural context in games • cultural identity in player communities • language use in games and in player communities • relationships between games, colonialism, and decoloniality • procedural, algorithmic, and mechanical aspects of culture in games.

SCMS 2017 – Title, 2500-character abstract, 3-5 bibliographic sources, 500-character bio to | LASA 2017 – 250-word title / abstract and brief bio to | DiGRA 2017 – Two-page abstract and brief bio to

Evento en Chicago, EE.UU.: 22 al 26 de marzo de 2017
Evento en Lima, Perú: 29 de abril al 1 de mayo de 2017
Evento en Melbourne, Australia: Julio de 2017

[LASA 2017 [SCMS 2017 [DiGRA 2017]