(Re)Animating the Middle Ages: Adapting the Medieval in Animated Media (Panel)
Areas:
Deadline:
CfP type:
Disney Animation
Sep 30, 2024
Conference
'The Day of the Princess': Contemporary Understandings of the Disney Princess Phenomenon Symposium
Areas:
Deadline:
CfP type:
Disney Animation, Disney Audiences, Disney Theme Parks, Disney Merchandising, Disney Fandom, Disney Fashion, Disney Princesses, Disney Villains, Disney & Gender, Disney & Race, Disney & Sexuality, Disney & Disability, Pixar, Live Action
Aug 2, 2024
Conference
Disney’s Menagerie: Essays on Animals in Disney Culture
Areas:
Deadline:
CfP type:
Disney History, Disney Animation, Disney Theme Parks, Live Action
Aug 1, 2024
Edited Collection
Walt Disney was drawn to animals. He regarded his childhood years when his family lived on a farm in Marceline, Missouri, as among the happiest and most formative of his early life. In his animated and live-action films, animals played important roles as central and supporting characters. Disney also oversaw the production of nature documentaries, and when planning his theme park, Disneyland, he ensured that animal images and narratives took center stage. Since Disney’s death in 1966, the Walt Disney Company has continued to capitalize on the human-animal bond in the stories that it tells and the experiences that it provides. As Mickey Mouse, Disney’s most famous animal character, nears his 100th birthday, it is a fitting time to revisit animals in Disney culture; the parts they play; the impact they have on art, commerce, and society; and the controversies they raise in the complicated saga of human-animal relationships. For this edited volume, we seek submissions from various perspectives, especially those showing the intersection of Disney studies and animal studies and relationships among film, television, online media, audiences, and popular culture. Relevant interviews, filmographies, videographies, and bibliographies are also encouraged.
We invite proposals for original, insightful, accessible chapters—combining rigorous scholarship with new insights and jargon-free prose—to address any number of topics, including but not limited to the following:
--Re-evaluations of original animated and live-action animal films and characters
--Human-animal relationships in Disney films
--Disney animals in adaptations and related works
--Disney animals in cinematic art and history
--Mice, ducks, birds, dogs, cats, lions, tigers, fish, or other particular creatures in Disney culture
--Disney’s nature documentaries
--Real and fictional animals in Disney’s theme parks
--Marketing tie-ins with animals
--Race, gender (feminine, masculine, queer), and the animal body
--Animals as reflections of socioeconomic/class/racial tensions
--The depiction of hunting and violence against and by animals
--Real-world impact on perceptions of animals
--Disney animal sequels and spin-offs
--Critical reception tied to animal issues
--The legacy of Disney animals, including National Geographic
--Disney’s relationship to animals in nature and the environment
--Other topics
Proposals of approximately 500 words are due on August 1, 2024.
Final papers are due on June 30, 2025.
They should be 15-25, double-spaced pages and follow the current MLA Style Manual with in-text citations. Notes and works cited should appear at the end. Inquiries and proposals may be sent to any of the editors: Dr. Kathy Merlock Jackson, Prof. of Media and Communication, Virginia Wesleyan University kmjackson@vwu.edu Dr. Kathy Shepherd Stolley, Prof. of Sociology, Virginia Wesleyan University kstolley@vwu.edu Dr. Mark I. West, Prof. of English, University of North Carolina at Charlotte miwest@charlotte.edu
Playing with Magic: Understanding Disney Games
Areas:
Deadline:
CfP type:
Disney History, Disney Audiences, Disney Industry, Disney Theme Parks, Disney Merchandising, Disney Fandom
Apr 8, 2024
Edited Collection
Playing with Magic: Understanding Disney Games Call for Chapter Proposals Edited by Priscilla Hobbs and Jennessa Hester Play is an essential part of the Disney experience, nurtured through the Mouse's many experiential offerings. Much scholarly research has focused on the playful aspects of Disney media, inclusive of theme parks (Hobbs 2015) and toys (Auster and Mansbach 2012; Wohlwend 2012), and how they serve an important role in human growth and identity development as well as social and mental wellness at all ages. Less attention, however, has been given to Disney games, here referring to the wide array of options from classic board and card games to video games. Disney has experimented with different kinds of games over the course of its merchandising history (Madej and Lee 2020; McGowan 2018; Summers 2021), with some franchises garnering beloved and nostalgic affiliations spawning their own devoted fandoms and communities (Bowman and McLean 2022; Dusenberry 2013). These games give the Disney fan a space to play alongside, or sometimes as, their favorite Disney characters, many of whom otherwise never interact or have the opportunity to cross their respective franchises (Fleury 2015). To overlook this aspect of Disney play is to overlook the power of such games to shape players’ relationship with the Mouse on a formal, psychological, and cultural level.
This peer-reviewed volume seeks to overcome that gap by engaging in critical analysis of the many aspects of the Disney game experience—such as game development and design, game mechanic, narrative and character manipulation, player response and reception, and corporate brand integration—that shape such titles’ impact on the Mouse itself, its fans, and the world at large. To this end, we are interested in chapters that take historical, formal, cultural, technological, and/or theoretical approaches to Disney games. Subjects of focus could include, among others: specific video games and franchises, such as: Castle of Illusion Epic Mickey Disney Magical World Disney Dreamlight Valley Disney Infinity Disney Speedstorm Kingdom Hearts Virtual Magic Kingdom Toontown Online movie, television, and theme park tie-in games Pixar games Disney Princess games Disney Afternoon games Disney Channel and Zoog games Flash games MMOs mobile games tabletop, board, and card games theme park games and interactive experiences games included in Disney comic books, magazines, and other publications DVD-based games fan games.
We welcome proposals for chapters of 5,000-6,000 words, inclusive of citations, from researchers of all levels and from any humanistic discipline. We are seeking shorter chapters in order to curate a diverse and comprehensive collection of research that can provide a broad foundation for further studies on this topic, as well as be more easily adopted for use in classrooms.
For consideration, please submit initial abstracts of 250-300 words, along with a brief author bio, by April 8, 2024 using the following form: https://forms.gle/FGiMV5ZQpfL9g6uq6
If you have any questions or would like feedback on potential chapter ideas, do not hesitate to reach out to the editors at p.hobbs-penn@snhu.edu and jennessa.hester@ttu.edu.
Expected Timeline
Abstracts Due: April 8, 2024
Authors Notified: May 1, 2024
Chapters Due: September 2024
Call for Papers
Please see all our call for papers available here! Want us to showcase your latest CfP? Let us know here.