Queer Game Studies
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Recent papers in Queer Game Studies
New media brought new possibilities for marginalized communities and authors, including videogames. Even though concept of queer scene is not without its problems, the decreasing skill-barrier needed for making their own game and... more
Games like World of Warcraft have been called "inherently queer," providing gamic spaces where gender and sexuality seem fluid and customizable. Although the provocation is exciting and revisits many of the arguments made about the... more
Considering that everything is political, this paper attempts to establish a typology of adaptive writing strategies for different larps and design purposes.
How might we think about ways to play games and make games that take advantage of the affordances of digital computers as well as the happy accidents, workarounds, and transformations that provide alternative practices, opportunities, and... more
Videogames are becoming an important means of expression for marginalized communities. Despite the growing body of research in queer game studies, transgender identity remains under-researched and lacking in empirical data. By using an... more
Este artigo visa contextualizar o conceito de empathy game a partir de sua popularização pela indústria e crítica de jogos independentes, e sua subsequente alienação do movimento queer, responsável pelos jogos digitais que iniciaram esse... more
This article provides quantitative analyses of trends in lesbian, gay, bisexual, transgender, and queer (LGBTQ) content in digital games released between 1985 and 2005, including 162 games and 283 instances of content. We contextualize... more
This dissertation addresses the intersections of queer and technology to rethink the posthuman as raced, gendered, and queered as co-constituted through and by technology. Given technoculture's appropriation of queerness as yet another... more
This paper addresses the narratives of four Twine games, developed by queer identified people, to compare the LGBTQ representation in them to overall representation in the medium, focusing on transgender people. The game industry is... more
Quatro anos é muito tempo pra lembrar de todo mundo que foi significativo. Se esqueci de alguém, me perdoem. Sabem como é, acabei de fazer uma tese e ainda não me recuperei.
The purpose of this article is twofold: first, to cast a critical eye on an arguably conservative aspect of so-called ‘walking simulators’ -- their walking simulation -- and, second, to position viral browser game QWOP (2008) as an... more
"We are the future cunt" and "the clitoris is a direct line to the matrix"-these iconic sentences from "A Cyberfeminist Manifesto for the 21st Century" (1991), with whichas the familiar narrative has it-an important chapter of... more
遊戲模組相關的研究方興未艾,但不論是何種模組,相關討論大多聚焦在物 理層面,而忽略情感模組所能帶給玩家的滿足。作為一個經典 AAA 級電子遊戲, 《闇龍紀元》系列在玩家與其他角色戀愛關係的循路文本設計原就相當開放,刺 激許多遊戲模組在此基礎之上萌發而出,形成多性別認同、多 P 的豐富情慾世 界。然而,情感相關的模組從首部作品《序章》到第三部《異端審判》數量大幅 下滑五倍,其間的差距如何直接或間接反映出遊戲開發者吸納並轉化這些玩家參 與內容創作的過程?玩家與 NPC... more
We invite proposals for chapters on tabletop roleplaying games in relation to utopia and utopianism. The theme may be construed broadly, encompassing for example hopepunk, solarpunk, and other -punks, transformative justice and... more
This article offers an interpretation of Naughty Dog’s shooter game The Last of Us: Part II (2020). Taking Judith Butler’s critique of war discourses and Mieke Bal's theory of focalization as points of departure, I show how the game... more
This brief paper outlines the design and development challenges of a critical design affection game. Affection games require players to flirt, kiss, hug or make love to meet their goals. The game described, named Stolen Kisses, allows... more
While the phrase “queer aesthesis” suggests a concern for how a game’s queerness resonates sensorially with players, I want to use it here to talk about what can be queer about a video game’s relations to what intermedialist Eric... more
Accepted proposal for a publication edited by Dr. Jason C. Cash and Dr. Craig T. Olsen (SUNY Delhi & U Arkansas Monticello). Publication will be printed in 2022 as part of McFarland & Company’s Studies in Gaming Series.
This poster was presented at Clash of Realities 2017 (at CGL 6-8 November) in Cologne, Germany. In this work, I tried to shed the light on "gayming" in Japanese video game culture, especially focusing on speed-run videos. Although this is... more
This dissertation’s objective is to research the conditions of possibility for the existence of a digital gaming indie queer cultural scene. Taking into consideration that white, straight cisexual men are recognized as the digital games’... more
Nada Schroer: Why did you develop "All New Gen" back then? Which problems, but also potential, did you see in the game culture of the 90s?
Johanna Drucker in "Humanistic Theory and Digital Scholarship" articulates as a key transformation (and bone of contention) in the variegated and interdisciplinary terrains of the digital humanities, saying, I am trying to call for a next... more
Presentation paper at the Society of Cinema and Media Studies annual conference in Chicago, Illinois, March 2017. Several colleagues asked to see this paper. If you wish to use my arguments presented here in your own work, a sample... more