{"title":"Learning about Queer Representation through Mods: Reviewing Past Challenges and Outlining Ideas About Future Approaches","authors":"K. Howard","doi":"10.1145/3372923.3404780","DOIUrl":null,"url":null,"abstract":"In this paper I outline an idea that I am researching more fully in my PhD dissertation: using modification of video games as an educational method to explore queer representation. This paper primarily focuses on educational concerns related to that approach: I first review discussions about the challenges surrounding game-based learning approaches and claim that some common points of skepticism in these discussions actually highlight the effectiveness of games for learning about queer representation. I also suggest that, as a genre, choice-based interactive fiction is ideal for exploratory learning about queer representation in comparison to other kinds of games. I then analyze educational uses of video game modification, noting that one of the most common approaches is educators modifying popular games for the classroom. I claim that approach could work especially well as a way to explore problems with representation in video games. I close the article with a short discussion about expanding upon this approach by building an easily-modifiable interactive fiction game to address issues with portrayals of queerness in mainstream games, a method I examine more fully in my PhD dissertation and through an associated digital game prototype. Overall, I argue that interactive fiction works are very well-suited to dealing with issues of representation and that modifiable interactive fiction games are an effective way to learn more about problems with representation in video games.","PeriodicalId":389616,"journal":{"name":"Proceedings of the 31st ACM Conference on Hypertext and Social Media","volume":"6 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-07-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 31st ACM Conference on Hypertext and Social Media","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3372923.3404780","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
In this paper I outline an idea that I am researching more fully in my PhD dissertation: using modification of video games as an educational method to explore queer representation. This paper primarily focuses on educational concerns related to that approach: I first review discussions about the challenges surrounding game-based learning approaches and claim that some common points of skepticism in these discussions actually highlight the effectiveness of games for learning about queer representation. I also suggest that, as a genre, choice-based interactive fiction is ideal for exploratory learning about queer representation in comparison to other kinds of games. I then analyze educational uses of video game modification, noting that one of the most common approaches is educators modifying popular games for the classroom. I claim that approach could work especially well as a way to explore problems with representation in video games. I close the article with a short discussion about expanding upon this approach by building an easily-modifiable interactive fiction game to address issues with portrayals of queerness in mainstream games, a method I examine more fully in my PhD dissertation and through an associated digital game prototype. Overall, I argue that interactive fiction works are very well-suited to dealing with issues of representation and that modifiable interactive fiction games are an effective way to learn more about problems with representation in video games.