{"title":"Craig Of the Creek: Black childhood and environmental racism","authors":"Alex Thomas","doi":"10.1080/15295036.2022.2083206","DOIUrl":"https://doi.org/10.1080/15295036.2022.2083206","url":null,"abstract":"ABSTRACT The animated show Craig of the Creek is an important source of animated environmental imagery for children as its main characters and plot provide the opportunity to discuss both race and environmental issues. However, these shows often only show one view of environmental degradation and ignore issues like environmental racism and urban housing issues. The history of racial environmental innocence and the exclusion of people of color need to be considered to fully understand the benefits and shortcomings of the show’s narrative. I argue that while Craig of the Creek resists some notions of racial innocence, the show still promotes a mainly romanticized, commodified view of nature. To do this, I provide a close ecocritical analysis utilizing discourse analysis and environmental racism theory to explain how well the show includes social inequality. I conclude that while the cartoon acknowledges pollution and the dangers of nature, it largely ignores the complicated relationship between race and the environment and reproduces the idea of the environment being nothing more than a commodity. It glosses over the complicated history that both people of color and indigenous people have with nature ownership and is passing on an unfortunate lesson to children viewing the program.","PeriodicalId":47123,"journal":{"name":"Critical Studies in Media Communication","volume":"34 1","pages":"380 - 393"},"PeriodicalIF":1.0,"publicationDate":"2022-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74721298","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Ignoring the blood on the tracks: exits and departures from game studies","authors":"K. Bergstrom","doi":"10.1080/15295036.2022.2080847","DOIUrl":"https://doi.org/10.1080/15295036.2022.2080847","url":null,"abstract":"ABSTRACT In this article I examine game studies’ role in training students who go on to work in or study the games industry. Using a feminist lens to critique the leaky pipeline metaphor, I discuss how this metaphor assists in a collective amnesia that allows game studies to ignore the larger culture problems associated with games and the industry that makes them. In its place, I offer up Neil deGrasse Tyson’s use of “blood on the tracks” to describe how some people are actively pushed out of our field. As a way forward, I suggest that by reimagining how we teach game studies’ genesis point, it will offer up the potential for a brighter, more diverse future for our field.","PeriodicalId":47123,"journal":{"name":"Critical Studies in Media Communication","volume":"43 1","pages":"173 - 180"},"PeriodicalIF":1.0,"publicationDate":"2022-05-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77998058","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Amanda L. L. Cullen, Rainforest Scully-Blaker, Ian Larson, Kathryn Brewster, Ryan Rose Aceae, William Dunkel
{"title":"Game studies, futurity, and necessity (or the game studies regarded as still to come)","authors":"Amanda L. L. Cullen, Rainforest Scully-Blaker, Ian Larson, Kathryn Brewster, Ryan Rose Aceae, William Dunkel","doi":"10.1080/15295036.2022.2080845","DOIUrl":"https://doi.org/10.1080/15295036.2022.2080845","url":null,"abstract":"ABSTRACT As members of the Critical Approaches to Technology and the Social (CATS) Lab at UC Irvine, we are particularly motivated by this special issue’s call to action. As a collective of interdisciplinary students at various stages in relevant degrees, we are the future of game studies. As such, this question strikes us not as one for speculation, but as a space to commit a set of shared values necessary for game studies to have a future—one that is more equitable, more sustainable, and more transparent. We argue that working towards this future will require an increased commitment to critiquing the relationship between industry and game-making practice; examining the sociopolitical landscape of both game culture and the world; and an attention to the institution of the university itself. Imagining the future in this way is a necessary practice, and a core component to scholarly critique. When we imagine the future, we can work both towards and against it. We do this work as researchers, but also as streamers, makers, critics, and players, each of whom brings our perspective to this special issue to articulate our vision of a critical game studies that strives for equity, sustainability, and self-reflexivity.","PeriodicalId":47123,"journal":{"name":"Critical Studies in Media Communication","volume":"186 1","pages":"201 - 210"},"PeriodicalIF":1.0,"publicationDate":"2022-05-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80647285","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Towards intersectional and transcultural analysis in the examination of players and game fandoms","authors":"S. Ganzon","doi":"10.1080/15295036.2022.2080846","DOIUrl":"https://doi.org/10.1080/15295036.2022.2080846","url":null,"abstract":"ABSTRACT This paper argues for transculturality in critical examinations of diversity in player communities. Transculturality enriches discussions on intersectionality in games and fandom by challenging its default male whiteness and Eurocentricity, and acknowledging the presence of non-normative players who have always existed in game communities. Intersectional game studies is transcultural game studies.","PeriodicalId":47123,"journal":{"name":"Critical Studies in Media Communication","volume":"29 1","pages":"221 - 229"},"PeriodicalIF":1.0,"publicationDate":"2022-05-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74563310","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Too close, too intimate, and too vulnerable: close reading methodology and the future of feminist game studies","authors":"Sarah Stang","doi":"10.1080/15295036.2022.2080851","DOIUrl":"https://doi.org/10.1080/15295036.2022.2080851","url":null,"abstract":"ABSTRACT In this article I discuss close reading as a methodology for feminist game studies. Due to its centralization of the researcher’s own interpretations, close reading can be a particularly fruitful methodology for marginalized scholars discussing the ways games construct, position, and portray their own identities. However, this intimacy can also result in vulnerability, in part because reactionary and conservative members of the gaming community continue to insist that video games should be “just for fun” and push back against reading “too much” into them. This pushback has been directed in particularly hostile ways towards feminist critics and scholars who interpret game narratives or characters as misogynistic, homophobic, or racist. Yet, in order to make positive change happen, more feminist research on games needs to reach the broader public and intimate social justice-oriented close reading must become normalized rather than niche. In this sense, close reading can be both a methodology and a political stance.","PeriodicalId":47123,"journal":{"name":"Critical Studies in Media Communication","volume":"58 1","pages":"230 - 238"},"PeriodicalIF":1.0,"publicationDate":"2022-05-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84789089","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"“The future of media studies is game studies”","authors":"S. Chess, M. Consalvo","doi":"10.1080/15295036.2022.2075025","DOIUrl":"https://doi.org/10.1080/15295036.2022.2075025","url":null,"abstract":"ABSTRACT Game studies, as a subfield of media and/or communication studies, has occupied an odd place within critical media studies. Those who are invested in critical theory of video game studies understand the importance of the subfield, those who do not study or play video games tend to think of the topic as “other”—as distinct from other theoretical compartments of media studies work. Yet, as the games scholars in this invited issue explain, games are now a central component in the convergence of media content, media platforms and technologies, and media audiences. Theories and methods that help us understand games and their culture are therefore increasingly relevant to understanding wider media production and use. The goal with this special issue, therefore, was to offer a variety of approaches and specifics that would be helpful to scholars both within and beyond game studies.","PeriodicalId":47123,"journal":{"name":"Critical Studies in Media Communication","volume":"322 1","pages":"159 - 164"},"PeriodicalIF":1.0,"publicationDate":"2022-05-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80267690","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Decolonizing play","authors":"Aaron Trammell","doi":"10.1080/15295036.2022.2080844","DOIUrl":"https://doi.org/10.1080/15295036.2022.2080844","url":null,"abstract":"ABSTRACT The past five years have seen the development of what Mukherjee, S. (2018. Playing subaltern: Video games and postcolonialism. Games and Culture, 13(5), 504–520) and Murray, S. (2018. The work of postcolonial game studies in the play of culture. Open Library of Humanities, 4(1), 1–25) (amongst others) term postcolonial game studies. Postcolonial game studies looks at how games represent colonial and postcolonial environments in the story worlds they present, and also considers how these games are consumed by players in postcolonial nations. Fittingly, it is a critique both of how games reproduce colonial tropes. In this essay, I argue that the work of decolonizing games requires that we also decolonize play. Here I shall argue that the foundational theories of play that game scholarship is predicated upon are built upon a racist and xenophobic binary that pits civilization against barbarism. This binary is a consequence of a white European canon of game studies scholarship that has supported a grand theory of play apprehended only through an etic lens. If we are to consider the future of game studies, I think we should work to decolonize play. Crucially, we must attend to how Black, Indigenous, and people of color (BIPOC) play globally and consider the many other ways—beyond merely games—that this play is articulated.","PeriodicalId":47123,"journal":{"name":"Critical Studies in Media Communication","volume":"242 1","pages":"239 - 246"},"PeriodicalIF":1.0,"publicationDate":"2022-05-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74490759","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Another world is possible: building games for just futures","authors":"Alexandrina Agloro","doi":"10.1080/15295036.2022.2080849","DOIUrl":"https://doi.org/10.1080/15295036.2022.2080849","url":null,"abstract":"ABSTRACT Game design in systematically excluded communities offers a powerful framework for empowering communities. These findings are based upon The Resisters—an alternate reality game built with young people about social movement history in Providence, RI—and Vukuzenzele—a collaboration between an interactive media firm and an informal settlement non-governmental organization (NGO) in Cape Town, South Africa. In this article, I assert the value of game development as a process, the importance of considering collaborations with stakeholders, and the challenges and possibilities of intentional game design.","PeriodicalId":47123,"journal":{"name":"Critical Studies in Media Communication","volume":"61 1","pages":"165 - 172"},"PeriodicalIF":1.0,"publicationDate":"2022-05-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72753564","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The metaverse, but not the way you think: game engines and automation beyond game development","authors":"Aleena Chia","doi":"10.1080/15295036.2022.2080850","DOIUrl":"https://doi.org/10.1080/15295036.2022.2080850","url":null,"abstract":"ABSTRACT The production of videogames routinely uses automated techniques to generate content, rig animations, map light, and script behaviors. The automation of programming and artistic functions is increasingly baked into game engines that work with other software applications in 3D production ecosystems, which are laying the foundations for what is being pitched by platform companies as the future metaverse. Platform studies has analyzed automated decision-making through the politics of classification. Game studies has investigated engines such as Unreal and Unity as platform tools that consolidate power through asymmetries of interconnectivity and interoperability. This commentary discusses the automaticity of game engines as platform tools for designing and simulating interactive 3D worlds within and beyond games. Outlining the structuring force of game engines from game development and entertainment media to architecture, engineering, construction, and manufacturing, I speculate on the implications of engines for game workers and game studies.","PeriodicalId":47123,"journal":{"name":"Critical Studies in Media Communication","volume":"9 1","pages":"191 - 200"},"PeriodicalIF":1.0,"publicationDate":"2022-05-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89244524","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Diversity is not a win-condition","authors":"Tara Fickle, Christopher B. Patterson","doi":"10.1080/15295036.2022.2080852","DOIUrl":"https://doi.org/10.1080/15295036.2022.2080852","url":null,"abstract":"ABSTRACT This article examines several genres of role-playing games in terms of their procedural logics of racial management as an attempt to understand how game logics can express varying and often contentious ways of enacting “diversity.” It argues that games themselves can help answer one of the most persistent questions about games today: “how do we make games more diverse?” We proceed by defining the racial logics—the “diversity rules”—structuring the Mass Effect series (BioWare, 2007–), Genshin Impact (miHoYo, 2020), and Divinity: Original Sin 2 (Larian Studios, 2017). These games respectively place the player in the role of multicultural manager, racial empath, and divine avatar. These games show us the many logics, strategies, and appropriations that can occur when diversity itself is treated not as a complex process toward building social justice, but as an obtainable asset, and as the sole win condition in making and selling a game. Attending to these racial logics can open paths to new disciplinary directions in game studies by pushing beyond established domestic boundaries, liberal multiculturalist definitions of diversity, and ultimately into revealing our regional attitudes and particular ways of defining and practicing “diversity.”","PeriodicalId":47123,"journal":{"name":"Critical Studies in Media Communication","volume":"21 1","pages":"211 - 220"},"PeriodicalIF":1.0,"publicationDate":"2022-05-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84483099","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}