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
Review by Choice Review

Ruberg's latest book unites LGBTQ theory, game studies, and close reading. It draws on a theoretical and practical understanding of the two subjects, making connections for the reader between theory and the affective experiences of gaming and "queerness." This title distinguishes itself from Ruberg's anthology Queer Game Studies (CH, Oct'17, 55-0654, coedited with Shaw) by focusing on the methodology of close reading. Analyses of games are paired with particular works of LGBTQ theory, looking for "resonances" between the two that create new meaning. Ruberg purposefully looks beyond games with LGBTQ representation, focusing instead on symbolism, mechanics, and players' experiences to lay claim to games that are not at first glance identifiable (or designed intentionally) as "queer." The book's premise and methods may be controversial--particularly, as the author speculates, among the gaming community. Ruberg anticipates and addresses incredulity in several sections, including chapter 2, "Getting Too Close." Well researched and written, this book meets its goal to "[approach] the medium from new angles … allowing the multifaceted nature of queerness to disrupt, enrich, and complicate the standard set of lenses through which scholars and players make sense of video games" (p. 22). Summing Up: Highly recommended. Libraries seeking to level up their game or LGBTQ studies collections. --Lauren deLaubell, SUNY Cortland

Copyright American Library Association, used with permission.
Review by Choice Review