Video Games Have Always Been Queer

Video Games Have Always Been Queer

by Bonnie Ruberg

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Overview

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.

Product Details

ISBN-13: 9781479843749
Publisher: New York University Press
Publication date: 03/19/2019
Series: Postmillennial Pop Series , #16
Pages: 288
Sales rank: 598,069
Product dimensions: 6.00(w) x 8.90(h) x 1.00(d)

About the Author

Bonnie Ruberg is Assistant Professor in the Department of Informatics at the University of California, Irvine and is the co-editor (with Adrienne Shaw) of Queer Games Studies (2017).

Table of Contents

Introduction 1

Part I Discovering Queerness in Video Games

1 Between Paddles: Pong, Between Men, and Queer Intimacy in Video Games 31

2 Getting Too Close: Portal, "Anal Rope" and the Perils of Queer Interpretation 56

3 "Loving Father, Caring Husband, Secret Octopus": Queer Embodiment and Passing in Octodad 84

4 Kissing for Absolutely No Reason: Realistic Kissing Simulator, Consentacle, and Queer Game Design 110

Part II Bringing Queerness to Video Games

5 Playing to Lose: Burnout and the Queer Art of Failing at Video Games 135

6 No Fun: Queer Affect and the Disruptive Potential of Video Games that Disappoint, Sadden, and Hurt 158

7 Speed Runs, Slow Strolls, and the Politics of Walking: Queer Movements through Space and Time 184

Conclusion: Video Games' Queer Future: The Queer Games Avant-Garde 209

Acknowledgments 231

Notes 235

Works Cited 247

Index 259

About the Author 271

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