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Titlebook: Queerness in Play; Todd Harper,Meghan Blythe Adams,Nicholas Taylor Book 2018 The Editor(s) (if applicable) and The Author(s) 2018 Queer Ga

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31#
發(fā)表于 2025-3-26 23:44:33 | 只看該作者
Queer(ing) Game Studies: Reviewing Research on Digital Play and Non-normativitys to outline new and ongoing opportunities for research and activism related to queer and non-normative digital games, players, and play practices. This chapter seeks to ascertain not only what scholarship has been produced with regard to LGBTQ games, gamers, and gaming but to critically consider wh
32#
發(fā)表于 2025-3-27 03:38:16 | 只看該作者
33#
發(fā)表于 2025-3-27 06:49:12 | 只看該作者
The Representation (or the Lack of It) of Same-Sex Relationships in Digital Gameser employs theories of procedural rhetoric and media representation to discuss the representation of same-sex relationships in digital games. Based on a textual analysis method, the authors examine online discourses about same-sex relationships in digital games. Several recurring themes emerged, rev
34#
發(fā)表于 2025-3-27 12:34:17 | 只看該作者
35#
發(fā)表于 2025-3-27 14:18:22 | 只看該作者
What If Zelda Wasn’t a Girl? Problematizing ,’s Great Gender Debate Efforts to definitively gender Sheik’s imagined body ignore the character’s value as a site of positive resistance against cisgender heteronormativity. A close reading of the game informed by Judith Butler’s (1988) theory of gender performance and Jack Halberstam’s (.. Duke University Press, Durham
36#
發(fā)表于 2025-3-27 19:10:08 | 只看該作者
37#
發(fā)表于 2025-3-28 01:36:02 | 只看該作者
The Big Reveal: Exploring (Trans)Femininity in he games initial designers, referred to Samus as a “newhalf”—a Japanese term for a transgender woman. Our chapter explores these two revealing moments—one as woman and one as trans—playing on our typical understanding of video games and their audiences, as well as the audience’s notion of gender ide
38#
發(fā)表于 2025-3-28 04:26:39 | 只看該作者
39#
發(fā)表于 2025-3-28 09:54:21 | 只看該作者
Cues for Queer Play: Carving a Possibility Space for LGBTQ Role-Playen source material of a game and the actual play of it. Our chapter explores this gap with two objectives: first, the authors review what kind of queer existence is possible in tabletop, online multiplayer, and live-action role-playing. Second, this chapter addresses how players negotiate with these
40#
發(fā)表于 2025-3-28 11:50:21 | 只看該作者
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