Queering Human-Game Relations

Exploring Queer Mechanics & Play

In this talk, Merritt and I will be using the word “queer” in a very particular way. It might be easiest to think of that usage as the “verb” use of queer, and think about what it means to “queer” something. We want to give you some thoughts on the nature of the relationship between human beings and games, in the past and present, in the stories we tell about games and the way they shape us, what assumptions we make about human-game relations and how we might be able to queer them. Queer is a word in a constant process of mutation, inherently unfixed. As a young queer in the process of figuring myself out, I sought a word that described me—that somehow encompassed the different-than-expected tangle of my gender, my sexuality, the ways I use and make my body. “Queer,” as I understood it, dealt with these dilemmas by being a relentlessly unfixed signifier—not just available for reinterpretation and redeployment, but by insisting on standing for what’s outside, still unintelligible, not part of an orderly system. Continue Reading

FPS – Year Two

Looking Back & Looking Ahead

Today First Person Scholar turns two years old! We’d like to take this opportunity to look back on the year that was and to look forward to the years ahead. And so what follows are various ways of looking at FPS circa 2014—there’s a word cloud generated from all of the articles published this past year, stats on hits and popular articles, and thoughts from the FPS team. Before all that, though, we’d like to thank you for being a part of First Person Scholar for the past two years. Your readership, contributions, comments, favourites and retweets have made this site something we’re very proud to be a part of. Thank you! Continue Reading

Infinite Typewriters

Canon, Criticism, and Bioshock

“Prestige games” are a special class of AAA blockbuster, fully integrated into the commercial game industry and developed with huge production and marketing budgets, but understood to transcend mere entertainment. Although these games are expected to do business like other AAA titles, they are additionally ascribed a comparatively high degree of cultural prestige and aesthetic value, thus performing a legitimating function for the industry and mainstream gaming culture. BioShock (2007) is the archetypal prestige game, widely praised for its weaving together of dynamic first-person shooter gameplay distilled from its predecessor System Shock 2 (1999), a stylish Art Deco-inspired underwater setting, and “mature” commentary on Ayn Randian libertarianism, agency, and the forms and conventions of digital gaming (Sicart, 152). Continue Reading