In this Book

summary

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.

Table of Contents

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  1. Cover
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  1. Half Title, Title Page, Copyright
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  1. Contents
  2. pp. v-viii
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  1. Introduction: Imagining Queer Game Studies
  2. Adrienne Shaw, Bonnie Ruberg
  3. pp. ix-xxxix
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  1. Part I: Defining Queerness in Games
  1. 1. What Is Queerness in Games, Anyway?
  2. Naomi Clark
  3. pp. 3-14
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  1. 2. Queergaming
  2. Edmond Y. Chang
  3. pp. 15-24
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  1. 3. Queer Theory, the Body, and Video Games
  2. Derek A. Burrill
  3. pp. 25-34
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  1. 4. Queering Games History: Complexities, Chaos, and Community
  2. Zoya Street
  3. pp. 35-42
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  1. Part II: Queering Game Play and Design
  1. 5. Ending the Cycle: Developing a Board Game to Engage People in Social Justice Issues
  2. Peter Wonica
  3. pp. 45-54
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  1. 6. Playing Outside
  2. Leigh Alexander
  3. pp. 55-62
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  1. 7. Building a Queer Mythology
  2. Hanna Brady
  3. pp. 63-68
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  1. 8. For Play? Literary Ludics and Sexual Politics
  2. Aubrey Gabel
  3. pp. 69-76
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  1. 9. Play and Be Real about It: What Games Could Learn from Kink
  2. Mattie Brice
  3. pp. 77-82
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  1. 10. Queering the Snapshot: Ambient Mobile Play
  2. Larissa Hjorth, Kim D’Amazing
  3. pp. 83-94
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  1. Part III: Reading Games Queerly
  1. 11. On “FeministWhorePurna” and the Ludo-material Politics of Gendered Damage Power-ups in Open-World RPG Video Games
  2. Robert Yang
  3. pp. 97-108
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  1. 12. Welcome to My Fantasy Zone: Bayonetta and Queer Femme Disturbance
  2. Amanda Phillips
  3. pp. 109-124
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  1. 13. Role-Play as Queer Lens: How “ClosetShep” Changed My Vision of Mass Effect
  2. Todd Harper
  3. pp. 125-134
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  1. 14. Queer(ing) Gaming Technologies: Thinking on Constructions of Normativity Inscribed in Digital Gaming Hardware
  2. Gregory L. Bagnall
  3. pp. 135-144
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  1. 15. On Gone Home
  2. Merritt Kopas
  3. pp. 145-150
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  1. Part IV: Queer Failures in Games
  1. 16. The Trouble with Communities
  2. Adrienne Shaw
  3. pp. 153-162
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  1. 17. “Play Like a Girl”: Gender Expression, Sexual Identity, and Complex Expectations in a Female-Oriented Gaming Community
  2. Gabriela T. Richard
  3. pp. 163-178
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  1. 18. The Nightmare Is Over
  2. Katherine Cross
  3. pp. 179-186
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  1. 19. Queer Gaming: Gaming, Hacking, and Going Turbo
  2. Jack Halberstam
  3. pp. 187-200
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  1. 20. The Arts of Failure: Jack Halberstam in Conversation with Jesper Juul
  2. Bonnie Ruberg
  3. pp. 201-210
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  1. 21. “I Wouldn’t Even Know the Real Me Myself”: Queering Failure in Metal Gear Solid 2
  2. Jordan Youngblood
  3. pp. 211-222
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  1. Part V: Queer Futures For Games
  1. 22. If Queer Children Were a Video Game
  2. Kathryn Bond Stockton
  3. pp. 225-238
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  1. 23. Queer Growth in Video Games
  2. Christopher Goetz
  3. pp. 239-248
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  1. 24. Finding the Queerness in Games
  2. Colleen Macklin
  3. pp. 249-258
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  1. 25. Organizing New Approaches to Games: An Interview with Chelsea Howe, Toni Rocca, and Sarah Schoemann
  2. Bonnie Ruberg
  3. pp. 259-266
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  1. 26. Forty-Eight-Hour Utopia: On Hope and the Future of Queerness in Games
  2. Bonnie Ruberg
  3. pp. 267-274
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  1. Contributors
  2. pp. 275-278
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  1. Index
  2. pp. 279-295
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