Video games have always been queer /

Saved in:
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

MARC

LEADER 00000cam a2200000 i 4500
001 13563048
006 m o d
007 cr mn|||||||||
008 190221t20192019nyua ob 001 0 eng d
005 20241016133444.6
035 |a (OCoLC)1086610928 
035 9 |a (OCLCCM-CC)1086610928 
040 |a N$T  |b eng  |e rda  |e pn  |c N$T  |d N$T  |d EBLCP  |d YDX  |d GSU  |d WAU  |d UKAHL  |d OCLCQ  |d OSU  |d OCLCQ  |d GZN  |d IAI  |d DEGRU  |d P@U  |d OCLCO  |d OCLCQ  |d OCLCO  |d JSTOR  |d OCLCQ 
020 |a 9781479893904  |q (electronic bk.) 
020 |a 1479893900  |q (electronic bk.) 
020 |z 9781479831036  |q (hardcover ;  |q alk. paper) 
020 |z 1479831034  |q (hardcover ;  |q alk. paper) 
020 |z 9781479843749  |q (paperback ;  |q alk. paper) 
020 |z 1479843741  |q (paperback ;  |q alk. paper) 
037 |a 22573/ctv333wcdt  |b JSTOR 
050 4 |a GV1469.17.S63  |b R83 2019eb 
072 7 |a GAM  |x 001000  |2 bisacsh 
049 |a MAIN 
100 1 |a Ruberg, Bonnie,  |d 1985-  |e author.  |0 http://id.loc.gov/authorities/names/n2016059187 
245 1 0 |a Video games have always been queer /  |c Bonnie Ruberg 
264 1 |a New York :  |b New York University Press,  |c [2019] 
264 4 |c ©2019 
300 |a 1 online resource (v, 271 pages) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Postmillennial pop 
504 |a Includes bibliographical references (pages 247-258) and index 
505 0 |a Introduction -- Between paddles : Pong, Between men, and queer intimacy in video games -- Getting too close : Portal, "Anal rope" and the perils of queer interpretation -- "Loving father, caring husband, secret octopus" : queer embodiment and passing in Octodad -- Kissing for absolutely no reason : Realistic kissing simulator, Consentacle, and queer game design -- Playing to lose : Burnout and the queer art of failing at video games -- No fun : queer affect and the disruptive potential of video games that disappoint, sadden, and hurt -- Speed runs, slow strolls, and the politics of walking : queer movements through space and time -- Conclusion : video games' queer future : the queer games avant-garde. 
520 |a 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 
588 0 |a Online resource; title from pdf title page (Proquest, viewed August 7, 2020) 
650 0 |a Video games  |x Social aspects. 
650 0 |a Gays.  |0 http://id.loc.gov/authorities/subjects/sh85061795 
650 0 |a Gender identity.  |0 http://id.loc.gov/authorities/subjects/sh91003756 
650 0 |a Queer theory.  |0 http://id.loc.gov/authorities/subjects/sh2006001835 
650 2 |a Homosexuality, Male  |0 https://id.nlm.nih.gov/mesh/D018451 
650 2 |a Gender Identity  |0 https://id.nlm.nih.gov/mesh/D005783 
650 6 |a Jeux vidéo  |x Aspect social. 
650 6 |a Homosexuels. 
650 6 |a Identité sexuelle. 
650 6 |a Théorie queer. 
650 7 |a male homosexuality.  |2 aat 
650 7 |a sex role.  |2 aat 
650 7 |a GAMES  |x Board.  |2 bisacsh 
650 7 |a Gays.  |2 fast  |0 (OCoLC)fst00939255 
650 7 |a Gender identity.  |2 fast  |0 (OCoLC)fst00939593 
650 7 |a Queer theory.  |2 fast  |0 (OCoLC)fst01739572 
650 7 |a Video games  |x Social aspects.  |2 fast  |0 (OCoLC)fst01166440 
776 0 8 |i Print version:  |a Ruberg, Bonnie, 1985-  |t Video games have always been queer.  |d New York : New York University Press, [2019]  |z 9781479831036  |w (DLC) 2018037663  |w (OCoLC)1049577588 
830 0 |a Postmillennial pop.  |0 http://id.loc.gov/authorities/names/no2013000131 
856 4 0 |u https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=e000xna&AN=1909756  |y eBooks on EBSCOhost 
929 |a oclccm 
999 f f |i f726b894-87ff-440b-ba47-f5f46000eef2  |s 6f612888-85ec-4078-9e48-9b889c52616e 
928 |t Library of Congress classification  |a GV1469.17.S63R83 2019eb  |l Online  |c UC-FullText  |u https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=e000xna&AN=1909756  |z eBooks on EBSCOhost  |g ebooks  |i 13705787