Making Queer Asiatic Worlds: Performance and Racial Interaction in North American Visual Novels

Pub Date : 2022-01-27 DOI:10.1215/00029831-9696973
Christopher B. Patterson
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Abstract

This paper argues that video games expose the presumptions separating “Asian America” and “Asia” in the traditional senses of isolation, origination, and presumed distance. It does so by focusing on the most “Asiatic” genre of video games today, the North American visual novel, which offers a counterdiscourse to normative modes of play and attempts to offer utopic spaces to reflect upon the “real” genres of race and neo–Cold War geopolitics. Using theories of performance from Dorinne Kondo and others, the author shows how queer indie visual novels are primarily aspirational, in that they build queer, utopic, and seemingly anti-racist worlds through the Asiatic space of the visual novel form. In so doing, they also allow players to explore the Asiatic as a means of repairing the traumas and distances of American imperial cultures. The article analyzes four visual novels to make this argument: three by non-racially-identifying North American designers—Doki Doki Literature Club! (2017) by Dan Salvato, Analogue: A Hate Story (2012) by Christine Love, and Heaven Will Be Mine (2018) by Aevee Bee—and Butterfly Soup (2017), a game by the queer Asian/American designer Brianna Lei. If games make the boundaries of Asia and America irrelevant, visual novels explore this irrelevance through Asiatic irreverence.
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创造更奇特的亚洲世界:北美视觉小说中的表现与种族互动
本文认为,电子游戏暴露了传统意义上的孤立、起源和假定距离将“亚裔美国”和“亚洲”分隔开来的假定。它通过关注当今最“亚洲化”的电子游戏类型——北美视觉小说来做到这一点,该小说为规范的游戏模式提供了一种反话语,并试图提供乌托邦空间来反思种族和新冷战地缘政治的“真实”类型。作者运用Dorinne Kondo等人的表演理论,展示了酷儿独立视觉小说的主要抱负,因为它们通过视觉小说形式的亚洲空间构建了酷儿、乌托邦和看似反种族主义的世界。在这样做的过程中,它们还允许玩家探索亚洲,作为修复美国帝国文化创伤和距离的一种手段。本文分析了四部视觉小说来提出这一论点:其中三部是由非种族认同的北美设计师——Doki Doki文学俱乐部创作的!Dan Salvato的《模拟:仇恨故事》(2017),Christine Love的《天堂将是我的》(2012),Aevee Bee的《天国将是我》(2018),以及亚裔/美国酷儿设计师Brianna Lei的游戏《蝴蝶汤》(2017年)。如果说游戏让亚洲和美国的边界变得无关紧要,那么视觉小说则通过亚洲的不敬来探索这种无关紧要的关系。
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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