Editor's Introduction

IF 0.7 Q3 COMMUNICATION
Carly A. Kocurek
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引用次数: 1

Abstract

In 2012 Nina Huntemann wrote, “It isn't difficult to find feminist game studies, or feminist gamers.”1 This is no less true eight years later. It isn't difficult to find feminist game studies. Academics—like me and the contributors to this special issue—produce articles, monographs, special issues, and edited collections with steady regularity, and the broader community of game critics digs in with video essays, podcasts, and op-eds. Those working in industry participate in this discourse as well, as evidenced for instance by panels and events at the Game Developers Conference. Feminist thinkers have been tackling the tangled knot of games culture for at least twenty years. The now-classic From Barbie to Mortal Kombat: Gender and Computer Games (1998) launched multiple follow-up anthologies.2 Game developers like Brenda Laurel, Sheri Graner Ray, and Megan Gaiser helped spearhead a movement to take girls seriously as players in the mid-1990s and have continued to write and speak extensively about games and gender.3 Depictions of women in games have driven inquiry into a number of games, including notably the Tomb Raider series.4 Feminist scholars have long researched complexities of gamer culture, including competitive gaming, arcade culture, fandom, and player identity.5 An energetic flurry of feminist thought about video games helped define game studies in the early part of this decade. Alex Layne and Samantha Blackmon first launched Not Your Mama's Gamer as a feminist game studies blog in 2011.6 The first issue of Ada New Media in 2012 included Mia Consalvo's call to action for game scholars, arguing that feminist scholars must address what she termed “toxic gamer culture,” and Lisa Nakamura's “Queer Female of Color: The Highest Difficulty Setting There Is? Gaming Rhetoric as Gender Capital.”7 The entirety of the journal's second issue, edited by Huntemann, focused on …
编辑器的介绍
2012年,Nina Huntemann写道:“不难找到女权主义游戏研究或女权主义游戏玩家。”1八年后,情况也是如此。女性主义游戏研究并不难找到。像我和本期特刊的撰稿人一样,学术界人士以稳定的规律性撰写文章、专著、特刊和编辑集,更广泛的游戏评论家群体则通过视频文章、播客和评论进行挖掘。业内人士也参与了这场讨论,例如游戏开发者大会上的小组讨论和活动就证明了这一点。女权主义思想家已经解决游戏文化的纠结问题至少二十年了。现在的经典作品《从芭比娃娃到真人快打:性别与电脑游戏》(1998)推出了多个后续选集,梅根·盖瑟(Megan Gaiser)在20世纪90年代中期帮助领导了一场将女孩视为玩家的运动,并继续撰写和广泛谈论游戏和性别。3游戏中对女性的描述推动了对许多游戏的调查,尤其是《古墓丽影》系列。4女权主义学者长期以来一直在研究游戏玩家文化的复杂性,街机文化、粉丝群体和玩家身份。5在本世纪初,对电子游戏充满活力的女权主义思想帮助定义了游戏研究。Alex Layne和Samantha Blackmon于2011年首次推出了《Not Your Mama’s Gamer》,作为一个女权主义游戏研究博客。6《阿达新媒体》2012年的第一期包括Mia Consalvo对游戏学者的行动呼吁,认为女权主义学者必须解决她所说的“有毒的游戏玩家文化”,以及Lisa Nakamura的《有色人种酷儿女性:最高难度设置?游戏修辞作为性别资本》…
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Feminist Media Histories
Feminist Media Histories Arts and Humanities-History
CiteScore
0.70
自引率
0.00%
发文量
18
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