G|A|M|E is a journal dedicated to a comparative, critical and theoretical analysis of videogames.
With G|A|M|E, we intend to compile a varied selection of scholarly and critical work on videogames and their relationship with the arts and media, creating the space for a broad range of perspectives from all over the world.
G|A|M|E is going to be collectively edited by an editorial committee, a series of regular contributors, and an Academic Advisory Board. The latter will also set the journal’s mission and ensure the thoroughness of its research methods.
G|A|M|E aims for intellectual rigor conveyed with clarity, so as to best promote a valuable space of exchange and connection between diverse disciplinary approaches; encouraging cooperation between academic departments, associations, scholars and researchers.
The objectives of G|A|M|E include:
- Provision of a critical and theoretical perspective on videogames, approached as a large and varied set of cultural and aesthetic objects;
- The study of the technical, aesthetic, and historical evolution of games, both as meaningful texts and social objects;
- A consideration of games in the context of their relations with technology and the evolution of leisure, as a broad and encompassing vision of gaming culture;
- A strong foundation in theoretical approaches, including both Game Studies and the broader traditions of Media Studies and the Humanities.
Journal issues, releases, and formats
- G|A|M|E will be delivered twice a year, free online (immediate open access) in PDF and other electronic formats.
- The journal will be pre-formatted with versions for both print-on-demand and text-only download.
- Additional content, sections and networking tools will be available online.
G|A|M|E – The Journal’s sections
The key feature of G|A|M|E journal will be a theme-based scientific reader, consisting of a series of contributions collected through Calls for Papers and accepted through a double blind peer review system, based on the standards of international publication.
The themes and subjects of the reader will be put forward by the Editorial Committee, working from critieria such as their research interest, and the contemporary relevance for cultural industries and popular practice. Following approval from the Academic Advisory Board, these themes will also interface with the Journal’s critical and historical sections.
Critical and historical section
The journal’s other section will develop a more critical-historical approach. Expanding and further defining the themes from the reader, this section will deploy an apparatus of features focused on the current state of the gaming industry, technologies and game practices; evaluating of videogames and retro-gaming in historical terms; underlining the crossmedia articulations and exchanges between games, movies, music, audiovisuals, literature, comics, traditional games, etc.; and producing an ongoing analysis of both critical and popular approaches to videogames and the continuing evolution of Game Studies as a field of enquiry.
The historical-critical section of G|A|M|E will include a greater variety of contributions; including textual analysis, interviews, bibliographic references, and creative and artistic content.
G|A|M|E – An international journal
G|A|M|E journal’s thematic reader will feature and encourage contributions in the English language, so as to meet the standards and demands of an international audience.
All essays from this section in English will be provided with additional abstracts in Italian, curated by the Editorial Board. Contributions in Italian will also be considered; and in the event of publication, they will be provided with English abstracts.
Likewise, the critical-historical section, which will feature full Italian contents, will be accompanied by a series of resumes in English.