33.2407, Calls: Translation, Applied Linguistics, Ling & Literature/Italy
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LINGUIST List: Vol-33-2407. Wed Aug 03 2022. ISSN: 1069 - 4875.
Subject: 33.2407, Calls: Translation, Applied Linguistics, Ling & Literature/Italy
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Date: Wed, 03 Aug 2022 08:29:40
From: Giulia Pedrini [pedrini.giulia at spes.uniud.it]
Subject: Faites vos jeux: game and space in texts and of texts
Full Title: Faites vos jeux: game and space in texts and of texts
Date: 22-Mar-2023 - 24-Mar-2023
Location: Udine, Italy
Contact Person: Giulia Pedrini
Meeting Email: pedrini.giulia at spes.uniud.it
Web Site: https://sites.google.com/view/giocoudine2023
Linguistic Field(s): Applied Linguistics; Ling & Literature; Translation
Call Deadline: 30-Sep-2022
Meeting Description:
The conference organized by the PhD Course in Language and Literary Studies of
the University of Udine and Trieste aims at bringing together young students
and researchers to explore the concept of 'play/game' in and of texts.
During the three-day conference participants will analyze how the concepts of
'play/game' and 'space' interact and contribute to constructing meanings in
linguistic, philological, and literary studies.
Call for Papers:
We invite participants to submit abstracts in the following research fields
(which are to be considered as suggestions and do not exclude other research
lines):
- Linguistics and translation studies:
* Wordplays within textual spaces;
* Theoretical reflections and translational analyses of wordplays in textual
spaces, for instance in literary works or audiovisuals (cfr. inter alia
Vandaele 2002);
* Games in the space of learning: recreational linguistics;
* Games in digital spaces: the language of videogames and gamers (anglicisms
and distinctive features) as well as videogame translation and localization;
* Game metaphors in negotiations or other discourse spaces;
* The concept of space within games (and consequent translation issues):
toponyms and other culturebound references, for instance in boardgames or
digital games;
* German vs American games: different game styles and consequences on the
linguistic-textual level;
* Gambling in the space of translation: risk-taking in the translating process
(cf. inter alia Pym 2015, 2020; Künzli 2004).
- Literature, cinema and new media:
* Representation of specific game spaces: ballrooms, sports
courts/grounds/fields, stages, chessboards, gaming tables/game boards… (S.
Zweig, The Royal Game; D. Delillo, Underworld; F. Dostoevskij, The Gambler;
A.S. Puškin, The Queen of Spades; M. Aub, Juego de Cartas);
* Analysis of the relationship between individuals and space in the mimetic
game and masquerade (P. de Marivaux, The Game of Love and Chance; A.
Schnitzler, Rhapsody: A Dream Novel, Les Garçons et Guillaume, à table ! by G.
Gallienne);
* Resemantization of objects and game spaces in literary works and theatre
plays (L. Pirandello, Six Characters in Search of an Author; F. Mernissi,
Dreams of Trespass: Tales of a Harem Girlhood; Dogville by L. von Trier);
* The Renaissance and Baroque court as game spaces;
* The literary text as a game space: combinatory literature (I. Calvino, The
Castle of Crossed Destinies; G. Perec, Life: A User's Manual; R. Queneau,
Exercises in Style; L. Carroll, The Game of Logic; but also J. L. Borges, J.
Cortázar and J. Bergamín) and literary crosswords (L. Sciascia, Cruciverba);
* The game between authors and readers in crime/detective novels (F.
Dürrenmatt, The Judge and His Hangman; P. Auster, City of Glass; T. Pynchon,
The Crying of Lot 49);
* Contamination and interaction between the play world and the real world
(Free guy by S. Levy; Black Mirror by C. Brooker);
* Texts as spaces of game inventions (Eschaton in D.F. Wallace, Infinite Jest;
Quidditch in J.K. Rowling, Harry Potter Saga);
* Meanings, implications, and spaces of chance and gamble (P. Auster, The
Music of Chance, Blind Chance by K. Kieślowski; Wheel of Fortune and Fantasy
by R. Hamaguchi).
- Philology and medieval studies:
* Lexicon and semantics of ‘play’ and ‘game’ (plega vs gamen in Old English or
ludus vs iocus in Latin);
* Game representation in the space of medieval texts: for instance, Alcuin’s
propositiones or ‘mathematical games’; the swimming contest between Breca and
Beowulf; game and competition in Hemings þáttr Áslákssonar;
* Texts as spaces where authors play with the meaning as well as with the
‘visible’ and/or phonic aspect of language (kenningar or heiti, runic
acrostics and cryptography, anagrams, wordplays, puns, alliteration, rhyme,
formulas, and other rhetorical-stylistic aspects);
* ‘Intellectual’ games in the space of texts: riddles and enigmas;
* Aspects of textual criticism, such as the interplay between authors and
copyists in text transmission;
* Playing beyond the borders of texts: medievalism (‘Neo-medievalism’ or
Middle Ages in Popular Culture, for instance the roleplay Dungeons & Dragons,
the imaginary Middle Ages in Game of Thrones, the riddle-game between Bilbo
and Gollum in The Hobbit by J. R. R. Tolkien), Digital Humanities (see, for
instance, the paper by Karen Arthur titled Playing the Editing Game with an
Electronic Sir Gawain and the Green Knight).
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