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===Games and aging===
In light of [[population ageing]], there has been an interest into the use of games to improve the overall health and social connectedness of ageing players. For example, [[Adam Gazzaley]] and his team have designed [[NeuroRacer]] (a game that improves cognitive tasks outside of the game among its 60+ year old participants<ref>{{cite web|url=http://gazzaleylab.ucsf.edu/page74.html|title=NeuroRacer Study|last=Gazzaley|first=Adam|author-link=Adam Gazzaley|date=4 September 2013|publisher=Gazzaley Lab|location=[[University of California, San Francisco]]|archive-url=https://web.archive.org/web/20130908124030/http://gazzaleylab.ucsf.edu/page74.html|archive-date=8 September 2013|access-date=6 September 2013}}</ref>), while the [[AARP]] has organized a [[game jam]] to improve older people's social connections.<ref>{{cite web|url=http://miamioh.edu/news/campus-news/2016/03/aarp-game-jam.html|title=AARP teams up with students designing games for 50 plus|last=Kissell|first=Margo|date=17 March 2016|website=Miami University|access-date=1 March 2018}}</ref> Researchers such as Sarah Mosberg Iversen have argued that most of the academic work on games and ageing has been informed by notions of economical productivity,{{Sfn|Iversen|2014|p=}} while [[Bob De Schutter]] and Vero Vanden Abeele have suggested a game design approach that is not focused on age-related decline but instead is rooted in the positive aspects of older age.{{Sfn|De Schutter|Vanden Abeele|2015|p=}}
 
===Gaming and Disability Studies===
Disability Studies scholars have noted the importance of considering accessibility in the gaming industry, as well as considering exclusionary ableist attitudes and negative representations of disabled characters in gaming.<ref>Castrodale, M. (2022). “Dis/abling androids: gaming, Posthumanism, and critical disability studies” in Gaming Disability. eds. K. Ellis, T. Leaver, and M. Kent (New York: Routledge), 31–40.</ref>
 
=== Queer Game Studies ===
{{See also|LGBT themes in video games}}
Queer game studies is an interdisciplinary field of inquiry that examines the intersection of [[Video game|video games]] and [[queer theory]]. It explores how [[Video game|video games]] serve as a platform for the expression and exploration of queer experiences, identities, and desires. While traditional understandings of [[LGBT themes in video games|LGBTQ representation in games]] focus on the inclusion of queer characters or narratives, queer game studies broadens this perspective to encompass the ways in which games themselves can be played, interpreted, and designed through queer standpoints.<ref name=":3">{{Cite book |last=Ruberg |first=Bonnie |title=Video games have always been queer |date=2019 |publisher=New York University Press |isbn=978-1-4798-3103-6 |series=Postmillennial pop |location=New York}}</ref>
 
==== Origins and Development ====
The roots of queer game studies can be traced back to the emergence of [[Video game|video games]] as a cultural medium. From the early days of [[Arcade game|arcade games]] to contemporary [[Virtual reality game|virtual reality]] experiences, [[Video game|video games]] have offered players opportunities to engage with queer themes and concepts. However, it was not until the late 20th and early 21st centuries that scholars began to systematically explore the relationship between [[Queer|queerness]] and [[Video game|video games]].<ref name=":3" />
 
The field began to garner attention with the publication of pioneering works such as Queer Game Studies by [[Bo Ruberg|Bonnie Ruberg]]<ref name=":4">{{Cite book |title=Queer game studies |date=2017 |publisher=University of Minnesota Press |isbn=978-1-5179-0036-6 |editor-last=Ruberg |editor-first=Bonnie |location=Minneapolis |editor-last2=Shaw |editor-first2=Adrienne}}</ref> and Gaming Sexism: Gender and Identity in the Era of Casual Video Games by [http://www.amandaccote.com/ Amanda C Cote].<ref>{{Cite book |last=Cote |first=Amanda C. |title=Gaming sexism: gender and identity in the era of casual video games |date=2020 |publisher=New York university press |isbn=978-1-4798-0220-3 |location=New York (N.Y.)}}</ref> These works laid the foundational groundwork for queer game studies as a distinct [[academic discipline]].
 
==== Key Concepts and Themes ====
Queer game studies encompasses a range of concepts and themes, including:
 
# '''Queer Play''': The practice of engaging with [[Video game|video games]] in ways that challenge normative assumptions about [[gender]], [[Human sexuality|sexuality]], and [[Identity formation|identity]]. Queer play involves subverting game mechanics, exploring alternative narratives, and resisting [[Heteronormativity|heteronormative]] structures within games.<ref>{{Cite journal |last=Sundén |first=Jenny |date=2009 |title=Play as transgression: An ethnographic approach to queer game cultures |url=https://citeseerx.ist.psu.edu/document?repid=rep1&type=pdf&doi=5261df66d49cb8f68b29e2836016e55bc5ae2ed1 |journal=DiGRA Conference |volume=7}}</ref>
# '''Queer Representation''': Beyond the inclusion of [[LGBT|LGBTQ]] characters, queer game studies examines how [[Video game|video games]] depict and explore [[queer]] experiences, desires, and relationships. This includes both explicit representations of [[queer]] content and more subtle forms of queerness embedded within game worlds.<ref>{{Cite journal |last=Phillips |first=Bonnie Ruberg, Amanda |date=December 2018 |title=Special Issue -- Queerness and Video Games – Not Gay as in Happy: Queer Resistance and Video Games (Introduction) |url=https://gamestudies.org/1803/articles/phillips_ruberg |journal=Game Studies |volume=18 |issue=3 |issn=1604-7982}}</ref>
# '''Queer Design''': The creation of [[Video game|video games]] that prioritise [[queer]] experiences and perspectives. Queer designers employ diverse [[storytelling]] techniques, character customisation options, and world-building strategies to create inclusive and affirming gaming experiences.<ref name=":3" /><ref name=":4" />
# '''Queer Theory''': A theoretical framework prevalent in queer game studies. Drawing on queer theory, scholars analyse video games through perspectives such as performativity, affect, and intersectionality, shedding light on the methodologies in which [[Video game|video games]] construct and challenge notions of [[gender]] and [[Human sexuality|sexuality]].<ref name=":3" /><ref name=":4" />
 
==== Defining Queerness and Video Games ====
In understanding the intersection of video games and queer theory, it is imperative to establish a understanding of the term "[[Queer|queerness]]" alongside the definition of "[[Video game|video games]]."
 
'''Queerness'''
 
The term "[[queer]]" has undergone a transformative journey from its origins as a [[pejorative]] to its contemporary usage as a reclaimed term of pride. It serves both as an [[umbrella term]] encompassing diverse gender and [[Sexual identity|sexual identities]] beyond mainstream norms and as a conceptual framework for resisting [[Hegemonic masculinity|hegemonic]] norms. [[Queer|Queerness]] challenges dominant beliefs about pleasure, power, and societal acceptance, embodying a desire to live outside normative boundaries and to reimagine the world.<ref name=":3" />
 
'''Video Games'''
 
The definition of "[[Video game|video games]]" encompasses not only the game object itself but also implicit beliefs about what constitutes a legitimate gaming experience. [[Video game|Video games]] are designed, [[Interactivity|interactive]] experiences primarily mediated through digital interfaces, encompassing a diverse range of genres, platforms, and production theories. This inclusivity extends to [[Arcade game|arcade games]], [[Console game|home console games]], [[PC game|computer games]], [[Social game|social games]], and [[Mobile game|mobile games]].
 
The ongoing debate within game studies regarding the definition of [[Video game|video games]] underscores the changeability nature of their boundaries. Scholars have challenged traditional distinctions between [[Video game|games]] and [[Non-game|non-games]], highlighting the changeability of gaming experiences and the blurring of in-game [[fiction]] with embodied experience. Moreover, discussions about what qualifies as a "real" game often reveal underlying social biases, particularly concerning works created by marginalised individuals or addressing diverse perspectives.<ref>{{Cite book |last1=Flanagan |first1=Mary |title=Values at play in digital games |last2=Nissenbaum |first2=Helen |date=2016 |publisher=MIT Press |isbn=978-0-262-52997-6 |edition=First MIT Press paperback |series=Game studies / philosophy |location=Cambridge}}</ref>
 
==== Emergence of Queer Game Studies ====
The intersection of [[Queer|queerness]] and [[Video game|video games]] represents a growing field with scholarly and creative exploration. While [[gender]] and [[Human sexuality|sexuality]] in video games have been subjects of research interest for decades, the focus has primarily centred on [[cisgender]] women's experiences and representations. However, recent years have seen a significant shift towards the examination of [[Queer|queerness]] and [[LGBT|LGBTQ]] experiences in game studies.
 
Early discussions surrounding [[sexual orientation]] in [[Video game|video games]] often revolved around straight male identification with sexualised female characters, perpetuating the assumption of a predominantly [[Heterosexuality|heterosexual]], [[cisgender]] male player base.<ref>{{Cite web |title=Game Studies - Lara Croft: Feminist Icon or Cyberbimbo? On the Limits of Textual Analysis |url=https://www.gamestudies.org/0202/kennedy/ |access-date=2024-05-14 |website=www.gamestudies.org}}</ref> Despite indirect engagement with non-normative desires in game studies literature, explicit discussions on [[Queer|queerness]] were notably lacking until more recent times.
 
The emergence of queer game studies signals a transformative shift within game studies, characterised by [[Interdisciplinarity|interdisciplinary]] collaboration and a dedication to bridging theory with lived experiences. This [[Interdisciplinarity|interdisciplinary]] approach attracts scholars from various backgrounds, including humanists, social scientists, and critical makers, united in their exploration of the intersections between queer studies and game studies.<ref name=":4" />
 
A crucial event in the consolidation of queer game studies is the annual [https://qgcon.com/what-is-qgcon/ Queerness and Games Conference (QGCon)], fostering discussions among academics, industry professionals, and activists. This collaborative effort transcends geographical boundaries, reflecting a global network of scholars dedicated to advancing [[queer]] perspectives in game studies.
 
Queer game studies must address a multitude of issues at the intersection of [[Queer|queerness]] and [[Video game|video games]], including [[bisexuality]], [[asexuality]], [[Kink (sexuality)|kink]], and [[Non-binary gender|genderqueer]] [[Identity formation|identities]]. Intersectionality, encompassing [[Race (human categorization)|race]], [[ethnicity]], [[disability]], and other aspects of [[Identity formation|identity]], requires further exploration to develop a comprehensive perspective of [[Queer|queerness]] in gaming. <ref name=":3" />
 
==== Challenges and Future Directions ====
Despite its growth and recognition within academia, queer game studies encounter obstacles concerning representation, accessibility, and inclusivity. Numerous mainstream games continue to perpetuate [[Heteronormativity|heteronormative]] and [[Cisnormativity|cisnormative]] norms, marginalising [[queer]] players and creators. The rise of online harassment campaigns, exemplified by [[Gamergate (harassment campaign)|#GamerGate]], underscores a resistance to the diversification of gaming narratives and communities.<ref>{{Cite news |last=Wingfield |first=Nick |date=2014-10-15 |title=Feminist Critics of Video Games Facing Threats in 'GamerGate' Campaign |url=https://www.nytimes.com/2014/10/16/technology/gamergate-women-video-game-threats-anita-sarkeesian.html |access-date=2024-05-14 |work=The New York Times |language=en-US |issn=0362-4331}}</ref> Furthermore, barriers to entry within the [[gaming industry]] and academic institutions constrain the voices and perspectives represented within queer game studies.
 
Moving forward, scholars and practitioners in the field are working to address these challenges by advocating for greater [[Diversity, equity, and inclusion|diversity]] and [[Diversity, equity, and inclusion|inclusion]] in both [[Video game development|game development]] and academic research. By centring the lived experiences of [[LGBT|LGBTQ]] individuals and communities, queer game studies offer potential for transformative change, challenging traditional narratives and opening up new possibilities for expression and identity within digital spaces. <ref name=":3" />
 
===Virtual economies in gaming===
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* [http://www.digra.org/ Digital Games Research Association (DiGRA)]
* [http://www.parlettgames.uk/games/bgs.html "David Parlett’s Introduction to The International Board Game Studies Association"]
*[https://www.thevideogamelibrary.org/blog/categories/game-studies Game studies bibliography] at The Video Game Library
* [[Tiltfactor Lab]]
 
{{DEFAULTSORT:Game Studies}}