In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games.
Author: Bonnie Ruberg
Publisher: Duke University Press
Category: Games & Activities
In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve “diversity” in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center. Interviewees: Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang
Even as I assert that the queer games avant-garde is showing us one possible
path forward, I am not suggesting that path is, in any sense of the word, straight.
Among the themes that have emerged across the analyses of video games ...
Author: Bonnie Ruberg
Publisher: NYU Press
Category: Social Science
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.
noses at video games, in truth those of us who make game studies our life's work
have the greatest respect for games. ... QGCon also came into being side by side
with the rise of what could be termed the “queer games avant-garde.” This is a ...
Author: Nina Huntemann
Publisher: NYU Press
Category: Games & Activities
Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
The mechanic of 'permadeath' has recently garnered increased interest among video game players, designers and scholars. Yet it is equally critical, in talking about death in video games, to talk about life.
The mechanic of 'permadeath' has recently garnered increased interest among video game players, designers and scholars. Yet it is equally critical, in talking about death in video games, to talk about life. Just as every video game systemises dying, it also systemises living. The social meaning contained within these systems can be termed the biopolitics and necropolitics of video games. Indeed, the renaissance of permadeath is occurring alongside the emergence of a second mechanic: permalife. In contrast to permadeath games, where players can die only once, permalife games make it impossible for players to die. While there are many video games that lack an official death state, permalife games set themselves apart by making the inability to die a central theme and/or core gameplay mechanic. In contrast to permadeath games, permalife games are primarily being designed by LGBTQ indie game-makers. It is no coincidence that queer designers are exploring biopolitical game systems structured around permalife. For queer subjects today, and particularly those operating within the reactionary vitriol of games culture, permanent living represents a particularly potent trope for expressing both hopes and concerns about existence in the face of an uncertain future. To demonstrate the varied expressions and meanings of permalife mechanics, this article looks at three works from the contemporary queer games avant-garde: Dietrich 'Squinky' Squinkifer's Quing's Quest VII: The Death of Videogames! (2014), Mattie Brice's Mainichi (2012) and Anna Anthropy's Queers in Love at the End of the World (2013). Together, these games demonstrate how permalife operates in a space of contradiction – between life and death, futurity and stagnation, optimism and resistance – that reflects the complexities and challenges of real LGBTQ lives. In this way, permalife creates space for alternative modes of living in video games, challenging teleological narratives of temporal and affective progress as articulated by queer theorists like Elizabeth Freeman and Sara Ahmed. Permalife, as seen through queer games, also stands as a challenge to look to interactive systems and not just character representation as important sites of identity, desire and political meaning in video games.
"In Gaming Utopia: Ludic Worlds in Art, Design, and Media, Claudia Costa Pederson analyzes modernist avant-garde and contemporary video games to challenge the idea that gaming is an exclusively white, heterosexual, male, corporatized ...
Author: Claudia Costa Pederson
"In Gaming Utopia: Ludic Worlds in Art, Design, and Media, Claudia Costa Pederson analyzes modernist avant-garde and contemporary video games to challenge the idea that gaming is an exclusively white, heterosexual, male, corporatized leisure activity and reenvisions it as a catalyst for social change. By looking at over fifty projects that together span a century and the world, Pederson explores the capacity for sociopolitical commentary in virtual and digital realms and highlights contributions to the history of gaming by women, queer, and transnational artists. The result is a critical tool for understanding video games as imaginative forms of living that offer alternatives to our current reality. With an interdisciplinary approach, Gaming Utopia emphasizes how game design, creation, and play can become political forms of social protest and examines the ways that games as art open doors to a more just and peaceful world"--
To say that Gore Vidal ' s novel * is queer would be an understatement ; it is a queer , queer book , a virtuoso exercise in ... to the decadence as Laclos ' s Les
Liaisons Dangereuses to the gameyness of late 18th - century French society .
While Duchamp was challenging the art world , exposing the idea of fine art as
simply being a language game and stressing ... Secondly , if the avant - garde
had supposedly lost the power to shock , Warhol attempted the very opposite and
Author: Niall Richardson
Publisher: I.B. Tauris
Category: Performing Arts
This title views Derek Jarman's personal - and pleasurable - cinema through the analytical prism of 'queer'. Niall Richardson takes up queer theory and its debates, as well as the tension between theory and activism, to apply these issues to Jarman's cinema in critical readings of his films.
Therefore, their longterm effect is likely to resemble those of the older media of
television, video and computer games. ... is a body under the sign of AIDS, a
contaminated body, a deadly body, a technobody; it is, as we shall see, a queer
Author: Günter Berghaus
Publisher: Macmillan International Higher Education
Category: Performing Arts
How did the concept of the avant-garde come into existence? How did it impact on the performing arts? How did the avant-garde challenge the artistic establishment and avoid the pull of commercial theatre, gallery and concert-hall circuits? How did performance artists respond to new technological developments? Placing key figures and performances in their historical, social and aesthetic context, Günter Berghaus offers an accessible introduction to post-war avant-garde performance. Written in a clear, engaging style, and supported by text boxes and illustrations throughout, this volume explains the complex ideas behind avant-garde art and evocatively brings to life the work of some of its most influential performance artists. Covering hot topics such as multi-media and body art performances, this text is essential reading for students of theatre studies and performance.
He thought me some kind of avant - garde , theatre faggot . So Ernest said to me ,
' You fucking effeminate boys of the theatre , what do you know about real war ? ”
“ So you swung on him , ” Fiske guessed . “ No , no dear boy . He'd have killed ...
Author: Craig McDonald
Publisher: Bleak House Books
A mystery that is a wistful ballad of lost America
tively , game playing may be the skill , while an assumed character is part of the
play . ... is that visually stereotypical sexed bodies are used as frequently and
often more dominantly than experimental or avant - garde avatars ( Taylor 2002 )
Chapter One “Foreign and Refreshing”: The Art Cinema's Queer Allure You know
, if you took away the homosexual audience from the arthouses . . . you ... “
Instead of video games, they have weird free newspapers,” he notes, picking up
a copy of one from the counter. ... Although he connects homosexuals' yearning
for foreign encounters with noted affinities for avant-garde values—the queer
Author: Daniel Humphrey
Publisher: University of Texas Press
Category: Performing Arts
One of the twentieth century’s most important filmmakers—indeed one of its most important and influential artists—Ingmar Bergman and his films have been examined from almost every possible perspective, including their remarkable portrayals of women and their searing dramatizations of gender dynamics. Curiously however, especially considering the Swedish filmmaker’s numerous and intriguing comments on the subject, no study has focused on the undeniably queer characteristics present throughout this nominally straight auteur’s body of work; indeed, they have barely been noted. Queer Bergman makes a bold and convincing argument that Ingmar Bergman’s work can best be thought of as profoundly queer in nature. Using persuasive historical evidence, including Bergman’s own on-the-record (though stubbornly ignored) remarks alluding to his own homosexual identifications, as well as the discourse of queer theory, Daniel Humphrey brings into focus the director’s radical denunciation of heteronormative values, his savage and darkly humorous deconstructions of gender roles, and his work’s trenchant, if also deeply conflicted, attacks on homophobically constructed forms of patriarchic authority. Adding an important chapter to the current discourse on GLBT/queer historiography, Humphrey also explores the unaddressed historical connections between post–World War II American queer culture and a concurrently vibrant European art cinema, proving that particular interrelationship to be as profound as the better documented associations between gay men and Hollywood musicals, queer spectators and the horror film, lesbians and gothic fiction, and others.
Chapter 3 Surgical Aesthetics and Fancy Footwork : Popular Music in Medical
Dramas and Rhythm Action Games John Cage ' s “ 4 ' 33 ” ” ” remains one of the avant - garde composer ' s most provocative pieces . Commonly billed as four ...
This or that song will be dismissed as a ' pile of shit ' because it's not avant - garde enough , not because it's actually any ... The world gasped at the recent
discovery that Morrissey liked a game of footie and now I can exclusively reveal
Author: Mark Simpson
Category: Social Science
In this hilariously perverse collection of essays, celebrated British writer and satirists Mark Simpson takes a warped look at a fin de siecle world of pop culture where nothing is as straight -- or as gay -- as it seems. You'll revel in Simpson's wild adventures and shocking discoveries. Along the way, Simpson interviews Oscar Wilde and discovers that he's perplexed by all those rumors about his private life and would like to set the record straight; nearly has a fight with Jimmy Somerville (whom he describes as a lesbian trapped in a gay man's body); talks with London Suede about posing sodomites and why straights do camp so much better than dreary gays these days; outs Tom Cruise; discusses the cultural significance of foreskins with some U.S. Marines in Tijuana; and watches a groom being buggered by lesbian strippers at his stag night party.
Someone for a band , for a short film , for a share house , for a trip to Darwin , for
a piece of avant - garde dada - esque theatre , for a job in someone ... Kept
watching the queer boy ' s games , and the deadly seriousness of the flirting
Author: Kateri Akiwenzie-Damm
Publisher: Huia Publishers
Category: American literature
Exotic, erotic, sexy little treats fill this anthology that features Maori authors Hone Tuwhare, Briar Grace-Smith, Witi Ihimaera, Patricia Grace and Robert Sullivan alongside a who's who of the world's established and emerging indigenous writers: Haunani-Kay Trask, Sherman Alexie, Richard Van Camp, Linda Hogan, Joseph Bruchac, Alootook Ipellie, Gregory Scofield, Kateri Akiwenzie-Damm, Basil Johnston, Maria Campbell, Dan Taulaitu McMullin, Tiffany Midge, Armand G. Ruffo, Melissa N. Begay, Gloria Bird, Thom E. Hawke, Marcie Rendon, Jack D. Forbes, Wayne Keon, Joanne Arnott, Daniel David Moses, Marilyn Dumont, Rolland Nadjiwon, Velvet Black, Geary Hobson, Beth Cuthand, Gail Tremblay, Paul Seesequasis, Randy Lundy, Beth Brant, Chrystos, Joy Harjo, William George, Melissa Lucaschenko, Kenny Laughton.
I got to know vaguely of things about drinking ; and some of the queer flabs
around . ” One acquaintance " travelled with a weird group of avant garde writers
and knew an awful lot of the fairies around . ” A couple of homosexual guys in ...
could always think of myself as a possibility for the game . Physically I might have
Dealing with canonised as well as lesser known exponents of modernism and the avant-garde throughout Europe, this book will appeal to all those interested in European cultural, literary and art history.
Author: Sascha Bru
Publisher: Walter de Gruyter
Category: Literary Criticism
The first volume of the new series “European Avant-Garde and Modernism Studies” focuses on the relation between the avant-garde, modernism and Europe. It combines interdisciplinary and intermedial research on experimental aesthetics and poetics. The essays, written by experts from more than fifteen countries, seek to bring out the complexity of the European avant-garde and modernism by relating it to Europe’s intricate history, multiculturalism and multilingualism. They aim to inquire into the divergent cultural views on Europe taking shape in avant-garde and modernist practices and to chart a composite image of the “other Europe(s)” that have emerged from the (contemporary) avant-garde and experimental modernism. How did the avant-garde and modernism in (and outside) Europe give shape to local, national and pan-European forms of identity and community? To what extent does the transnational exchange and cross-fertilisation of aesthetic tendencies illustrate the well-rehearsed claim that the avant-gardes form a typically European phenomenon? Dealing with canonised as well as lesser known exponents of modernism and the avant-garde throughout Europe, this book will appeal to all those interested in European cultural, literary and art history.
... part of at least two goth - identified and queer subjects in a manner that can be
generalized : many marginalized communities find themselves ... avantgarde in
high modernity and a musical avant - garde in postmodern " low ” culture . ... 2 To
be thus familiar is often to script oneself as authentic in identity terms — the more
arcane trivia available to me , the more I become an expert in subjectivity games .
Author: Joan Gordon
Category: Literary Criticism
Over the past century the figure of the vampire has undergone many transformations--from Bram Stoker's original Dracula to Anne Rice's VAMPIRE CHRONICLES. BLOOD READ examines a wide range of vampire narratives from the perspective of both writers and scholars and shows how these transformations reflect ongoing changes in postmodern culture.
But the book ' s affirmatively erotic games also foreground the performative
slipperiness of the ' subject ' . Resistances among existing communities of
interpretation and avant - garde factions reveal persistent but unspoken
judgmental norms .