{"id":2512,"date":"2019-01-02T11:56:36","date_gmt":"2019-01-02T10:56:36","guid":{"rendered":"https:\/\/www.jesperjuul.net\/ludologist\/?p=2512"},"modified":"2019-01-02T11:56:36","modified_gmt":"2019-01-02T10:56:36","slug":"game-studies-18-3","status":"publish","type":"post","link":"https:\/\/www.jesperjuul.net\/ludologist\/2019\/01\/02\/game-studies-18-3\/","title":{"rendered":"Game Studies 18, 3"},"content":{"rendered":"<div id=\"feature\">\n<p><a href=\"http:\/\/gamestudies.org\/1803\">For your theoretical consumption, Game Studies 18\/3 special issue on Queerness and Video Games<\/a>.<\/p>\n<h2><a class=\"summary\" href=\"http:\/\/gamestudies.org\/1803\/articles\/phillips_ruberg\">Not Gay as in Happy: Queer Resistance and Video Games (Introduction)<\/a><\/h2>\n<p><small><em>by<\/em>\u00a0Bonnie Ruberg, Amanda Phillips<\/small><\/p>\n<p>The place where queerness meets games is a site of radical potential. This introduction, and this issue, ask how we can push queer game studies beyond desires for inclusion and representation and instead embrace a queer tradition of rejecting the status quo.<a href=\"http:\/\/gamestudies.org\/1803\/articles\/phillips_ruberg\">[more]<\/a><\/div>\n<hr \/>\n<div class=\"leftaligned\"><a class=\"summary\" href=\"http:\/\/gamestudies.org\/1803\/articles\/pozo\">Queer Games After Empathy: Feminism and Haptic Game Design Aesthetics from Consent to Cuteness to the Radically Soft<\/a><small><em>by\u00a0<\/em>Teddy Pozo<\/small><\/p>\n<p>This article re-contextualizes debate in queer game studies over &#8220;empathy games,&#8221; represented by the games EMPATHY MACHINE (merritt k, 2014), Empathy Game (Anna Anthropy, 2015), and empathy machine (Mattie Brice, 2016), within debates over empathy in feminist theory. New terms for haptic game design aesthetics such as consent, cuteness, and the rad<a href=\"http:\/\/gamestudies.org\/1803\/articles\/pozo\">[more]<\/a><\/div>\n<div class=\"rightaligned\"><a class=\"summary\" href=\"http:\/\/gamestudies.org\/1803\/articles\/stone\">Time and Reparative Game Design: Queerness, Disability, and Affect<\/a><small><em>by\u00a0<\/em>Kara Stone<\/small><\/p>\n<p>This essay uses a personal account of the process of creating a videogame to explore themes of queerness, disability, and labour. It intermixes theories of queer time with crip time to detail possible approaches to a queer, accessible art practice that takes seriously social inequalities yet moves towards healing.<a href=\"http:\/\/gamestudies.org\/1803\/articles\/stone\">[more]<\/a><\/div>\n<hr \/>\n<div class=\"leftaligned\"><a class=\"summary\" href=\"http:\/\/gamestudies.org\/1803\/articles\/youngblood\">When (and What) Queerness Counts: Homonationalism and Militarism in the\u00a0<em>Mass Effect<\/em>Series<\/a><small><em>by\u00a0<\/em>Jordan Youngblood<\/small><\/p>\n<p>This paper examines how two BioWare-developed titles&#8211;2010\u2019s Mass Effect 2 and 2012\u2019s Mass Effect 3&#8211; integrate various depictions of LGBTQ-affiliated characters into a larger systemic process of thinking about populations as \u201cwar assets\u201d to be expended, rendering queer identity as useful only when considered as a \u201cpositive\u201d resource in the fight.<a href=\"http:\/\/gamestudies.org\/1803\/articles\/youngblood\">[more]<\/a><\/div>\n<div class=\"rightaligned\"><a class=\"summary\" href=\"http:\/\/gamestudies.org\/1803\/articles\/brubaker_dym_fiesler\">\u201ctheyre all trans sharon\u201d: Authoring Gender in Video Game Fan Fiction<\/a><small><em>by\u00a0<\/em>Brianna Dym, Jed Brubaker, Casey Fiesler<\/small><\/p>\n<p>Video game fans use fan fiction to critique video game narratives that exclude or misrepresent diverse gender identities in their design. Fans also recraft the video game narrative to include the representation they want to see, providing insight into how marginalized and minority players respond to diversity in games.<a href=\"http:\/\/gamestudies.org\/1803\/articles\/brubaker_dym_fiesler\">[more]<\/a><\/div>\n<hr \/>\n<div class=\"leftaligned\"><a class=\"summary\" href=\"http:\/\/gamestudies.org\/1803\/articles\/marcotte\">Queering Control(lers) Through Reflective Game Design Practices<\/a><small><em>by\u00a0<\/em>Jess Marcotte<\/small><\/p>\n<p>In this article, I make the case that control and controllers &#8212; the peripherals which players use as extensions of their bodies and minds to operate videogames &#8212; are a key entry point into the project of altering the hegemonic status quo of mainstream game design. Concepts from queer game studies, intersectional feminist theory, and critical design practices (particularly, the reflective game design framework) are brought together in order to analyze and subsequently queer five core aspects of control and controllers in videogames. I make use of examples from the work of queer creators, including my own, in order to queer each aspect.<a href=\"http:\/\/gamestudies.org\/1803\/articles\/marcotte\">[more]<\/a><\/div>\n<div class=\"rightaligned\"><a class=\"summary\" href=\"http:\/\/gamestudies.org\/1803\/articles\/goetz\">Coin of Another Realm: Gaming\u2019s Queer Economy<\/a><small><em>by\u00a0<\/em>Christopher Goetz<\/small><\/p>\n<p>This essay explores gaming&#8217;s &#8220;queer economy,&#8221; joining intimate frameworks based on the study of affect and individual psychology with wider, systemic and economic analyses of the cultural and economic meaning of videogame play.<a href=\"http:\/\/gamestudies.org\/1803\/articles\/goetz\">[more]<\/a><\/div>\n<hr \/>\n<div class=\"leftaligned\"><a class=\"summary\" href=\"http:\/\/gamestudies.org\/1803\/articles\/braidon_schaufert\">Daddy\u2019s Play: Subversion and Normativity in\u00a0<em>Dream Daddy<\/em>\u2019s Queer World<\/a><small><em>by\u00a0<\/em>Braidon Schaufert<\/small><\/p>\n<p>This article argues that the popular indie game Dream Daddy renormalizes the subversive gay daddy figure by replacing boundary-pushing depictions of sex with the positivity, joy, and optimism of the suburban upper- middle class. Attending to negative feelings, or \u201cbad dreams,\u201d in the game can wake players up to messier, kinkier, and queerer worlds.<a href=\"http:\/\/gamestudies.org\/1803\/articles\/braidon_schaufert\">[more]<\/a><\/div>\n<div class=\"rightaligned\"><a class=\"summary\" href=\"http:\/\/gamestudies.org\/1803\/articles\/knutson\">Backtrack, Pause, Rewind, Reset: Queering Chrononormativity in Gaming<\/a><small><em>by\u00a0<\/em>Matt Knutson<\/small><\/p>\n<p>Applying Elizabeth Freeman\u2019s concept of chrononormativity to play, this article examines time in high-stakes, professional play as a normative structure against which to recognize a set of queer temporalities, including backtracking, rewinding and resetting. A discussion of Life Is Strange illustrates both queer content and queered time in games.<a href=\"http:\/\/gamestudies.org\/1803\/articles\/knutson\">[more]<\/a><\/div>\n<hr \/>\n<div class=\"leftaligned\"><a class=\"summary\" href=\"http:\/\/gamestudies.org\/1803\/articles\/welch\">The Affectively Necessary Labour of Queer Mods<\/a><small><em>by\u00a0<\/em>Tom Welch<\/small><\/p>\n<p>This article examines queer videogame modifications as a specific form of free and affective labour. Drawing on multiple modders, I describe the varying relationships between queer players, developers, and the game object through mods.<a href=\"http:\/\/gamestudies.org\/1803\/articles\/welch\">[more]<\/a><\/div>\n<div class=\"rightaligned\"><a class=\"summary\" href=\"http:\/\/gamestudies.org\/1803\/articles\/james\">Queer Easter Eggs and their Hierarchies of Play<\/a><small><em>by\u00a0<\/em>Eric James<\/small><\/p>\n<p>Some of the earliest queer representations in mass-market games are Easter eggs, hidden artifacts that often present queer experiences as zany and noncanonical. Contrasting Easter eggs with representational politics that emphasize player choice, this article instead advocates for ambivalent design that confronts players with queer irresolvability.<a href=\"http:\/\/gamestudies.org\/1803\/articles\/james\">[more]<\/a><\/div>\n<hr \/>\n<div class=\"leftaligned\"><a class=\"summary\" href=\"http:\/\/gamestudies.org\/1803\/articles\/ericfreedman\">Engineering Queerness in the Game Development Pipeline<\/a><small><em>by\u00a0<\/em>Eric Freedman<\/small><\/p>\n<p>With its focus on video game engines, this essay proposes how a queer analysis of the labors and technologies that undergird the work in progress might strengthen more generalized discussions of the representational politics of video games, their audiences, and their production communities.<a href=\"http:\/\/gamestudies.org\/1803\/articles\/ericfreedman\">[more]<\/a><\/div>\n","protected":false},"excerpt":{"rendered":"<p>For your theoretical consumption, Game Studies 18\/3 special issue on Queerness and Video Games. Not Gay as in Happy: Queer Resistance and Video Games (Introduction) by\u00a0Bonnie Ruberg, Amanda Phillips The place where queerness meets games is a site of radical potential. This introduction, and this issue, ask how we can push queer game studies beyond &hellip; <a href=\"https:\/\/www.jesperjuul.net\/ludologist\/2019\/01\/02\/game-studies-18-3\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Game Studies 18, 3&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"inline_featured_image":false,"footnotes":""},"categories":[2,20],"tags":[],"class_list":["post-2512","post","type-post","status-publish","format-standard","hentry","category-games","category-readings"],"_links":{"self":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts\/2512","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/comments?post=2512"}],"version-history":[{"count":1,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts\/2512\/revisions"}],"predecessor-version":[{"id":2513,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts\/2512\/revisions\/2513"}],"wp:attachment":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/media?parent=2512"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/categories?post=2512"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/tags?post=2512"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}