CFP #IFM2022 Virtual Conference

EXTENDED DEADLINE: January 31st, 2022

Hosted by Ryerson University (Canada), the University of Bayreuth and the research project Digital Documentary Practices, The University of Texas at Dallas (USA), University of Sao Paulo (Brazil) and Leeds Trinity University (UK)


Interactivity is omnipresent. From cultural production (games, films, books), audience perception (streaming, virtual reality, real-time), intellectual publications (news, hypertexts, social media), and virtual world economy (cryptocurrency), we are witnessing a shift in all levels of cultural production. As a result, interactivity gains more space and conceptual independence with specific terminology, questions, promises, and challenges. Moreover, interactivity is growing as an academic discipline, field of study, and area of research in several spheres.

What are the interactive film and media epistemological contributions to contemporary art and media fields? How do/might interactive technologies, practices, experiences invite, or indeed, demand revised modes of listening? How might taking seriously the work of listening (as a form of attending to) open onto more generous ways of knowing, practicing, and being in an era of socio-ecological crisis?

Due to what can be diagnosed as deep mediatization – the ubiquity of media in every sphere of life – current modes of thought, behaviour, and culture are becoming increasingly interactive. The inclusion of interactivity in film and media marks a turning point contributing to the development of education and the epistemological repercussions in contemporary cultural practices, activism, and social engagement.

Thus, the 4th Interactive Film and Media International Conference invites participants to explore the definitions, terms, and practices to frame the conditions of interaction and interactivity in three strands:


EPISTEMOLOGY: The first strand will focus on the interactivity’s epistemological contributions. What is this knowledge that brings interactivity? How does interactivity expand cinema and media perception? How does interactivity enhance the immersion of the audience in the realm of storytelling? How does interactivity contribute artistically, aesthetically, economically, and politically to new practices in communication, entertainment, education, and the arts? How does interactivity promote social engagement?

LISTENING: The second strand will address the question of listening, a question that became increasingly prominent across the presentations at the 3rd International Film and Media Conference in August 2021. What does it mean to listen in the 21st century? This second strand intends to provide a lens through which to think about how we know via interactive technologies, etc., and how through our engagements with such technologies we might be inspired to listen more responsibly. What might it mean to listen ecologically? Ultimately, what is to „listen“ to our surroundings in ways that might invite us to take up pressing questions differently – more responsibly, ethically, etc.?

ECOMEDIA: The third strand will take up the issue of interactivity in the context of ecomedia. If ubiquitous mediatization is the one big theme of our age, ecology is the other. Believing that the conjunction of the two is thus one of the critical issues for our time, facing an entanglement of socio-ecological crises, we invite reflections on the different forms of interconnection between them. For example, which role do agency, engagement, and immersion play in this context? How can interactivity increase personal engagement and, what can interactive ecomedia add to the striving to create ‘moving’ experiences and encounters?



1. Digital theory: history, storytelling, intermediality, transmedia, multimedia
2. Interactive film: documentary, fiction, animation
3. Interactive platforms: teleconference, streaming, mobile screens, virtual museums, multimedia installations
4. Interactive media: webseries, digital news, snack media, ecomedia, social media
5. Games: storytelling, education, docugames, serious games, games for change
6. VR (Virtual Reality): immersion, alternative environments and realities, interfaces
7. Database and Big data: archive, politics, ethics

Paper Presentation

Submit an abstract (350-500 words in length, including the research objectives, theoretical framework, methodology, and conclusions) and a brief Bio-CV (150 words). Please download the paper proposal application form here (IFM2022_Paper_Presentation_Proposal.docx) and upload it by the deadline at the #IFM Journal’s Submissions page.

Workshop and Exhibition

For Workshop (theory or practice) and Exhibition (film, video, games, software, webseries, or online projects) proposals: Submit an abstract (500 words in length, including the session objectives, theoretical framework, methodology, audience, and intent results) and a brief Bio-CV (150 words maximum for each facilitator). Please download the workshop/exhibition proposal application form (IFM2022_Workshop_Exhibition_Proposal.docx ) and upload it by the deadline at the #IFM Journal’s Submissions page.

Read here the full CFP:

Extended Deadline: January 31st, 2022

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