Video games have always been queer /

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Bibliographic Details
Author / Creator:Ruberg, Bonnie, 1985- author.
Imprint:New York : New York University Press, [2019]
©2019
Description:1 online resource (v, 271 pages) : illustrations
Language:English
Series:Postmillennial pop
Postmillennial pop.
Subject:
Format: E-Resource Book
URL for this record:http://pi.lib.uchicago.edu/1001/cat/bib/13563048
Hidden Bibliographic Details
ISBN:9781479893904
1479893900
9781479831036
1479831034
9781479843749
1479843741
Notes:Includes bibliographical references (pages 247-258) and index
Online resource; title from pdf title page (Proquest, viewed August 7, 2020)
Summary: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
Other form:Print version: Ruberg, Bonnie, 1985- Video games have always been queer. New York : New York University Press, [2019] 9781479831036