Extended CFP “Video Game Art Reader” Inaugural Issue, Deadline: January 23, 2017

Video Game Art Reader Call for Papers Extension, Issue #1:

To accommodate the demands of the holiday season, the Video Game Art Reader (VGAR) has extended its deadline for paper submissions for its inaugural issue in the summer of 2017 to allow interested authors time to proof and polish their submissions. All paper submissions are now due by 11:50pm on January 23rd, 2017.

Late submissions will be accepted purely at the discretion of the Editor in Chief, Dr. Tiffany Funk.


The VGAR seeks a variety of art historical analyses and works of art criticism pertaining to all levels of video game production; from art game experiments, to significant developments in indie and small studio games, to high-profile mass-audience titles. Objects of analysis can reside on any video game platform including consoles, personal computers, mobile devices, alternative and custom hardware, virtual reality platforms, and other emerging technologies. Each submission should be framed within its historical and cultural context in order to help generate and add to a growing overlap between art history and video games as an inviting and rich field of inquiry.

Mission Statement: 

The VGA Reader is a peer-reviewed journal for video game audiences and video game practitioners interested in the history, theory, and criticism of video games, explored through the lens of art history and visual culture. Its primary aim is to facilitate exploration and conversation of video game art, documenting and disseminating discourse about the far- reaching influence of video games on history, society, and culture.


All submissions and questions should be sent to: Editor in Chief, Dr. Tiffany Funk tfunk@vgagallery.org

Date: January 23rd, 2017

Possible topics include but are not limited to:

● Analysis of video game genres and platforms, both emerging and historical

● Analysis and documentation of significant experiments in avant-garde video games

● Analysis of issues pertaining to representations, gender performance, sexuality, class, and race in video games

● Analysis and critique of gaming culture(s), of gaming and consumer habits as a whole, or of a specific franchise or trend

● The public exhibition of video games in museums, galleries, festivals, conventions, and arcade bars

● Investigations and descriptions of video game development, design, and authorship

● Analysis of existing video game criticism, reviews, advertising, and marketing

● Gamification and how it functions in both the humanities and sciences

● Analysis of the function of video games in culture and society

● The formation of new communities, institutions, and contexts for video games

● Analysis of the development of virtual and physical communities in video games, gaming culture, and the politics of video game spaces

For more information and formatting guidelines, visit:



Please direct any questions to: reader@vgagallery.org

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