TY - BOOK AU - Ruberg,Bo TI - Video Games Have Always Been Queer T2 - Postmillennial Pop SN - 9781479831036 AV - GV1469.17.S63 R83 2019eb U1 - 794.8 23 PY - 2019///] CY - New York, NY : PB - New York University Press, KW - Gays KW - Gender identity KW - Queer theory KW - Video games KW - Social aspects KW - SOCIAL SCIENCEĀ / Media Studies KW - bisacsh KW - Between Men KW - Burnout KW - Consentacle KW - Halberstam KW - Juul KW - LGBTQ experience KW - LGBTQ game-makers KW - LGBTQ KW - Musgrave KW - Octodad KW - Pong KW - Realistic Kissing Simulator KW - Sedgwick KW - Squinkifer KW - arcade games KW - avant-garde KW - chrononormativity KW - close reading KW - cultural logic KW - degamification KW - design KW - failure KW - game studies KW - gamification KW - heteronormativity KW - independent games KW - interactive systems KW - intimacy KW - methodologies KW - non-normativity KW - queer theory KW - queerness KW - regamification KW - spatiality KW - speedrunning KW - temporality KW - transgression KW - walking simulators N1 - restricted access N2 - Argues for the queer potential of video gamesWhile popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can-and should-be read queerly.In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games-because video games have, in fact, always been queer UR - https://www.degruyter.com/isbn/9781479893904 UR - https://www.degruyter.com/document/cover/isbn/9781479893904/original ER -