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Draft:Analog Game Studies Journal

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Analog Game Studies
Disciplinegame studies, fan studies, media studies, cultural studies
LanguageEnglish
Edited byEdmond Y. Chang, Aaron Trammell, Shelly Jones, Evan Torner, Megan Condis
Publication details
History2014–present
Publisher
ETC Press, Play Story Press (United States)
Frequency3 to 5 issues annually
Standard abbreviations
ISO 4Analog Game Stud.
Indexing
ISSN2643-7112
Links

Analog Game Studies (AGS) is a is a peer-reviewed open-access academic journal dedicated to "the academic and popular study of games containing a substantial analog component"'[1]. The articles frequently approach Games Studies through intersectional lenses of race, gender, sexuality, disability, and other identities and experiences.

The first five volumes of the journal were published through ETC Press[2]. It is currently published through Play Story Press Consortium[3]. The editor-in-chief is Edmond Y. Chang (Ohio University).

Analog Games

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Analog Games refer to non-video games. Marco Arnaudo (Indiana University argues that that Games Studies, particularly Games History, needs to include Analog games as a significant subfield within the discipline. He goes onto emphasize that the scholarship should:

  • "strongly emphasize the last twenty years, as this time span has brought the most dramatic changes to the field"
  • "focus on the specific affordances of games that mainly rely on physically tangible components"
  • acknowledge "the plethora of productive exchanges between the two modalities" of analog and video games.
  • Combine "a humanistic approach and a scientific/computational one"
  • "be inclusive in terms of gender, race, sexual orientation, and any other factor that has become the subject of systemic marginalization."[4]


History

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Analog Game Studies launched its first issue on August 1, 2014.[5] The editors were Aaron Trammell, Evan Torner, and Emma Waldron. The idea for the journal emerged from conversations at the national conference of the Popular Culture Association/American Culture Association (PCAACA) in March 2013, which was held in Washington, DC. According to the inaugural editors, "Analog Game Studies is committed to providing a periodically published platform for the critical analysis, discussion of design, and documentation of analog games."[6]

AGS has established itself alongside similar journals including the International Journal of Role-Playing,[7], Game Studies,[8] Board Game Studies Journal,[9], and Boardgame Historian.[10] AGS is regularly included on scholarly and university research guides on game studies.[11],[12]

In 2018, AGS was a finalist for the Diana Jones Award for Excellence in Gaming, citing that "over the last four years the journal has established itself as a place where scholars of non-digital games discuss their research in an accessible manner. ...It is an important scholarly voice in the analytical tradition discussing hobby games that has, in the past, included sites such as Interactive Fantasy, The Forge, and the Knutepunkt books." [13]

Format and Editorial Policy

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Since its founding in 2014, the journal publishes three to five issues a year. Each issue contains three to six scholarly articles, academic book reviews, even interviews.

AGS publishes in English but includes authors and perspectives from around the world.

Analog Game Studies uses a peer review process that stresses mentorship, collaboration, transparency, conversation, and timeliness.[14] Depending on the number of issues, the journal accepts between 9 and 15 articles a year.

Topics Covered

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Services and Platforms

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Generational Analog

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Starting in 2020, AGS organizes Generation Analog, an annual online tabletop games and education conference, co-presented with Game in Lab.[15]

The talks are available on Analog Games Studies YouTube Channel: |Analog Game Studies

Books

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Other Games Studies Journals

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References

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  1. ^ "About Game Studies," Game Studies, https://gamestudies.org/2301/about.
  2. ^ ETC Press, Carnegie Mellon University, https://press.etc.cmu.edu/search?keys=analog+game+studies
  3. ^ Play Story Presshttps://playstorypress.org/
  4. ^ Marco Arnaudo, " Analog Game History: Notes for a Discipline in the Making," ROMchip, Vol. 1, No. 1 (July 2019), https://romchip.org/index.php/romchip-journal/article/view/65.
  5. ^ "Analog Game Studies Archive," The Online Books Page, edited by John Mark Ockerbloom, https://onlinebooks.library.upenn.edu/webbin/serial?id=analoggames.
  6. ^ Evan Torner, Aaron Trammell, and Emma Leigh Waldron, "Reinventing Analog Game Studies," Analog Game Studies, Vol. 1, No. 1 (August 2014), https://analoggamestudies.org/2014/08/reinventing-analog-game-studies/.
  7. ^ "About," International Journal of Role-Playing, https://journals.uu.se/IJRP/index.
  8. ^ "About Game Studies," Game Studies, https://gamestudies.org/2301/about.
  9. ^ "Aim & Scope," Board Game Studies Journal, https://sciendo.com/journal/BGS?content-tab=aim-and-scope.
  10. ^ "About Boardgame Historian," Boardgame Historian, https://bghistorian.hypotheses.org/ueber-unsere-beitraege. (in German)
  11. ^ "Games and Gaming," Duke University Libraries, https://guides.library.duke.edu/c.php?g=867369&p=6223416.
  12. ^ Rachael Kowert, "Games Research Journals," https://rkowert.com/games-research-journals/.
  13. ^ "The 2018 Award Finalists,"The Diana Jones Award For Excellence in Gaminghttps://www.dianajonesaward.org/the-2018-award/
  14. ^ Nick Mizer, "New Journal Alert: Analog Game Studies," The Geek Anthropologist, 20 Aug. 2014, https://thegeekanthropologist.com/2014/08/20/new-journal-alert-analog-game-studies/.
  15. ^ Generation Analog 2024, Game in Lab, https://www.game-in-lab.org/event/generation-analog/.
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