CfP Vector 304 – Play
Enfolding world-building, community-making, and problem solving, the act of play is itself a powerful act of speculation. It can offer entertainment or education. It encourages, or sometimes sidesteps, empathy. It draws attention to the ways that stories are constructed and how we experience them.
In the context of video games, the recent announcement by Sony that it will halt production of physical game discs by 2028—and the attendant backlash from the gaming community—encourages us to think about physical vs. digital media and legacy access, and how economics factors into how we play, and for how long. Some games, like That Dragon, Cancer and The Final Exam, may barely be said to be ‘played’ at all: more experienced, and learned from. Play can inspire joy, flow states, immersion—or desolation.
This special issue of Vector invites contributors to engage with the act of ‘play’ in its most expansive definition, including but not limited to:
- Tabletop RPGs
- Collectibles
- Video games
- VR/AR
- Physical media
- AI and game creation (backlash, adopters)
- Educational games
- Citizen science games
- Gamification of labour
- Games in speculative fiction
- Games as forms of art or activism
- Affect
- Materialist/new historicist readings
Please submit your proposal by September 30th to vector.submissions@gmail.com, including:
- a 150-500 word proposal, including estimated length;
- something about yourself, either a 50-100 word bio or a CV.
Articles should be between 1,000 and 8,000 words. Please let us know your estimated word count. We seek articles that are carefully grounded in scholarly research, while also being clear, engaging, and suitable for a broad audience (including non-academics). Articles will be due by November 30th
Please also feel free to make queries about other formats, e.g. reviews, interviews, curated reading lists, roundtable discussions, unusual / innovative formats.
