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QUEERNESS
I N P L AY
eds.todd harper : meghan blythe
adams : nicholas taylor
Palgrave Games in Context
Series Editors
Neil Randall
The Games Institute
University of Waterloo
Waterloo, ON, Canada
Steve Wilcox
Game Design and Development
Wilfrid Laurier University
Brantford, ON, Canada
Games are pervasive in contemporary life, intersecting with leisure, work,
health, culture, history, technology, politics, industry, and beyond. These
contexts span topics, cross disciplines, and bridge professions.
Palgrave Games in Context situates games and play within such interdisci-
plinary and interprofessional contexts, resulting in accessible, applicable, and
practical scholarship for students, researchers, game designers, and industry
professionals. What does it mean to study, critique, and create games in con-
text? This series eschews conventional classifications—such as academic disci-
pline or game genre—and instead looks to practical, real-world situations to
shape analysis and ground discussion. A single text might bring together pro-
fessionals working in the field, critics, scholars, researchers, and designers. The
result is a broad range of voices from a variety of disciplinary and professional
backgrounds contributing to an accessible, practical series on the various and
varied roles of games and play.
Queerness in Play
Gerald Voorhees
Managing Editor
Editors
Todd Harper Meghan Blythe Adams
Division of Science, Information Arts Department of English and Writing Studies
and Technologies University of Western Ontario
University of Baltimore London, ON, Canada
Baltimore, MD, USA
Nicholas Taylor
Department of Communication
North Carolina State University
Raleigh, NC, USA
This Palgrave Macmillan imprint is published by the registered company Springer Nature Switzerland AG
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Acknowledgments
We are greatly indebted to the many reviewers who generously donated their
time and expertise evaluating manuscripts for this volume. The editors would
like to thank Bridget Blodgett, Chris Kampe, Erika Behrmann, Alexandra
Orlando, and Elise Vist for their service, without which this work would not
have been possible.
Considerable thanks are also due to the editorial teams for the companion
volumes to our own: Gerald Voorhees, Kishonna L. Gray, and Emma Vossen.
Situated as it is in the liminal space of queerness, our work both stands on its
own but is deeply enmeshed in the scholarship on gender in games these other
volumes are engaged with. The knowledge and insight our fellow editors
shared with us during this process has been invaluable.
v
Contents
vii
viii Contents
Part IV No Fear of a Queer Planet: Gaming and Social Futures 223
Index 273
Notes on Contributors
xi
xii Notes on Contributors
the inquiry of her studies on the relationship between parents and their kids, in a
non-heteronormative situation, with the promise of a ludic outcome, due to the
acknowledged persuasive power of these means.
Randall Hammond is a third-year student in the Communication, Rhetoric and
Digital Media program at North Carolina State University, USA. His work focuses
on advocacy for underrepresented populations in video game communities, as well as
novel approaches to gameplay study.
Todd Harper is Assistant Professor in the Division of Science, Information Arts and
Technologies at the University of Baltimore, USA. His research centers on games as
culture and communication.
Elyse Janish is a doctoral candidate in the Department of Communication at the
University of Colorado Boulder, USA. She received her Master’s degree in
Communication and Rhetorical Studies from Syracuse University, USA. Her research
interests include digital culture, intersectional feminisms, queer theory, and identity
in online spaces, especially video games.
Yowei Kang is an assistant professor in the Department of Film and Creative Media,
Kainan University, Taoyuan, Taiwan. His research focuses on digital games, game
rhetoric and technology, and new media.
Evan W. Lauteria is a PhD candidate in Sociology at the University of California,
Davis, USA, where he works in the UC-Davis ModLab. He is the co-editor of Rated
M for Mature: Sex and Sexuality in Video Games (2015), and his work appears in
Reconstruction and Analog Game Studies. His dissertation explores the history of the
Japanese video games industry during the “console wars” in the 1980s and 1990s.
Chris Lawrence is a PhD candidate studying at the University of Waterloo, Canada’s
Games Institute. His research examines the relationship between narrative and
mythology in digital games. He serves as the commentary editor for the middle-state
games scholarship publication First Person Scholar.
Ilaria Mariani (PhD in Design, Polytechnic University of Milan, Italy) designs,
investigates, and lectures in games and interactive narratives as systems for commu-
nication and social innovation. Her research—theoretical and practical—mainly
addresses the meaningful experiences games for social change create to activate reflec-
tion and social impact. She focuses on (interactive) ludic artefacts that challenge
players to explore civic, social, political, moral, or ethical issues, encouraging reflec-
tion and/or alteration of entrenched attitudes. To comprehend the impact on players
and assess these games effectiveness in transferring meanings, she combines qualita-
tive and quantitative research and employs interdisciplinary mixed methods. As an
author of scientific essays and articles, journal contribution, and as co-author of
Game Design (2014), she presents her work and research at national and international
conferences.
Notes on Contributors xiii
xv
xvi List of Figures
Fig. 12.2 Player feelings. Above: the feelings players felt. Magenta is used
when the average is above the neutral threshold of 50, black when
it is lower. Below: the area of the circles is directly proportioned to
the amount of people who expressed that view; it consists indeed
of the amount of players who situated themselves below (left and
black) or above (right and magenta) the threshold of 50. This
amount is also declared at the end of the sentences among
brackets. Into the circles, the average in stating “I agree” or “I
disagree.” For example, 22 players stated the game was pleasant,
and the average of their levels of agreement is 90.97 214
Fig. 12.3 Player positions. We asked our players to state their position
according to some abstract and practical aspects of the game. The
area of each circle shows the average (also expressed in their
centre) of how players situated themselves on the continuous
scale: magenta identifies averages under the threshold of 50
stating “I disagree with the given statement,” and black identifies
the average above it asserting “I agree.” In particular, players
confirmed they did not feel the need to ask for further explana-
tion, reinforcing the fact that the game and its gameplay are clear
and easily comprehensible 217
List of Tables
xvii
1
Queer Game Studies: Young But Not New
Todd Harper, Nicholas Taylor, and Meghan Blythe Adams
“Queer.” Depending on one’s point of view, it’s a word with a variety of readings
and interpretations, many of them emotionally or socially charged. To some,
it’s a painful reminder of slurs and hatred; for others, it’s a symbol of reclama-
tion and pride. For academics, “queer” evokes images of deconstruction and
liminality, a point of view that questions existing structures and binaries and a
diverse range of theoretical work that has, at its core, a critique of how hetero-
normative power structures serve to limit and compress our understanding of
the world.
The study of games from a queer perspective is an enterprise that is already
well underway in the scholarly community. Much like game studies itself,
queer theory is open, multidisciplinary, and is a space where “hyphenations
became common and hybrid theories borrowing from a variety of views
promised rich opportunities for analysis” (Raymond 2003, 99). Work specifi-
cally exploring or examining gender in games is as old as the discipline of
game studies itself, with the work found in Cassell and Jenkins’ From Barbie
T. Harper (*)
University of Baltimore, Baltimore, MD, USA
N. Taylor
North Carolina State University, Raleigh, NC, USA
M. B. Adams
Western University, London, ON, Canada
work that can be done in this field. If we are to view queer game studies as
“young,” then it is essential that—as with any growing thing—we focus on its
potential, on what it can offer us, rather than on defining it into a small box.
Just as the other volumes in this series explore the range of masculinities and
femininities at work in games, this book too hopes to present a slice of those
possibilities as well.
…does not name some natural kind or refer to some determinate object; it
acquires its meaning from its oppositional relation to the norm. Queer is by
definition whatever is at odds with the normal, the legitimate, the dominant.
There is nothing in particular to which it necessarily refers. It is an identity without
an essence. (1995, 62)
4 T. Harper et al.
Thus queer theory certainly encompasses the study of gender and sexuality,
but it is not limited to those things. Rather than presenting an alternative
name for the study of LGBTQ identity, queer theory instead is defined by its
relationship—an often adversarial one—to existing power structures.
Lest this description paint queer theory as wholly “negative” in affect, how-
ever, it is important to point at the work of theorists and writers like José
Esteban Muñoz, who very clearly position queerness and queer theory as a
realm of possibility, something rife with potential. In their attempt to ques-
tion and problematize long-held norms, queer theorists work toward a new
and better future: “[q]ueerness is that thing that lets us feel that this world is
not enough, that indeed something is missing” (Muñoz 2009, 1). The idea of
queerness as a “horizon” of potential toward which we continually strive, the
pursuit of which fuels our critique of the here and now, is a powerful one.
There is a game design concept called “possibility space,” the loosely defined
idea that within the play of a game, there is a bounded freedom, a space in
which there are certain potential actions that can be taken. Katie Salen and
Eric Zimmerman, in their foundational design text Rules of Play, refer to this
space of possibility thusly:
But game designers do not directly design play. They only design the structure
and contexts in which play takes place, indirectly shaping the actions of the
players. We call the space of future action implied by a game design the space of
possibility. It is the space of all possible actions that might take place in a game,
the space of all possible meanings which can emerge from a game design. …The
space of possibility is the field of play where your players will explore and cavort,
compete and cooperate, as they travel through the experience of playing your
game. (Salen and Zimmerman 2004, 67)
VOLUMES READY
Daedalus, or Science and the Future. By J. B. S. Haldane,
Reader in Biochemistry, University of Cambridge. Seventh
impression.
“A fascinating and daring little book.”—Westminster
Gazette. “The essay is brilliant, sparkling with wit and
bristling with challenges.”—British Medical Journal.
“Predicts the most startling changes.”—Morning Post.
Callinicus, a Defence of Chemical Warfare. By J. B. S.
Haldane. Second impression.
“Mr. Haldane’s brilliant study.”—Times Leading Article.
“A book to be read by every intelligent adult.”—
Spectator. “This brilliant little monograph.”—Daily News.
Icarus, or the Future of Science. By Bertrand Russell,
f.r.s. Fourth impression.
“Utter pessimism.”—Observer. “Mr. Russell refuses to
believe that the progress of Science must be a boon to
mankind.”—Morning Post. “A stimulating book, that
leaves one not at all discouraged.”—Daily Herald.
What I Believe. By Bertrand Russell, f.r.s. Third
impression.
“One of the most brilliant and thought-stimulating little
books I have read—a better book even than Icarus.”—
Nation. “Simply and brilliantly written.”—Nature. “In
stabbing sentences he punctures the bubble of cruelty,
envy, narrowness, and ill-will which those in authority
call their morals.”—New Leader.
Tantalus, or the Future of Man. By F. C. S. Schiller, D.Sc.,
Fellow of Corpus Christi College, Oxford. Second
impression.
“They are all (Daedalus, Icarus, and Tantalus) brilliantly
clever, and they supplement or correct one another.”—
Dean Inge, in Morning Post. “Immensely valuable and
infinitely readable.”—Daily News. “The book of the
week.”—Spectator.
Cassandra, or the Future of the British Empire. By F. C. S.
Schiller, D.Sc.
“We commend it to the complacent of all parties.”—
Saturday Review. “The book is small, but very, very
weighty; brilliantly written, it ought to be read by all
shades of politicians and students of politics.”—
Yorkshire Post. “Yet another addition to that bright
constellation of pamphlets.”—Spectator.
Quo Vadimus? Glimpses of the Future. By E. E. Fournier
d’Albe, D.Sc., author of “Selenium, the Moon Element,”
etc.
“A wonderful vision of the future. A book that will be
talked about.”—Daily Graphic. “A remarkable
contribution to a remarkable series.”—Manchester
Dispatch. “Interesting and singularly plausible.”—Daily
Telegraph.
Thrasymachus, the Future of Morals. By C. E. M. Joad,
author of “The Babbitt Warren,” etc. Second impression.
“His provocative book.”—Graphic. “Written in a style of
deliberate brilliance.”—Times Literary Supplement. “As
outspoken and unequivocal, a contribution as could well
be imagined. Even those readers who dissent will be
forced to recognize the admirable clarity with which he
states his case. A book that will startle.”—Daily
Chronicle.
Lysistrata, or Woman’s Future and Future Woman. By
Anthony M. Ludovici, author of “A Defence of
Aristocracy,” etc. Second Impression.
“A stimulating book. Volumes would be needed to deal,
in the fullness his work provokes, with all the problems
raised.”—Sunday Times. “Pro-feminine, but anti-
feministic.”—Scotsman. “Full of brilliant common-
sense.”—Observer.
Hypatia, or Woman and Knowledge. By Mrs. Bertrand
Russell. With a frontispiece. Third impression.
An answer to Lysistrata. “A passionate vindication of the
rights of women.”—Manchester Guardian. “Says a
number of things that sensible women have been
wanting publicly said for a long time.”—Daily Herald.
Hephaestus, the Soul of the Machine. By E. E. Fournier
d’Albe, D.Sc.
“A worthy contribution to this interesting series. A
delightful and thought-provoking essay.”—Birmingham
Post. “There is a special pleasure in meeting with a
book like Hephaestus. The author has the merit of really
understanding what he is talking about.”—Engineering.
“An exceedingly clever defence of machinery.”—
Architects’ Journal.
The Passing of the Phantoms: a Study of Evolutionary
Psychology and Morals. By C. J. Patten, Professor of
Anatomy, Sheffield University. With 4 Plates.
“Readers of Daedalus, Icarus and Tantalus, will be
grateful for an excellent presentation of yet another
point of view.”—Yorkshire Post. “This bright and bracing
little book.”—Literary Guide. “Interesting and original.”—
Medical Times.
The Mongol in our Midst: a Study of Man and his Three
Faces. By F. G. Crookshank, m.d., f.r.c.p. With 28
Plates. Second Edition, revised.
“A brilliant piece of speculative induction.”—Saturday
Review. “An extremely interesting and suggestive book,
which will reward careful reading.”—Sunday Times.
“The pictures carry fearful conviction.”—Daily Herald.
The Conquest of Cancer. By H. W. S. Wright, m.s., f.r.c.s.
Introduction by F. G. Crookshank, m.d.
“Eminently suitable for general reading. The problem is
fairly and lucidly presented. One merit of Mr. Wright’s
plan is that he tells people what, in his judgment, they
can best do, here and now.”—From the Introduction.
Pygmalion, or the Doctor of the Future. By R. McNair
Wilson, m.b.
“Dr. Wilson has added a brilliant essay to this series.”—
Times Literary Supplement. “This is a very little book,
but there is much wisdom in it.”—Evening Standard. “No
doctor worth his salt would venture to say that Dr.
Wilson was wrong.”—Daily Herald.
Prometheus, or Biology and the Advancement of Man. By H.
S. Jennings, Professor of Zoology, Johns Hopkins
University.
“This volume is one of the most remarkable that has yet
appeared in this series. Certainly the information it
contains will be new to most educated laymen. It is
essentially a discussion of ... heredity and environment,
and it clearly establishes the fact that the current use of
these terms has no scientific justification.”—Times
Literary Supplement. “An exceedingly brilliant book.”—
New Leader.
Narcissus: an Anatomy of Clothes. By Gerald Heard. With
19 illustrations.
“A most suggestive book.”—Nation. “Irresistible.
Reading it is like a switchback journey. Starting from
prehistoric times we rocket down the ages.”—Daily
News. “Interesting, provocative, and entertaining.”—
Queen.
Thamyris, or Is There a Future for Poetry? By R. C.
Trevelyan.
“Learned, sensible, and very well-written.”—Affable
Hawk, in New Statesman. “Very suggestive.”—J. C.
Squire, in Observer. “A very charming piece of work, I
agree with all, or at any rate, almost all its
conclusions.”—J. St. Loe Strachey, in Spectator.
Proteus, or the Future of Intelligence. By Vernon Lee, author
of “Satan the Waster,” etc.
“We should like to follow the author’s suggestions as to
the effect of intelligence on the future of Ethics,
Aesthetics, and Manners. Her book is profoundly
stimulating and should be read by everyone.”—Outlook.