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Argues for the queer potential of video gamesWhile popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly.In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.
Video games --- Gays. --- Gender identity. --- Queer theory. --- Social aspects. --- Between Men. --- Burnout. --- Consentacle. --- Halberstam. --- Juul. --- LGBTQ experience. --- LGBTQ game-makers. --- LGBTQ. --- Musgrave. --- Octodad. --- Pong. --- Realistic Kissing Simulator. --- Sedgwick. --- Squinkifer. --- arcade games. --- avant-garde. --- chrononormativity. --- close reading. --- cultural logic. --- degamification. --- design. --- failure. --- game studies. --- gamification. --- heteronormativity. --- independent games. --- interactive systems. --- intimacy. --- methodologies. --- non-normativity. --- queer theory. --- queerness. --- regamification. --- spatiality. --- speedrunning. --- temporality. --- transgression. --- walking simulators. --- Gay people.
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"While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can―and should―be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games―because video games have, in fact, always been queer." --
Video games --- Gays --- Gender identity --- Queer theory --- 527.4 --- game --- game design --- videogames --- videospellen --- LGBTQ+ (lesbian, gay, bisexual, transgender, queer and others) --- queer --- Sex identity (Gender identity) --- Sexual identity (Gender identity) --- Identity (Psychology) --- Sex (Psychology) --- Gay people --- Gay persons --- Homosexuals --- Persons --- Social aspects --- Gamegeschiedenis --- Gays. --- Gender identity. --- Queer theory. --- Social aspects. --- Gay culture --- Gender dysphoria --- Gay people. --- Between Men. --- Burnout. --- Consentacle. --- Halberstam. --- Juul. --- LGBTQ experience. --- LGBTQ game-makers. --- LGBTQ. --- Musgrave. --- Octodad. --- Pong. --- Realistic Kissing Simulator. --- Sedgwick. --- Squinkifer. --- arcade games. --- avant-garde. --- chrononormativity. --- close reading. --- cultural logic. --- degamification. --- design. --- failure. --- game studies. --- gamification. --- heteronormativity. --- independent games. --- interactive systems. --- intimacy. --- methodologies. --- non-normativity. --- queer theory. --- queerness. --- regamification. --- spatiality. --- speedrunning. --- temporality. --- transgression. --- walking simulators.
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Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building?From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Video games --- Popular culture. --- Social aspects. --- Design. --- Moral and ethical aspects. --- Age of Empires. --- Authorship. --- Avatar. --- BioShock Infinite. --- Bioshock. --- Borderlands. --- Capitalism. --- Casual game. --- Civilization. --- Clash Royale. --- Colonialism. --- Conquest. --- Cookie Clicker. --- Donkey Kong. --- Don’t Starve. --- Empathy. --- Environmental storytelling. --- Ethics. --- FIFA. --- Fatherhood. --- Feminism. --- Feminist game studies. --- First-person shooter. --- Free-to-play. --- Game Dev Tycoon. --- Game criticism. --- Game design. --- Game developers. --- Game industry. --- Game studies. --- Gameplay. --- Gaming capital. --- Gender. --- Grand Theft Auto. --- Heterosexual masculinity. --- Hideo Kojima. --- Immersion. --- Imperialism. --- Independent games. --- Indies. --- Interactivity. --- Inventory. --- Jonathan Blow. --- Ken Levine. --- Kim Kardashian: Hollywood. --- LGBTQ. --- Labor. --- Legend of Zelda. --- Leisure Suit Larry. --- Lucas Pope. --- Magic circle. --- Masculinity. --- Media studies. --- Metal Gear. --- Mobile game. --- Monetization. --- Morality. --- NBA 2K16. --- Narrative. --- Naughty Dog games. --- Nintendo. --- PaRappa the Rapper. --- Papers, Please. --- Planescape Torment. --- Player character. --- Point-and-click adventure. --- Post-apocalyptic. --- Postcolonial. --- Puzzle games. --- QGCon. --- Queer gaming. --- Queerness and Games Conference. --- RPG. --- Race. --- Real-time strategy. --- Realism. --- Role-playing game. --- Shigeru Miyamoto. --- Sid Meier. --- Sierra Online. --- Simulation. --- Sniper Elite III. --- Sound. --- Spike Lee. --- Sports video games. --- Strategy. --- Super Mario Bros. --- Temporality. --- Tetris. --- The Last of Us. --- The Legend of Zelda: Ocarina of Time. --- User-created content. --- User-generated content. --- World-building.
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Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building?From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Video games --- Popular culture. --- Social aspects. --- Design. --- Moral and ethical aspects. --- Age of Empires. --- Authorship. --- Avatar. --- BioShock Infinite. --- Bioshock. --- Borderlands. --- Capitalism. --- Casual game. --- Civilization. --- Clash Royale. --- Colonialism. --- Conquest. --- Cookie Clicker. --- Donkey Kong. --- Don’t Starve. --- Empathy. --- Environmental storytelling. --- Ethics. --- FIFA. --- Fatherhood. --- Feminism. --- Feminist game studies. --- First-person shooter. --- Free-to-play. --- Game Dev Tycoon. --- Game criticism. --- Game design. --- Game developers. --- Game industry. --- Game studies. --- Gameplay. --- Gaming capital. --- Gender. --- Grand Theft Auto. --- Heterosexual masculinity. --- Hideo Kojima. --- Immersion. --- Imperialism. --- Independent games. --- Indies. --- Interactivity. --- Inventory. --- Jonathan Blow. --- Ken Levine. --- Kim Kardashian: Hollywood. --- LGBTQ. --- Labor. --- Legend of Zelda. --- Leisure Suit Larry. --- Lucas Pope. --- Magic circle. --- Masculinity. --- Media studies. --- Metal Gear. --- Mobile game. --- Monetization. --- Morality. --- NBA 2K16. --- Narrative. --- Naughty Dog games. --- Nintendo. --- PaRappa the Rapper. --- Papers, Please. --- Planescape Torment. --- Player character. --- Point-and-click adventure. --- Post-apocalyptic. --- Postcolonial. --- Puzzle games. --- QGCon. --- Queer gaming. --- Queerness and Games Conference. --- RPG. --- Race. --- Real-time strategy. --- Realism. --- Role-playing game. --- Shigeru Miyamoto. --- Sid Meier. --- Sierra Online. --- Simulation. --- Sniper Elite III. --- Sound. --- Spike Lee. --- Sports video games. --- Strategy. --- Super Mario Bros. --- Temporality. --- Tetris. --- The Last of Us. --- The Legend of Zelda: Ocarina of Time. --- User-created content. --- User-generated content. --- World-building.
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