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Video games have developed into a rich, growing field at many top
universities, but they have rarely been considered from a queer
perspective. Immersion in new worlds, video games seem to offer the
perfect opportunity to explore the alterity that queer culture
longs for, but often sexism and discrimination in gamer culture
steal the spotlight. Queer Game Studies provides a welcome
corrective, revealing the capacious albeit underappreciated
communities that are making, playing, and studying queer games.
These in-depth, diverse, and accessible essays use queerness to
challenge the ideas that have dominated gaming discussions.
Demonstrating the centrality of LGBTQ issues to the gamer world,
they establish an alternative lens for examining this increasingly
important culture. Queer Game Studies covers important subjects
such as the representation of queer bodies, the casual misogyny
prevalent in video games, the need for greater diversity in gamer
culture, and reading popular games like Bayonetta, Mass Effect, and
Metal Gear Solid from a queer perspective. Perfect for both
everyday readers and instructors looking to add diversity to their
courses, Queer Game Studies is the ideal introduction to the vast
and vibrant realm of queer gaming. Contributors: Leigh
Alexander; Gregory L. Bagnall, U of Rhode Island; Hanna Brady;
Mattie Brice; Derek Burrill, U of California, Riverside; Edmond Y.
Chang, U of Oregon; Naomi M. Clark; Katherine Cross, CUNY; Kim
d’Amazing, Royal Melbourne Institute of Technology; Aubrey Gabel,
U of California, Berkeley; Christopher Goetz, U of Iowa; Jack
Halberstam, U of Southern California; Todd Harper, U of Baltimore;
Larissa Hjorth, Royal Melbourne Institute of Technology; Chelsea
Howe; Jesper Juul, Royal Danish Academy of Fine Arts; merritt
kopas; Colleen Macklin, Parsons School of Design; Amanda Phillips,
Georgetown U; Gabriela T. Richard, Pennsylvania State U; Toni
Rocca; Sarah Schoemann, Georgia Institute of Technology; Kathryn
Bond Stockton, U of Utah; Zoya Street, U of Lancaster; Peter
Wonica; Robert Yang, Parsons School of Design; Jordan Youngblood,
Eastern Connecticut State U.
Argues for the queer potential of video games 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.
Argues for the queer potential of video games 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.
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