Cognitive Dissonance

A Scholarly Roundtable on GamerGate - Part II

What approaches need to be taken to assess the scope, actions, and meaning of GamerGate? A number of questions arise when considering GamerGate in light of its persistence and complexity. Is GamerGate, as Ryan Broderick argues, the last gasp of… Continue Reading

Sulking About Shulk

The Amiibo Craze & Nintendo’s 2015 Supply Problems

Four members of the Games Institute take a hard look at the Amiibo trend from a variety of angles including: historical materialism, fan exploitation, nostalgia, consumerism, fan cultures, and competing corporate strategies. A good mix of pontificating about Nintendo as a company and a culture and general nerding out. Continue Reading

Persuasive Games

The Expressive Power of Videogames

Before I begin this review of Ian Bogost’s Persuasive Games (PG), I have to make two points that address the nature of this review. One, I am relatively new to game studies, and PG may very well be the first book of video game scholarship I have read. Two, PG is not altogether new (but I hesitate to say “old”), since it was published in 2007. So, as I am writing this review, I am aware of the delayed context of the review and that some, if not most FPS readers are already familiar with Bogost’s text and Bogost himself. At the same time, not everyone can read all the things, and so this review will hopefully be helpful to those who are considering perusing PG. This review, then, can be a useful but brief return to Bogost’s text for those who have already read PG; it can be an introduction for those unfamiliar with the text and it can perhaps provide a different perspective from a newcomer to the field of game studies. Continue Reading

Cards Against Humanity Is _________

Playing With & Playing Up Difference in Games

I want to frame this essay with the current furor going on in video game cultures and video game communities, particularly the backlash against women gamers, feminist critiques of games, and any charges of racism, homophobia, ableism, and such in games and gaming communities. Think Anita Sarkeesian, Briana Wu, #GamerGate, Nintendo’s Tomodachi Life scandal, and the recent Pew report that reveals that women are largely unwelcome in gaming. In essence, it is really important to understand that among certain segments of gamers what fuels the backlash is the defense that, “a game is just a game.” Because it is play and not “real,” games are thereby immune to analysis or critique, and players themselves are somehow released from responsibility as well. Continue Reading

On Beauty

Gamers, Gender, & Turing

Games are beautiful, because in the case of games, someone or something gave rise to the creation, and someone or something must play. If it appears I am inadequately utilizing the language typically reserved for passion, desire, love, and flowers, it may be because gaming–it’s interaction and play–is being underestimated. For those working in the field of new media studies and art, most of us do this work because we believe that technology can provide radical possibilities of community and creativity. I believe digital games can provide these radical possibilities. I believe this about gaming, even though I am not a gamer. Continue Reading

Designing for the Other

Serious Games, Its Challenges, & Mindful Play

It has been foretold that Games will define the nature of media in the 21st century[1]. As with any expanding media form, games have splintered into smaller and smaller sub-genres. Serious Games is one of these sub-genres, and my field of practice at my studio Antidote Games. The use of games to resolve topics with real world consequences is commonly referred to as Serious Games. Usually, the conversation around games splits into the familiar AAA vs Indie divide, and there is a similar divide between games for pleasure or games for social justice. The separation into games for “fun” and games for “change” has given new life to the exploration of serious “real-world” topics in game making. While a lot of this conversation circles around unfamiliar narrative paths being explored in autobiographical games and games that contextualize unfamiliar topics for players in the west, my interest is in opening up a part of Serious Games that rarely get discussed, much less critiqued: games made for people in non-western countries as part of aid or educational programs. Continue Reading

All Balled Up Inside

Consent, Pinball, & the End of ‘Sex as Conquest'

What does pinball have to offer in the context of consent and queerness? The short answer is about 2,000 words of a “social justice warrior” yelling at you about gaming. The longer answer is about 1,975 words of a “social justice warrior” yelling at you about resisting compulsory sexual standards and the end of sex as conquest.

What is “sex as conquest”? To answer that, first we need to discuss what consent means. Consent is not merely a thing that is given or traded between two people. It is a communal, philosophical, and political ethos that attempts to be aware of class, gender, power structures, and power differentials. When we talk about consent, we’re not just talking about you agreeing to something. We’re talking about the framework within which you can agree to something and the tools you have access to in order to agree— whether it’s to agree to have sex or to exchange power. Continue Reading