The Locator -- [(subject = "Video games--Social aspects")]

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001 87DB1F6A72D911EDA0B05B7C49ECA4DB
003 SILO
005 20221203010154
008 191023t20202020ncua     b    001 0 eng  
010    $a 2019041791
020    $a 1478006587
020    $a 9781478006589
020    $a 1478005912
020    $a 9781478005919
035    $a (OCoLC)1111643646
040    $a NcD/DLC $b eng $e rda $c DLC $d OCLCF $d OCLCO $d YDX $d EAU $d OCLCQ $d CUI $d ERASA $d CUI $d OCLCO $d UKNUC $d PUL $d SILO
042    $a pcc
050 00 $a GV1469.17.S63 $b R825 2020
082 00 $a 794.8 $2 23
100 1  $a Ruberg, Bonnie, $d 1985- $e author.
245 14 $a The queer games avant-garde : $b how LGBTQ game makers are reimagining the medium of video games / $c Bonnie Ruberg.
264  1 $a Durham : $b Duke University Press, $c 2020.
300    $a xi, 276 pages : $b illustrations ; $c 24 cm
504    $a Includes bibliographical references (pages 265-269) and index.
505 0  $a Introduction: The Queer Games Avant-Garde : Reimagining the Medium of Video Games -- Queer People, Queer Desires, Queer Games. Dietrich Squinkifer : Nonbinary Characters, Asexuality, and Game Design as Joyful Resistance -- Robert Yang : The Politics and Pleasures of Representing Sex between Men -- Aevee Bee : On Designing for Queer Players and Re-making Autobiographical Truth -- Queerness as a Mode of Game-Making. Llaura McGee : Leaving Space for Messiness, Complexity, and Chance -- Andi McClure : Algorithms, Accidents, and the Queerness of Abstraction -- Liz Ryerson : Resisting Empathy and Rewriting the Rules of Game Design -- Designing Queer Intimacy in Games. Jimmy Andrews and Loren Schmidt : Queer Body Physics, Awkwardness as Emotional Realism, and the Challenge of Designing Consent -- Naomi Clark : Disrupting Norms and Critiquing Systems through "Good, Nice Sex with Tentacle Monsters" -- Elizabeth Sampat : Safe Spaces for Queerness and Games against Suffering -- The Legacy of Feminist Performance Art in Queer Games. Kara Stone : Softness, Strength, and Danger in Games about Mental Health and Healing -- Mattie Brice : Radical Play through Vulnerability -- Seanna Musgrave : "Touch-Feely" Virtual Reality and Reclaiming the Trans Body -- Intersectional Perspectives in/on Queer Games. Tonia B***** and Emilia Yang : Making Games about Queer Women of Color, by Queer Women of Color -- Nicky Case : Playable Politics and Interactivity for Understanding -- Nina Freeman : More Than Just the "Woman Who Makes Sex Games" -- Analog Games: Exploring Queerness through Non-Digital Play. Avery Alder : Queer Storytelling and the Mechanics of Desire -- Kat Jones : Bisexuality, Latina Identity, and the Power of Physical Presence -- Making Queer Games, Queer Change, and Queer Community. Mo Cohen : On Self-Care, Funding, and Other Advice for Aspiring Queer Indie Game-Makers -- Jerome Hagan : Are Queer Games Bringing "Diversity" to the Mainstream Industry? -- Sarah Schoemann : The Power of Community Organizing -- Afterword: The Future of the Queer Games Avant-Garde.
520    $a "Through a series of interview-based profiles of influential and innovative contemporary LGBTQ game-makers and activists, THE QUEER GAMES AVANT-GARDE explores the queer gaming world as an artistic and social movement. Bonnie Ruberg shows us how members of what they call the "queer games avant-garde"--A contemporary vanguard leading video games in more experimental and markedly queer directions-are reimagining video games as a medium for the expression of non-heteronormative desire and counter-hegemonic world-building. The volume foregrounds the voices of queer game-makers as they speak about their influences, their goals, and the challenges they face, as well as the meanings, messages, and even problems with the games they've created. Ruberg's interviews reveal how this new critical mass of game-makers are redefining the medium by placing queerness at the front and center of video games. The book opens with an engaging introduction to the queer games movement and an overview of the network of designers and games that make up this avant-garde. After situating the queer games avant-garde in its artistic and cultural contexts, the book turns to focus on individual members of the movement and the games they have created. The volume's twenty-one profiles are divided into seven thematically organized sections, addressing topics such as queer representation in games, queer game-making practices, and intersectional perspectives on the queer games avant-garde. The first section, for example, profiles game-makers who directly include queer people in their games. In contrast, the game-makers interviewed in the following section rarely include direct representation but rather engage queerness conceptually through their artistic and aesthetic practices. One section focuses on the influence of feminist art practices and avant-garde art movements on the work of queer game-makers, while another looks at intersectionality in queer games. A final section looks to the future of queer games, mainstream games, and the technology industry, through the work of game-makers seeking change and a better way forward for video games. THE QUEER GAMES AVANT-GARDE is an accessible overview of the queer gaming world and will be of interest to scholars and students of cultural studies, game studies, media studies, and LGBTQ studies, as well as to a broader readership with an interest in queer video games"-- $c Provided by publisher
586    $a Stonewall Book Award, Israel Fishman Nonfiction Award, 2021.
650  0 $a Video games $x Social aspects.
650  0 $a Video game designers $v Interviews.
650  0 $a Gay culture.
650  0 $a Gender identity.
650  0 $a Queer theory.
650  2 $a Gender Identity
650  6 $a Jeux vidéo $x Aspect social.
650  6 $a Développeurs de jeux vidéo $v Entretiens.
650  6 $a Culture homosexuelle.
650  6 $a Identité sexuelle.
650  6 $a Théorie queer.
650  7 $a sex role. $2 aat
650  7 $a Hobbies and Games. $2 eflch
650  7 $a Gay culture. $2 fast $0 (OCoLC)fst01201219
650  7 $a Gender identity. $2 fast $0 (OCoLC)fst00939593
650  7 $a Queer theory. $2 fast $0 (OCoLC)fst01739572
650  7 $a Video game designers. $2 fast $0 (OCoLC)fst01982400
650  7 $a Video games $x Social aspects. $2 fast $0 (OCoLC)fst01166440
650  7 $a Digital Lifestyle. $2 ukslc
650  7 $a LGBTQ+ Interest. $2 ukslc
655  7 $a Interviews. $2 fast $0 (OCoLC)fst01423832
655  7 $a LGBTQ+ social media. $2 homoit
655  7 $a Gay culture. $2 homoit
655  7 $a Gender identity. $2 homoit
655  7 $a Queer theory. $2 homoit
655  7 $a Interviews. $2 lcgft $0 (uri) http://id.worldcat.org/fast/fst01423832 $0 (uri) http://id.loc.gov/authorities/genreForms/gf2014026115 $0 (uri) http://id.worldcat.org/fast/fst01423832
776 08 $i Online version: $a Ruberg, Bonnie Phillips, 1985- $t Queer games avant-garde. $d Durham : Duke University Press, 2020 $z 9781478007302 $w (DLC)  2019041792
941    $a 1
952    $l UNUX074 $d 20221203065743.0
956    $a http://locator.silo.lib.ia.us/search.cgi?index_0=id&term_0=87DB1F6A72D911EDA0B05B7C49ECA4DB
994    $a Z0 $b NIU

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