GLITS Launches CFP for Ludus2012

GLITS: Goldsmiths Literature Seminar presents

LUDUS

The Narrative of Games and the Art of Play

A Postgraduate Research Conference

Goldsmiths College, 22 June 2012

KEYNOTE SPEAKER: Grethe Mitchell (University of Lincoln)

 The Latin word ‘Ludus’ (a play, a game, a pastime) embodies a semantic play of language that is suggestive of the importance of the concepts of play and games to cultural products. Ludus can also refer to a school for elementary instruction, ‘Ludi’ to public shows or spectacles. Latin poetry often explores and celebrates Ludus as the creative play of writing, as in Ludic verse.

Games are a means by which we interact with the world, and one another. From our earliest infancy we play games with others, or by ourselves, with toys or imaginary playmates. Our understanding of verbal expression, too, is formulated by so-called ‘language games’, according to Ludwig Wittgenstein (Philosophical Investigations, 1953). The pastimes of our childhood endure into many forms as we grow: physical sports, board games, crosswords or Sudoku, videogames or ‘role-play games’, and the acts of reading and writing as/about games.

This interdisciplinary research conference seeks to explore the ways in which games are treated in literature, the visual arts, music, media, sociological, philosophical and psychological studies. How have games been incorporated into literature – both fiction and non-fiction – throughout the ages? Is narrative itself a ‘game’? How are games represented or replicated in the arts? In the wake of postmodernism, and with the twenty-first century advances in technology and communication, is the concept of game itself ‘played with’?

We welcome abstracts for papers from all areas of research on any aspect of the theme of games or play, including (but not limited to):

  • Wordplay and punning
  • Competition
  • Solitary or group play
  • Games in children’s fiction
  • Representations of gameplay in prose, poetry or plays
  • Narrative-focused games (video games, RPGs)
  • Games in science fiction and speculative fiction
  • Role-play and masking
  • Games through the ages
  • Violent and peaceful play
  • Game as metaphor or analogy
  • Games and questions of gender, race, disability, religion
  • Creative writing on the theme of games
  • Videogames and game technology
  • Writers’ essays on games or play
  • Literary narrative itself as a ‘game
  • The psychology of games

Abstracts of 300-500 words should be sent to ludus2012@gmail.com by 30 April 2012. Papers should be 20 minutes in length. Proposals for panels (comprising three speakers) are also welcome. We also welcome ideas for artwork on the theme of games which could be displayed during the conference.

 

GLITS Presents Its Third Annual Postgraduate Conference “Ludus: The Narrative of Games and the Art of Play” Goldsmiths, University of London, 22 June 2012

Why Ludus?

We have chosen to name our conference after the Latin word ‘Ludus’ over the English ‘Games’ because we believe that it embodies a semantic play of language that is suggestive of the importance of the concept of ‘play’ and ‘games’ to the production of all cultural product:

Ludus [Latin] ī, m I. Lit. a.In gen., a play, a game, a diversion, a pastime b. Rarely to sing 2. Ludus, a place of exercise or practice (i.e. for gladiatorial games), a school for elementary instruction. In partic., a. Ludi, public games, plays, spectacles, shows, exhibitions b.  playful writing, satire. Latin poetry often explores and celebrates Ludus as the creative play of writing, as in Ludic verse, or for its quality of erotic masquerade.  II. Transf. a. Play, sport, i.e. anything that is done, as it were, in play,  without trouble, mere sport, child’s play b. Sport, jest, joke, fun; to make sport of, make game of, to banter, jeer at, mock; to make one’s self ridiculous.

“Well, OK. But isn’t that all just a bit…elitist?”

No. It’s just an interesting word.

“Why ‘The Narrative of Games’ ?

Games are a means by which we interact with the world, and one another. From our earliest infancy we play games with others, or by ourselves, with toys or imaginary playmates. Our understanding of verbal expression, too, is formulated by so-called ‘language games’, according to Ludwig Wittgenstein (Philosophical Investigations, 1953). The pastimes of our childhood endure into many forms as we grow: physical sports, board games, crosswords or Sudoku, videogames or ‘role-play games’ (RPGs), or the acts of reading and writing as/about games.

“Why, ‘The Art of Play’?”

This interdisciplinary research conference seeks to explore the ways in which games and our playing of them are treated within the ‘Arts’ in its broadest sense. Including but not limited to: literature, the visual arts, media, sociological studies, etc. How have games been incorporated into literature/culture/the visual arts – in both fiction and non-fictional representation – throughout the ages? Is narrative itself a ‘game’? How are games represented or replicated in the arts? In the wake of postmodernism, and with the twenty-first century advances in technology and communication, is the concept of ‘game’ itself ‘played with’?

More details, CFP and dates to follow shortly.

In the meantime, happy gaming!

The GLITS Conference Team