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2021
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We invite proposals for chapters on tabletop roleplaying games in relation to utopia and utopianism. The theme may be construed broadly, encompassing for example hopepunk, solarpunk, and other -punks, transformative justice and anti-carceral feminism, queer publics and queer world-making, colonialism and decoloniality, Afrofuturism and Indigenous Futurisms, climate change and ecological crisis, critical humanism and posthumanism, dystopia and heterotopia, imaginary voyages and philosophical novels, or counter-mapping and radical cartography. Please submit proposals by 1 February 2021 to [email protected], along with a brief bio (or a CV). Innovative formats and approaches and informal queries are very welcome.
2024
There is a renaissance going on in tabletop roleplaying, and it is richly resonant with utopian themes: from solarpunk settings inspiring empathy, cooperation, and visions of ecological harmony, to blasted dystopian wastelands which tear up civilisation as we know it, while provoking questions of how we might rebuild if we could start from scratch. Utopia on the Tabletop is for anyone inspired by the power of storytelling, captivated by how serious play might tackle real-world issues, or intrigued by the impact the little systems of games might make on the big systems that define our world today. Immerse yourself in this visionary collection of scholarship, conversations and games, and invite utopia to sprout from your tabletop.
The main theme of my article is the relationship between virtual worlds of video games and the concept of utopia. I aim to present a wide variety of different definitions and theories of utopia, which seem indispensable in order to further the relationship between video game and virtual reality research and the multitude of utopian studies discourses. The thesis starts with a short recollection of Alexander Galloway's thesis on video games and utopias from his article on World of Warcraft which I am trying to supplement with some of the most interesting contemporary utopian studies research. The core of the article focuses on sketching an alternative proposal which includes a variety of definitions of utopia and utopianism. My aim is to introduce precise and useful notions which could be further utilized in game analysis and game research.
Utopia Revisited, 2018
As the light of a full moon glistens on the River Thames below the London Bridge in late summer 1535, Sir Thomas More’s daughter collects her father’s severed head from the King’s guard, and Raphael Hythloday’s ship Dolfjin glides toward the river’s mouth on its way back to the island of Utopia. So concludes the prologue to the illustrated historical/fantasy novel that was produced as the creative component of this more expansive project. While the novel follows the lives of five individuals in the early 16th century as they embark on their own personal journeys— both literally and metaphorically— to find Utopia, the interdisciplinary contextualization provides insight into the genre that More’s “little book” inspired, and the illustrated, historical novel. The research identifies an area of neglect in utopian literature with respect to a feminine point of view. Four female characters are examined within post-colonial, post-modern, Latin American literature (Latin America being the area in which More placed his Utopia) to identify their utopian impulse, as described by Ernst Bloch, Fredrick Jameson and others. Finally, the illustrated novel is examined from an historical perspective, and a case is made for its resurrection as a means of attracting the cinephile to literature.
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