Best gay videos games
The authors featured here come from many different disciplines, backgrounds, and identity positions.
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These articles encompass a range of voices and perspectives. Each of the articles in this issue explores queerness in games in modes that move beyond representation. It also represents a call to question, challenge, and ultimately move beyond the neoliberal rhetorics of representation and inclusion that continue to surround games and LGBTQ issues. This special issue represents a call back to the radical politics (and the radical political potential) of exploring queerness in and through games. Queerness can be a way to question what we know about games and the place of those who are marginalized within them. Queerness and games are fundamentally and intimately linked-through play (Ruberg, 2018), through their invitation to inhabit new worlds (Shaw and Ruberg, 2017), through their non-normative pleasures (Clark, 2017), and more. Rather than celebrating the supposed newness of the presence of LGBTQ characters and developers in games, we need to unearth the contributions of queer and transgender folks, alongside women and people of color, who have been appearing in and helping create games for decades, often with little recognition (Nooney, 2013). When we talk about queerness and games, we need to talk about more than representation and inclusion - which risk subsuming the complexities of real, queer lives into instrumentalizing, neoliberal promises of happiness (Ahmed, 2010), cultures of cruel optimism (Berlant, 2011), and oversimplified assurances that “it gets better” (Puar, 2017). This narrative is not untrue, yet it is only one version of the story. Recent years have seen the prominence of a particular cultural narrative about games (especially video games) and diversity: Once exclusionary and discriminatory, so the story goes, games are now becoming more inclusive, with LGBTQ characters represented in mainstream video games and diverse gaming communities beginning to flourish. There are many ways to tell the story of queerness and games. Queer lives, queer voices, and queer desires are rising up to resist the status quo of games. On the academic front, the new paradigm of queer game studies is rapidly gaining speed. Events like Different Games, GaymerX, and the Queerness and Games Conference have created spaces that are explicitly and unapologetically queer. Dozens (if not hundreds) of LGBTQ independent developers are creating games about, by, and for queer people. Over the last half a decade, we have seen this revolutionary work taking place in areas of game making, game community organizing, and game scholarship. It is because queer people are destabilizing and reenvisioning games from the bottom up. This is not because mainstream video games are becoming more diverse, or because the game industry is becoming more inclusive, or because discriminatory “gamerbros” are becoming more empathetic, as many have enthusiastically claimed (Riley, 2018). We are standing now in the midst of a crucial shift in the relationship between games and queerness. At this intersection stands the invitation to radically reimagine games and play: their forms, their meanings, their politics, and their place within the world. The place where queerness meets games is a site of radical potential. Special Issue - Queerness and Video Games Not Gay as in Happy: Queer Resistance and Video Games (Introduction) by Bonnie Ruberg, Amanda PhillipsĬontent note: This introduction includes references to, but not explicit descriptions of, online harassment, queerphobia, and sexual assault.
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Her book, Gamer Trouble, is under contract with NYU Press You can find her work in Queer Game Studies, Games and Culture, Digital Creativity, and Debates in the Digital Humanities. Justice in video games and the digital humanities. She teaches game studies and game design and writes about death, race, gender, and social
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They are the author of Video Games Have Always Been Queer (New York University Press, 2019), the co-editor of Queer Game Studies (University of Minnesota Press, 2017), and the co-lead organizer of the annual Queerness and Games Conference.Īmanda Phillips is Assistant Professor of English and Film and Media Studies at Georgetown University and Chair of the American Studies Association Digital Humanities Caucus. is an assistant professor of digital games and interactive media in the Department of Informatics and the Program in Visual Studies at the University of California, Irvine.