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Video Games Have Always Been Queer (Postmillennial Pop (16))

✍ Scribed by Bonnie Ruberg


Publisher
NYU Press
Year
2019
Tongue
English
Leaves
279
Series
Postmillennial Pop (16) (Book 16)
Category
Library

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✦ Synopsis


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.

✦ Table of Contents


Cover
VIDEO GAMES HAVE ALWAYS BEEN QUEER
Title
Copyright
CONTENTS
Introduction
PART I. DISCOVERING QUEERNESS IN VIDEO GAMES
1. Between Paddles: Pong, Between Men, and Queer Intimacy in Video Games
2. Getting Too Close: Portal, β€œAnal Rope,” and the Perils of Queer Interpretation
3. β€œLoving Father, Caring Husband, Secret Octopus”: Queer Embodiment and Passing in Octodad
4. Kissing for Absolutely No Reason: Realistic Kissing Simulator, Consentacle, and Queer Game Design
PART II. BRINGING QUEERNESS TO VIDEO GAMES
5. Playing to Lose: Burnout and the Queer Art of Failing at Video Games
6. No Fun: Queer Affect and the Disruptive Potential of Video Games that Disappoint, Sadden, and Hurt
7. Speed Runs, Slow Strolls, and the Politics of Walking: Queer Movements through Space and Time
Conclusion: Video Games’ Queer Future: The Queer Games Avant-Garde
Acknowledgments
Notes
Works Cited
Index
About the Author


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