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This CFP is looking for chapters for an edited collection to address the scarcity of disabled voices and representations in games by providing a foundational text for the intersection of disability and game studies. In short, we are seeking chapters that act as foundational texts for the different ways disability identity is being observed in gaming media while promoting disability and game studies research.
The study of representation in games is a growing area in academia, especially since conversations about the cultural ramifications of stereotypical or harmful representations have entered popular discourse. Despite this, disability representation has been significantly overlooked in the face of able-bodied and neurotypical predispositions. As it stands now, rehabilitative games research is abundant in the STEM and psychology fields and often reproduces Eli Clare’s “ideology of cure”—seeking to cure or eradicate disability. Taking
inspiration from Bonnie Ruberg and Adrienne Shaw’s Queer Game Studies and Katie
Ellis, Tama Leaver, Mike Kent’s Gaming Disability: Disability Perspectives on Contemporary Video Games, we hope that this edited collection will provide scholars with significant resources to investigate further the intersection of disability and game studies from a humanities perspective.
Games have received greater attention in academia over the past decade, both in terms of game- based courses in the humanities and campus facilities designed for courses and research in game studies. There has also been a rising number of games with alternative approaches, goals, and mechanics that allow for more nuanced and expansive representations of disability. What makes this CFP timely is that this attention to games is coupled with increased rehabilitative games research. While several scholars are working at the intersection of disability and games (Adan Jerreat-Poole, Cecilia Rodéhn, Diane Carr, Sky LaRell Anderson), the field has not received the critical attention it deserves in mainstream gaming culture or game studies. Building off the insight of these and other scholars, we are interested in authors exploring their research and thinking about how games approach disability through their narratives, representation, mechanics, or other aspects. This edited collection seeks to serve as a foundational compilation of current disability game studies scholarship that focuses on non-rehabilitative frameworks, such as Elizabeth Ellcessor and Bill Kirkpatrick’s concepts of “crip negotiation” and “cripping” strategies in Disability Media Studies, for example.
We are especially interested in hearing from scholars who exist within or in proximity to disability community spaces and have observed gameplay and design in a wide range of settings. Instead of fixating on the problematic representations tied to assumptions about normative bodies and minds, including the connections between disability, mental illness, and neurodivergence, we hope to reveal how each author observes intersectional approaches to disability through gaming media.
The proposed edited book intends to fill the gap in this research by sharing scholarly essays from interdisciplinary perspectives, ranging from theoretical perspectives to case studies, on questions such as:
Additionally, the book intends to scrutinize the following non-exhaustive topics:
If interested, please email abstracts of up to 300 words to Giuseppe Femia at gwfemia@uwaterloo.ca by November 30, 2024. Please also include a bio of 200-300 words.
Final submissions will be around, but at most, 8,000 words and follow Chicago 17 citation format. These submissions will likely go through an external peer review process decided by the publisher.
The deadlines are as follows:
November 30, 2024: Abstract and author bio
February 28, 2025: First draft of chapters
April 30, 2025: Final chapters
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