[SIGCIS-Members] Fwd: Pandemics and Games Essay Jam

Jonathan Coopersmith j-coopersmith at tamu.edu
Mon Jan 4 11:11:28 PST 2021


Stay sane, keep washing those hands, and practice social solidarity as well
as physical distancing,


Jonathan Coopersmith
Department of History
Texas A&M University
College Station, TX  77843-4236
979.291.2925 (cell)
979.862.4314 (fax)

Engineering elections:

Racial disparities in waiting to vote:

*FAXED.  The Rise and Fall of the Fax Machine* (Johns Hopkins University

---------- Forwarded message ---------
From: Center for Science and the Imagination <imagination at asu.edu>
Date: Mon, Jan 4, 2021 at 12:14 PM
Subject: Pandemics and Games Essay Jam
To: Jonathan Coopersmith <j-coopersmith at tamu.edu>

Join us Jan 4-10 to explore the tangled relationships between pandemics and
View this email in your browser
Pandemics and Games Essay Jam Presented by Critical Distance and the Center
for Science and the Imagination
January 4-10, 2021
[image: An illustration of a human head wearing a virtual-reality headset.
On the left side of the image, a number of games-related images, like a
chess set and a controller. On the right-side, a number of pandemic-related
images, like hand sanitzer and tissues.]
Learn More and Join the Jam!
The global cataclysm of COVID-19 has brought enormous changes to the games
industry, the ways we play video games alone and together, and the meaning
and content of games old and new.

In the Pandemics and Games Essay Jam
presented by Critical Distance
and the Center for Science and the Imagination, we invite you to contribute
to a book of micro-length essays, 500-800 words, that explore these themes
and others:

   - How the COVID-19 pandemic has shaped and transformed our relationships
   to, and encounters with, video games
   - How it has catalyzed changes in the games industry, from design and
   labor issues to marketing and corporate structure
   - How pandemics and other transmissible diseases are represented in
   games yesterday and today
   - How game worlds, especially in social and live games, have been
   affected by pandemics, whether rooted in game narratives or through “viral”
   trends in player behavior
   - How the trauma of COVID-19 has retroactively changed the legacy of
   older titles

After the Jam, we'll collect all of the contributions together into an
ebook, which will be distributed for free. All contributions will be
distributed under a Creative Commons license.

To learn more and participate, visit the Pandemics and Games Essay Jam

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