Paper to be presented at the International Communication Association Annual Conference, Washington, D.C.
As video games become an increasingly mass medium — not intended for niche audiences but deployed with different genres, styles, and platforms — it is an apt time to rethink the role of feminism in gaming. Feminism, as it is deployed in this paper, considers feminism as discursive, exceeding “women” as its subject, per Judith Butler, and is instead about how systems facilitate emancipation (Butler, 1990). In this way, I consider three categories of how we can think about what a feminist game might look like: (1) technological deployment, (2) game mechanics, (3) game narratives. Using Kimberlé Crenshaw’s (1989) designation of “intersectionality” (ie, the interdependence of systems of oppression), I break down the feminism inherent in games such as Stardew Valley, Life is Strange, and Monument Valley. This approach of considering the feminism of games that already exist allows us to be forward-looking at the future of the medium as well as the future of the industry.
Abstract: This chapter explores how video games interact with individual characteristics to afford unique opportunities for behavior change. It first considers how video games differ from traditional media, and more specifically how they create virtual situations that may be perceived differently from those naturally occurring in reality. In this regard, the concept of situational affordance […]
Voice actors and video games in the age of convergence
Abstract: “What type of sword am I wielding?” For most performers in visual media this question is moot, clearly answered by the prop department – but for video game voice actors, understanding the imaginary weight and velocity of an object provides essential information to help them find the appropriate vocal range for a performance. Voice […]
Society for Cinema and Media Studies, Seattle, WA, March 2019.read more