Video games occupy many roles in our social lives – as ice-breakers, as sources of friction, as conduits for conversation and camaraderie, as forges for friendship (perhaps even love) and as a medium that gives us insights and epiphanies into ourselves and people we play with.
Perhaps you’ve played online multiplayer games and formed close bonds with someone you’ve never met. Or you’re part of a DOTA or LoL clan in your neighbourhood. Or a particular game coloured a particular relationship you once had.
Perhaps games helped you overcome a rough patch, or made you closer with a distant family member. Maybe it was the source of sibling rivalry, or a cross-generational bond with a parent or child. Perhaps a game thought you something valuable about love, life, and friendship.
Issue 2 of the e:\>_ zine focuses on the social lives of games in Asia. We want to hear about how games enhance or diminish social bonds, and how they fit into the fabric of your social network.
Articles could be personal narratives of how games, or a game, impacted your social life – be it family, friendship or love. They could be essays about how games represent social relations in an Asian context, and critiques thereof. They could be an analysis of how video games, and gaming as a hobby, are represented in Korean dramas (someone PLEASE write this) or Bollywood films. They could be big-picture accounts of sociality in games culture in a particular city or country.
We particularly welcome submissions from people who don’t necessarily identify as ‘gamers’, or have an interests in specific niches or gaming subcultures. You don’t have to send us a complete article – do feel free to pitch ideas and proposals, and we’d be delighted to work with you.
Do contact us with questions or suggestions. The deadline is October 5, but we’re flexible. Send your submissions/ideas by email here.