A Better World

Examples of Disability in Overwatch

Video games, like any other cultural product, reflect the cultural values that influence their creation; these values then influence perceptions on what is normal and acceptable in a social context (Flanagan and Nissenbaum 2014). Mass media shapes the perceptions of disability by influencing the language used to talk about disabilities, including what is (or -perhaps more significantly-, what is not) covered by news outlets and other mass media (Haller 2010). The invisibility of those with disabilities continues to be normalized when they are left out of media such as video games. Continue Reading

Mad/Crip Games and Play

An Introduction

Content Notification: reference to self-harm

The first time I saw Poison Ivy, I fell in love with her. But I didn’t get to play Ivy. I had to play Batman. And Batman punished Ivy for being a Mad queer femme. He played the role of the legal system, and the legal system punishes people like her, like me. The logic of the game was patriarchal, sanist, ableist. The game made me hurt us.
Continue Reading

FPS Special Issue Call for Papers

Mad/Crip Games and Play

Call For Papers

CFP: Disabled characters tend to appear as villains, sidekicks, and/or background props to add “flavour” to games, rather than as protagonists. These media representations both infantilize disabled bodies and perpetuate harmful stereotypes. Access to games and gaming culture remains exclusive to the assumed able-bodied player. This special issue invites Mad and crip perspectives on games, play, and gaming culture. Continue Reading

Dr. Livingston in No Man’s Sky

The effect of researching interactive media

Since its inception, the camera has captured and confounded us. The introduction of recording devices ranging from the phonograph to the photograph marked an astounding technological achievement: we could now collect moments in time. Relatively recently, this affordance has been extended to our gaming experiences. Consoles have incorporated screenshot functions into their operating systems, like the PlayStation 4’s dedicated “SHARE” button for recording and sharing gameplay. More dynamic “photo mode” features are creeping into many of the most visually compelling games as of late, such as Shadow of Mordor, Grand Theft Auto IV and V, Uncharted 4, and Batman: Arkham Knight. Continue Reading

Becoming Sensate

New Approaches to Observing Play

Games move us (Apperley & Jayemayne, 2012; Giddings, 2009). They teach us how to play them, how to move through their worlds, how to learn their protocols, and how to negotiate their persistent blending of virtual and physical worlds. The moving parts of a situation of gameplay – the platform, the narrative, the player and her environment – act as an assemblage, a constantly changing interaction of humans and nonhumans influencing one another. The notion of play is not a fixed reality, but a result of these elements in constant contact and becoming what we recognize as play (Massumi, 2002). Continue Reading

Destructive Tumbleweeds and WereBeavers

Attuning to Time and Space in Don’t Starve Together

Dropped into a wilderness with no instructions, no inventory, and no end goal, Woodie the Lumberjack and Wilson the Scientist wait for my partner (Adam) and I to take control and guide them around Don’t Starve Together’s randomly generated world. These characters have the skills to craft tools from sticks, scavenge food from animals, and properly cook berries and meat over a campfire. In return, we as players must lead them to resources and develop a strategy for keeping the characters alive. The only problem is that we have no idea what we’re doing. Continue Reading

Getting Good: An Introduction to the Becoming Machine Series

As a researcher who studies games and their practices, communities, and industries, I am deeply interested in the ways that my own proficiency with games (or lack of) modifies how and what I know about them. To take a pithy example, my years-long experience playing in Guild Wars 2’s PvE scene affords me some insight into the ways that the game has evolved to create some opportunities for incidental collaboration between players while suppressing others. At the same time, my utter incompetence with the game’s PvP play leaves me less capable (and less willing) to investigate it – to ask, for instance, how the Guild Wars 2’s meta has evolved in response to the demands of top competitive guilds. Continue Reading