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
“…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%
“…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). The authors further note that widespread representation leads to acceptance, so much the better if those representations are authentic and nuanced, and accurately reflect the experiences of LGBTQ people (Bragança et al, 2016; Shaw and Persaud, 2020).…”
Video games reflect the current culture and society. Games stand as points of transmission that reflect cultural trends and social norms, although not comprehensively. While it seems that more games have tried to be inclusive of diverse gender and sexual identities recently, there is still a lack of studies that discuss how real video game players see LGBTQ+ inclusive games. To understand the game players’ perceptions in this regard, this study qualitatively analyzes online video game review postings from Steam, focusing on user reviews of gender and sexuality inclusive games. Based on four gender and sexuality inclusive video games selected, we collected 400 user-generated video game reviews as our dataset. Our findings identified 22 primary themes, including Mood/Emotions, Social/Cultural Importance and Representation. This paper further discusses some of the critical topics discovered, such as identity, conflicts in game communities and representation.
“…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%
“…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). The authors further note that widespread representation leads to acceptance, so much the better if those representations are authentic and nuanced, and accurately reflect the experiences of LGBTQ people (Bragança et al, 2016; Shaw and Persaud, 2020).…”
Video games reflect the current culture and society. Games stand as points of transmission that reflect cultural trends and social norms, although not comprehensively. While it seems that more games have tried to be inclusive of diverse gender and sexual identities recently, there is still a lack of studies that discuss how real video game players see LGBTQ+ inclusive games. To understand the game players’ perceptions in this regard, this study qualitatively analyzes online video game review postings from Steam, focusing on user reviews of gender and sexuality inclusive games. Based on four gender and sexuality inclusive video games selected, we collected 400 user-generated video game reviews as our dataset. Our findings identified 22 primary themes, including Mood/Emotions, Social/Cultural Importance and Representation. This paper further discusses some of the critical topics discovered, such as identity, conflicts in game communities and representation.
“…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
Game live streaming scholarship has explored how the medium offers diverse forms of self-presentation, increasingly commercialized avenues of promotion, and vivid examples of participatory cultural production. This article focuses on the vibrant Twitch.tv subculture of drag artist game live streamers (or drag streamers) who engage in digital labor and performance, offer a distinct case of queer internet microcelebrity, and highlight tensions concerning the representation of queer identities in the social media age. As more queer people begin developing branded social media selves in spaces of real-time performance, such as the increasing number of drag streamers on Twitch, we contend that their performance of queerness becomes tied up in both potential avenues for monetization and the expectations of their followers. We conclude by developing the concept of “queer mediated liveness” to describe the labor, esthetics, and live content creation of queer streamers.
The present study fills a gap in the media entertainment and fan studies literatures with an exploration of media fandom in relation to fans’ sexual identity acceptance. Using a sample of Taylor Swift fans who identify as women (N = 771), we address how fans’ motivations, practices, and oppositional readings of Taylor Swift’s 2020 album, folklore, are related to their sexual identity development as well as their acceptance of fluidity in others’ sexual orientations. Results indicated that eudaimonic motivations to listen to folklore predicted bisexual, demisexual, and pansexual fans’ acceptance of others' sexual orientation fluidity. Further, we examined fans’ “queer shipping,” which occurs when fans imagine two same-gender media persons/characters to be in a romantic relationship. Queer shipping was positively related to fans’ sexual orientation fluiditiy acceptance, mainly through their oppositional reading of the album. Overall, our results differed by sexual identity group, with fan practices being consistently more predictive of sexual orientation fluidity acceptance among heterosexual women.
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