“Share Melancholy Thoughts”

Playing with Mental Illness in The Sims 4

I wake up sad, but I ignore the mood and continue with my day, taking care of my needs, going to work. When I return home, I file reports on my computer, cancelling the impulse to talk to my desk, as the reports will take longer if I do. I keep progressing, always a forward trajectory: I become charismatic, get promotions, work towards my aspiration by learning to play chess and keeping a half-built spaceship in my backyard. I am developing a friendship that might become more than that with a neighbour who constantly sports a tweed newsboy cap and a blue silk shirt. I’m playing The Sims 4 and my character is my first intentionally “insane” character. Continue Reading

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

Madness as True Sight in The Cat Lady and Fran Bow

Video games, particularly role-playing games, have addressed madness in various ways since their inception, though usually in the form of villains and antagonists whose sole motivation for their evil deeds is their madness. Although inclusivity is important, connecting madness (among other marginalized identity markers, such as gender deviance, queerness, and femininity) with villainy only serves to further alienate and demonize those who identify as mad or have been diagnosed with a mental illness. 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