1
10
1
-
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Pesquisa Acadêmica
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
The queer case of video games: orgasms, Heteronormativity, and video game narrative
Type
The nature or genre of the resource
Journal Article
Creator
An entity primarily responsible for making the resource
Shira Chess
Date
A point or period of time associated with an event in the lifecycle of the resource
Janeiro 1, 2016
Contributor
An entity responsible for making contributions to the resource
Leticia Rodrigues
Zotero
Title
The queer case of video games: orgasms, Heteronormativity, and video game narrative
Item Type
Journal Article
Author
Shira Chess
URL
http://dx.doi.org/10.1080/15295036.2015.1129066
Volume
33
Issue
1
Pages
84-94
Publication Title
Critical Studies in Media Communication
ISSN
1529-5036
Date
Janeiro 1, 2016
DOI
10.1080/15295036.2015.1129066
Access Date
2017-01-18 21:35:53
Library Catalog
Taylor and Francis+NEJM
Abstract Note
In recent years, scholars have theorized about the narrative potential of video games. These conversations have helped to situate a complex new medium into the parameters of older forms of storytelling. This paper argues that these debates often privilege heteronormative formulations of narrative structure. Building on the work of Judith Roof (1996. Come as you are: Sexuality and narrative. New York: Columbia University Press), I illustrate how traditional narrative theory relies on masculine, heteronormative conceptualizations of a necessarily reproductive climax. Queer narrative theory, in contrast, focuses on the pleasurable possibilities embedded in the middle of the narrative. Similarly, gaming narratives play in the middle spaces where queer narrative thrives. Using this as a theoretical model, I explore how games are more effective in the narrative middle and provide a new lens for both narrative scholars and gaming scholars.
Short Title
The queer case of video games
Attachment Title
Snapshot
feminist theory
narrative
queer technologies
queer theory
Video Games