Video Games Have Always Been Queer / / Bonnie Ruberg.
Argues for the queer potential of video gamesWhile 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, exp...
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Superior document: | Title is part of eBook package: De Gruyter New York University Press Complete eBook-Package 2019 |
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Place / Publishing House: | New York, NY : : New York University Press, , [2019] ©2019 |
Year of Publication: | 2019 |
Language: | English |
Series: | Postmillennial Pop ;
16 |
Online Access: | |
Physical Description: | 1 online resource :; 30 black and white illustrations |
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LEADER | 05866nam a22011655i 4500 | ||
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001 | 9781479893904 | ||
003 | DE-B1597 | ||
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024 | 7 | |a 10.18574/nyu/9781479893904.001.0001 |2 doi | |
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035 | |a (OCoLC)1086610928 | ||
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041 | 0 | |a eng | |
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050 | 4 | |a GV1469.17.S63 |b .R83 2019 | |
072 | 7 | |a SOC052000 |2 bisacsh | |
082 | 0 | 4 | |a 794.8 |2 23 |
100 | 1 | |a Ruberg, Bonnie, |e author. |4 aut |4 http://id.loc.gov/vocabulary/relators/aut | |
245 | 1 | 0 | |a Video Games Have Always Been Queer / |c Bonnie Ruberg. |
264 | 1 | |a New York, NY : |b New York University Press, |c [2019] | |
264 | 4 | |c ©2019 | |
300 | |a 1 online resource : |b 30 black and white illustrations | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
347 | |a text file |b PDF |2 rda | ||
490 | 0 | |a Postmillennial Pop ; |v 16 | |
505 | 0 | 0 | |t Frontmatter -- |t Contents -- |t Introduction -- |t Part I. Discovering Queerness in Video Games -- |t 1. Between Paddles: Pong, Between Men, and Queer Intimacy in Video Games -- |t 2. Getting Too Close: Portal, “Anal Rope,” and the Perils of Queer Interpretation -- |t 3. “Loving Father, Caring Husband, Secret Octopus”: Queer Embodiment and Passing in Octodad -- |t 4. Kissing for Absolutely No Reason: Realistic Kissing Simulator, Consentacle, and Queer Game Design -- |t Part II. Bringing Queerness to Video Games -- |t 5. Playing to Lose: Burnout and the Queer Art of Failing at Video Games -- |t 6. No Fun: Queer Affect and the Disruptive Potential of Video Games that Disappoint, Sadden, and Hurt -- |t 7. Speed Runs, Slow Strolls, and the Politics of Walking: Queer Movements through Space and Time -- |t Conclusion: Video Games’ Queer Future: The Queer Games Avant-Garde -- |t Acknowledgments -- |t Notes -- |t Works Cited -- |t Index -- |t About the Author |
506 | 0 | |a restricted access |u http://purl.org/coar/access_right/c_16ec |f online access with authorization |2 star | |
520 | |a Argues for the queer potential of video gamesWhile 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. | ||
538 | |a Mode of access: Internet via World Wide Web. | ||
546 | |a In English. | ||
588 | 0 | |a Description based on online resource; title from PDF title page (publisher's Web site, viewed 29. Mai 2023) | |
650 | 0 | |a Gays. | |
650 | 0 | |a Gender identity. | |
650 | 0 | |a Queer theory. | |
650 | 0 | |a Video games |x Social aspects. | |
650 | 7 | |a SOCIAL SCIENCE / Media Studies. |2 bisacsh | |
653 | |a Between Men. | ||
653 | |a Burnout. | ||
653 | |a Consentacle. | ||
653 | |a Halberstam. | ||
653 | |a Juul. | ||
653 | |a LGBTQ experience. | ||
653 | |a LGBTQ game-makers. | ||
653 | |a LGBTQ. | ||
653 | |a Musgrave. | ||
653 | |a Octodad. | ||
653 | |a Pong. | ||
653 | |a Realistic Kissing Simulator. | ||
653 | |a Sedgwick. | ||
653 | |a Squinkifer. | ||
653 | |a arcade games. | ||
653 | |a avant-garde. | ||
653 | |a chrononormativity. | ||
653 | |a close reading. | ||
653 | |a cultural logic. | ||
653 | |a degamification. | ||
653 | |a design. | ||
653 | |a failure. | ||
653 | |a game studies. | ||
653 | |a gamification. | ||
653 | |a heteronormativity. | ||
653 | |a independent games. | ||
653 | |a interactive systems. | ||
653 | |a intimacy. | ||
653 | |a methodologies. | ||
653 | |a non-normativity. | ||
653 | |a queer theory. | ||
653 | |a queerness. | ||
653 | |a regamification. | ||
653 | |a spatiality. | ||
653 | |a speedrunning. | ||
653 | |a temporality. | ||
653 | |a transgression. | ||
653 | |a walking simulators. | ||
773 | 0 | 8 | |i Title is part of eBook package: |d De Gruyter |t New York University Press Complete eBook-Package 2019 |z 9783110722727 |
776 | 0 | |c print |z 9781479831036 | |
856 | 4 | 0 | |u https://doi.org/10.18574/nyu/9781479893904.001.0001 |
856 | 4 | 0 | |u https://www.degruyter.com/isbn/9781479893904 |
856 | 4 | 2 | |3 Cover |u https://www.degruyter.com/document/cover/isbn/9781479893904/original |
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