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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.
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Deeply grounded in the legacy of Black lesbian artists, writers, and filmmakers, current Black lesbian filmmakers are helping to build infrastructure for a transformed future using deeply interconnected methods to transform the whole world and (while we’re at it) the meaning of life. This chapter looks at two projects, the established and evolving Queer Women of Color Media Arts Project based in San Francisco and the emerging Queer Renaissance and Black Feminist Film School Project based in Durham, North Carolina, as examples of the robust future of Black lesbian filmmaking as a transformative community-building practice. The Queer Women of Color
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In the 1990s I lived in New York City. I moved to New York City shortly after graduating from Oberlin College, in Ohio. I lived there for almost a de cade, and during that time I was very actively engaged in continuing my pursuit of a career in photography. Photography was my first form of visual art going back to junior high school. I enrolled in the New York University International Center for Photography master’s program because I really wanted to understand what it was to be a photographer. At that time I was very interested in street photography.
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The in-depth, diverse, and accessible essays in Queer Game Studies use queerness to challenge the ideas that have dominated gaming discussions. This volume reveals the capacious albeit underappreciated communities that are making, playing, and studying queer games, demonstrating the centrality of LGBTQ issues to the gamer world and establishing an alternative lens for examining this increasingly important culture.
Explorer
1. Approches
- Théorie(s) et épistémologies des médias
- Analyses formalistes (1)
- Approches sociologiques (1)
- Étude de la réception (1)
- Étude des industries culturelles (1)
- Étude des représentations (2)
- Genre et sexualité (4)
- Humanités numériques (1)
- Méthodologie de recherche décoloniale (1)
- Théories postcoloniales et décoloniales (1)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice LGBTQ+
- Autrice (1)
- Créateur.rice LGBTQ+ (1)
- Créateur.rice noir.e (2)
- Créatrice (1)
4. Corpus analysé
- Amérique du Nord (3)
- Asie (1)
- Europe (2)
4. Lieu de production du savoir
- Amérique du Nord (3)
- Europe (1)