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2020
DOI: 10.5210/fm.v25i8.10439
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Beyond texts: Using queer readings to document LGBTQ game content

Abstract: Queer readings of texts allow audiences, queer or not, to see the possibility for queerness in media that does not explicitly name LGBTQ identities. At times these readings are intended by creators but they need not be, as audiences themselves help establish the queer potential of texts through their own reception practices. Studying queerly read content in media necessarily requires moving beyond a singular textual object, as authorship, fandom, and reception practices are all central to identifying queerly r… Show more

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Cited by 5 publications
(8 citation statements)
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References 41 publications
(52 reference statements)
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“…In fact, some reviewers noted that the appeal of escapism in games was to engage with this opportunity for expansive empathetic experience. Deconstructing games as texts (Shaw and Persaud, 2020) then should include not simply the games in isolation, but also the experience gamers have of those games as they play.…”
Section: Discussionmentioning
confidence: 99%
See 2 more Smart Citations
“…In fact, some reviewers noted that the appeal of escapism in games was to engage with this opportunity for expansive empathetic experience. Deconstructing games as texts (Shaw and Persaud, 2020) then should include not simply the games in isolation, but also the experience gamers have of those games as they play.…”
Section: Discussionmentioning
confidence: 99%
“…Conversely, various authors touch on the lack of understanding of LGBTQ individuals’ relationship with media (Campbell, 2000; Condis, 2015; Floegel & Costello, 2019; Ouellette, 2013). Other studies grapple with the differences in Queer representation by LGBTQ creators and how that compares to the representation of Queer characters by non-Queer creators (cis/het) (Bragança et al, 2016; Shaw & Persaud, 2020; Ouelette, 2013). Bragança, Mota, and Fantini (2016) outline this difference in terms of the complexity of representation, which is more nuanced and expansive in the work of LGBTQ creators with regard to Queer experience(s).…”
Section: Literature Reviewmentioning
confidence: 99%
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“…Despite the relative novelty of game live streaming as a medium, our study is firmly rooted in a longer tradition of queer media studies research. Taking niche queer subcultures and their interpretive work seriously as an object of study builds on past work on queer readings and implicitly and explicitly queer media (Benshoff and Griffin 2006;Gross 2001;Ruberg and Shaw 2017;Russo 1987;Sender 2005;Shaw and Persaud 2020). As Shaw (2015) has shown, it is unwise to capture the diverse experiences of queer gamers under a simple slogan like "Representation matters!," without inviting questions of "how?," "why or why not?," and "for whom?."…”
Section: Representation and Authenticity Onlinementioning
confidence: 99%
“…Despite the relative novelty of game live streaming as a medium, our study is firmly rooted in a longer tradition of queer media studies research. Taking niche queer subcultures and their interpretive work seriously as an object of study builds on past work on queer readings and implicitly and explicitly queer media (Benshoff and Griffin 2006; Gross 2001; Ruberg and Shaw 2017; Russo 1987; Sender 2005; Shaw and Persaud 2020). As Shaw (2015) has shown, it is unwise to capture the diverse experiences of queer gamers under a simple slogan like “Representation matters!,” without inviting questions of “how?,” “why or why not?,” and “for whom?.” Observation of these communities, as they wrestle with questions of representation “live,” between fellow queer streamers and their queer audiences, offers a timely contribution to queer media studies, as well as broadening scholarly understandings of Twitch and notions of internet microcelebrity on social media platforms with live streaming capabilities.…”
Section: Representation and Authenticity Onlinementioning
confidence: 99%