43rd EGOS Colloquium, Liverpool 2027
Games are integral to organization. We play games at Christmas parties, conduct strategy games, and compete in league tables. Playful ceremonial events and the annual founder’s day help forge organizational culture and identity; joking rituals dissolve stress or initiate newcomers into work cultures; and office parties and sports competitions generate and resolve tensions, whilst also building trust and friendship beyond the workplace. Work itself is often ‘played’ as a game, and not least within our own academic profession! In our dominant economic system, the market is frequently presented as a big playfield, producing winners and losers, as well as cheats, chancers and spectators. Sooner or later one realizes it is impossible to think and study organizations without taking account of games and play.
In this spirit we invite you to Liverpool, home of the 43rd EGOS Colloquium 2027. Come and join the fun and discuss questions about organization and games:
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What are the games you find in the organizations you study?
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What are the effects and affects of these games; what are their temporalities, their dramas and values?
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What are the possibilities and limits of theorizing games and what are the spaces, roles, and practices involved?
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Is there an institutional logic yet to be identified around games?
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What are the politics at play; who plays fair and who governs the rules of the game?
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And what are the stratagems, collaborations, and paradoxes that keep us in the game or out?
Liverpool is itself a city of games: from world-class football teams that make hearts beat red and blue, to race days bringing
out costume play and fancy hats. We have dancing crowds cheering Eurovision song contestants and games of local Scouse banter playing out in pubs and at bus stops. Liverpool is a night-time economy of recreation and fun, street entertainment,
and the famous ‘ferry across the Mersey’, of course, where crowds gather to watch the tide roll in and out to the beat of
Beatlemania.
To this, we invite you all and offer the following list of suggested topics to play with – whilst not being unduly restricted to these:
Games or Play?
For Johan Huizinga we are ‘Homo Ludens’ and play defines our very being, driving passions and desires. These qualities sit
alongside our nature as crafting or making-beings (‘homo faber’) and our more instrumental and acquisitive tendencies that
make us ‘homo economicus’. We all have to navigate the seriousness and freedom of play at work. ‘Play’ gives room for manoeuvres
in a system or technology. There is play in practices, in the trivial and the mundane, when we vie for positions, or for status
and rewards within organizations. Here we calculate our moves or gently tease our colleagues, deploy feint and disguise, or
try to keep our competitors guessing. These are games that can rapidly descend into cynical and Machiavellian dramas of politics.
In creative industries, the play of free association and freewheeling ideas contains an impulse towards transcendence and
what Gibson Burrell once called ‘Dionysian intoxication’.
In comparison to games, play is more spontaneous and less controlled, generative in its potential, veering between calls for
organization but also a compulsive desire for disorganization. But there is also danger here as play always threatens to become
unbound and excessive, beyond the control of management. If the play’s the thing in which to catch the conscience of a king,
as Hamlet proclaimed, then it seems that with games we might even risk amusing ourselves to death.
Games as organizational events
Games are also big business. Sports clubs are tourist magnets, often with their own academies, outreach, and merchandise operations
rivalling industrial corporations in value and complexity. Events – such as the Olympic Games – pose intriguing temporal questions
of organizing, while also blurring the boundaries between business and politics. Quaint board games have given way to computer
gaming which, in turn, drives hardware and infrastructure developments, with billions spent on e-sports, gambling, and betting
on highstreets or via apps. There is also the use of games in management, education, the gig economy, and online dating –
a gamification of business and everyday life, driven by social media and proprietorial algorithms, begging the question whether
games are substitutes for 'old-fashioned' things such as management, planning/control, or incentive structures.
Meanwhile, we notice the effects of our often game-based captivation by the many interfaces that populate our lives. This
not only produces eerily zombified experiences of others glued to screens on public transport or in lectures. As Wendy Chun
and others have shown, it also heralds a new age of cognitive experience driven by affective and visual, rather than reasoned
and written persuasion; algorithmically curated echo chambers rather than democratic discourse; a shortening of attention
spans; and the computation of 'memories' (as shown by N. Katherine Hayles), whose effects on the polarization of public discourse,
post-democratic politics as well as the possibility of plurality and compromise, are only slowly – but already painfully –
becoming apparent.
"The Rules of the Game"
Rules enable and constrain, and they are therefore a key dimension of both organizing and games. Who makes the rules is typically
a question of politics. State bodies vie with powerful corporations and struggle with post-national infrastructures to instil
fair play in economic competition. Rules are important because they stand at the hinge of play and its shift into games. Play
is often mindless, where the point is that there are no rules. Children’s play is remarkable for the way in which everyday
life is re-mediated by a logic often difficult to fathom – one in which 'how to play' is being worked out at the same time.
Here we might find one of the well-springs of that much sought after creativity which, however, can also tip into the asocial
and amoral if let run free. The balance between constraint and the playful expression of freedom is refracted when games become
contested zones of conflict for activism, grass-roots movements, and subversion.
Play unfolds in the boundary between the legal and illegal; it can be shaped by intimidation and coercion, but also by forces
of governance that include censorship and new forms of player recognition that produce subjects through sophisticated surveillance
and tracking regimes. The work of Shoshana Zuboff or Bernhard Siegert is particularly influential in the study of this kind
of phenomenon and opens up organization studies to sociality at ‘the edge of chaos’ to which we can try to apply complexity
theory or cybernetics.
We take a playfully open and pluralist approach to how EGOSians want to interpret and reimagine – or even play with this theme
for their own purposes. We seek to promote fun, dialogue, diversity, and debate and we encourage colleagues to venture a certain
spirit of playful experimentation. Some might see an opportunity to test practice theory against the logic of play and games.
Others might recall the contribution of game theory or study the materialities of games. There is also an opportunity to return
to the canon of organization studies. Max Weber, for example, a consummate player of the German card game ‘Skat’, famously
invoked the game's rules to explain the maintenance of social life. There is also a long tradition of studying workplace games
in the sociology of work and labour (i.e. Michael Burawoy) which the rise of ‘feminist game studies’ has enriched and extended
via the study of new game cultures, player practices, and gaming communities (see the work of Mia Consalvo, Sherry Turkle,
Bonnie Tardie, for example). We might also reflect on the recent surge of interest in the study of frames (after the work
of Erving Goffman), which might point to the potential of revisiting the role of games as a form of play-making or how management
might learn from the kind of sense-making associated with ‘being-in-the zone’ in sport. The rise of postcolonial/decolonial
game studies is also starting to shake the dice in organization studies, drawing on scholars looking at the play of the subaltern
(Souvik Mukherjee), or the mutual constitution of gaming and racialization (Tara Fickle) and ‘decolonising the games curriculum’
(Hanli Geyser), or the transgressive play with heteronormative assumptions about gender and identity (José Esteban Muñoz).
How the Game is played ...
That markets, societies, and organizations are not level playing fields is also evident from growing disparities between those
who amass and control wealth, and those 'players' - human and non-human alike - who are muted, othered, or at best spoken
for by others. The rendering of the natural environment, once teeming with life, as an exploitable 'standing reserve', is
legitimized through theories of business. Powerful and wily actors manipulate or undercut regulative apparatuses; radically
rational ideologies produce imaginaries of technological solutionism that only thinly veil other agendas, while others blatantly
disregard laws and regulations, create and exploit loopholes, or engage in perfectly legal but ecologically disastrous short-termism.
This makes games also methodologically interesting, and we look forward to seeing inventive ideas and examples of how organization
and organizations can best be studied with method and rigor, but also ethics and care. Organization both requires games and
play, but with play it also finds its limits (if not reason!) which extends an invitation to those in the EGOS community who
want to think more critically and reflexively about our own implication in the playing of an academic or publishing game,
or to seek ways of making organization more serious, less playful or less gamified.
Towards Politics and the Dark Side
It is important to acknowledge that games also provided helpful metaphors to think about the organization-environment relation.
Seeing an organization as part of a larger and emergent system requires understanding of the relationship between the individual
games played by each organization and the wider collective game that can become reified or independent from the games we play
in organizations (as Michel Cozier and Jean-Claude Thoenig argue). And with all politics, there are dark sides to games: games
that appeal to the destructive, violent and depraved side of human nature and games that help cultivate an interest in the
unconscious world of the id and its fantasies. If we struggle to know the truth behind games of love and seduction (Milan
Kundera), what happens when games of commercial ‘love’ linkup local prostitution circles with local business start-ups and
New York banks as we have seen in studies of the Vietnamese sex industry (Kimberly Hoang)? What is the nature of organization
that makes this happen? The commodification of the once private sphere into AI and algorithmic calculation might also exaggerate
our paranoia that our pleasures are being cultivated and organized by an alien life form giving rise to organizations of which
we have little understanding or means of control. Occupational identities might easily slip between online versions of selves,
where virtual business is made on SIMS and Second Life, and back into what is left of life outside the screen, its servers
and networks of digital infrastructure. The ‘datafied self’ turns Taylorism into a life hack, seeking performance enhancement
through diet, spiritual, and physical upgrades. Whilst the games industry might be made up of giant multinational corporations
whose form and structure of organization is familiar to us, what happens to our conception of organization when the separation
between that which is serious and that which is ‘just gaming’ (as Francois Lyotard may have said) breaks down? The military,
for instance, uses game consoles to train combat soldiers and business schools include game simulations to train their students
how to start or run a business, while joysticks or graphic user interfaces invented for computer games have found wide-spread
adaptation across industries.
What better place to discuss these ideas than Liverpool – 'the pool of life' – whose rich industrial and cultural heritage
fuses with a diverse, creative, and open outlook to provide a stimulating and welcoming setting for the 43rd EGOS Colloquium 2027!
Requirements for convenor teams
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Diversity with respect to gender, geographical background, and academic age.
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Include at least one convenor with experience in organizing and running a sub-theme at a previous EGOS Colloquium.
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Maximum convenor team size is three scholars. Proposals from teams of four or more convenors will not be considered.
Submission of sub-theme proposals
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EGOS has decided to run more inclusive and sustainable Colloquia. Hybrid sub-themes – combining in presence/onsite and online participants in the same sessions – are one important contribution. We therefore, ask you to indicate in your sub-theme proposal if you intend to run a hybrid sub-theme and briefly describe how you plan to organize the hybrid format creatively, so it offers an inclusive experience to online as well as on-site participants.
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Title and an outline of the proposed sub-theme and the area of interest. Please format submissions as a word (docx), no longer than two pages (single-spaced).
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Include a short biography of each member of the convenor team (i.e., academic background and experience), and how the team meets the criteria laid out above.
- Submitters are encouraged, but not required, to link their proposals to the overall Colloquium theme: “The Games We Play: Re-Writing the Rules of Organization?”. However, sub-theme proposals should avoid repetition of the overall Colloquium theme in their titles.
- Please take also note of the Guidelines and criteria for online submission of SUB-THEME PROPOSALS for EGOS Colloquia
- Download the Call for Sub-theme Proposals 2027
Submission period [online via the EGOS website]:
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Start: Friday, September 26, 2025
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End: Thursday, December 4, 2025, 23:59:59 CET
For any questions regarding the 43rd EGOS Colloquium 2027, please contact:
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the Liverpool Organizing Committee: egos2027@liverpool.ac.uk
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and/or the EGOS Executive Secretariat: executive-secretariat@egos.org

