– “When (and What) Queerness Counts: Homonationalism and Militarism in the Mass Effect Series,” Jordan Youngblood – “Time and Reparative Game Design: Queerness, Disability, and Affect,” Kara Stone – “Queer Games After Empathy: Feminism and Haptic Game Design Aesthetics from Consent to Cuteness to the Radically Soft,” Teddy Pozo – “Not Gay as in Happy: Queer Resistance and Video Games” (introduction), Bo Ruberg and Amanda Phillips Amanda and I are really proud of the issue and our thanks go out to all. This issue was made possible through the hard work of many, many people - including the authors, the reviewers, the Game Studies editors, and our supportive network of colleagues in queer game studies and queer game communities. Game Studies is one of the most venerated, visible journal in the field and we are thrilled to bring so much humanistic and often radical work to this venue. The issue is co-edited by myself and the wonderful Amanda Phillips and it features 11 original, peer-reviewed articles, as well as one (pretty badass, if I do say so myself) introduction. It’s been two years in the making, but it’s finally out! It’s the “Queerness & Video Games” special issue of Game Studies.
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This article argues for player movement as an important site of meaning in video games and calls for an increased engagement with the tensions that surround queerness and video games.Īs always, thanks to everyone doing related scholarship - on walking sims, speedrunning, the cultural meaning of spatiality and movement in games, etc. The player’s path is rigid and linear, much like in a “rail shooter.” The potential for queer movement in Gone Home has been furthered straightened by speedrunners who play the game along the straightest possible paths. Yet, a closer analysis of its interactive elements reveals that Gone Home is far less queer than it may initially appear. Indeed, Gone Home’s gameplay seems to encourage queer wandering, moving not straight but instead meanderingly. The game is also associated with queerness through its status as a “walking simulator,” a genre with ties to the queer flaneur. Gone Home is widely seen as exemplifying a current shift toward increased LGBTQ (lesbian, gay, bisexual, transgender, and queer) representation in video games. This article identifies the limitations of queerness in Gone Home (The Fullbright Company, 2013) by exploring the ways in which players’ movements through space in video games can be considered queer or “straight.” Drawing from Sara Ahmed, I demonstrate how the potential for queer in-game movement in Gone Home has been straightened both by the game itself and by elements of its player reception. It’s about the queer meaning of movement in video games and how a game like Gone Home can be “straightened” through play - or even uncovered as “straight” through analysis of the game’s spatial design. My article, “Straight Paths Through Queer Walking Simulators: Wandering on Rails and Speedrunning in Gone Home,” was published today (online first) in Games and Culture! I can sell you a copy and sign it with a goofy little drawing of Octodad, so don’t miss out on that :). If you read it and you want to leave a little Amazon review, that would be awesome!Īlso, if you see me at an upcoming conference or book talk, I’ll likely be carrying around copies of the book in my handy salesperson’s briefcase (pictured here). Here’s the listing for the book on Amazon.
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If you buy it there, you can use this discount code to get 20% off: BOGAMES20.
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Here’s the listing for the book on the N ew York University Press site.
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There was a joint release party with Matthew Payne, who (along with Nina Huntemann) co-edited How to Play Video Games, which came out at the same time. My monograph, Video Games Have Always Been Queer, is now officially out! I’ve been traveling around giving book talks so some folks were lucky enough to snag an early copy, but the book was technically released at the Society of Cinema and Media Studies Conference this year.