Chess, S. (2016). The Queer Case of Video Games: Orgasms, heteronormativity, and video game narrative. Critical Studies in Media Communication 33(1): 84-94.
In recent years, scholars have theorized about the narrative potential of video games. These conversations have helped to situate a complex new medium into the parameters of older forms of storytelling. This paper argues that these debates often privilege heteronormative formulations of narrative structure. Building on the work of Judith Roof (1996), I illustrate how traditional narrative theory relies on masculine, heteronormative conceptualizations of a necessarily reproductive climax. Queer narrative theory, in contrast, focuses on the pleasurable possibilities embedded in the middle of the narrative. Similarly, gaming narratives play in the middle spaces where queer narrative thrives. Using this as a theoretical model, I explore how games are more effective in the narrative middle and provide a new lens for both narrative scholars and gaming scholars.
Abstract: Written for the theoretical section of this edited book, this chapter maps the conceptual terrain for the concept of “transcultural subjectivity.” It offers new insights into thinking about the idea, practice and constructed personhood in contemporary global media forms in post-colonial contexts. It draws on the literature of post-colonial studies, transnational media studies and […]
Abstract: This essay considers the American heroine as portrayed in life and death on the pages of newspapers and magazines. Journalists use, and sometimes misuse, the term “hero” as a type of news frame, a tradition of highlighting extraordinary feats of individuals. In the United States, journalistic references to heroism both increased and evolved as […]