Queerness in Play 2018
DOI: 10.1007/978-3-319-90542-6_10
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Cues for Queer Play: Carving a Possibility Space for LGBTQ Role-Play

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Cited by 11 publications
(10 citation statements)
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References 22 publications
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“…17 With many video games still failing at properly including non-traditional gender presentations and particularly queerness in their video games, 14 our research shows that this is an opportunity for businesses to disrupt the video game industry. Especially for role-playing games, as we examined in our study, many video game developers are slowly realizing the importance for all players-specifically LGBTQ players-to be able to vicariously play their character, 21 a need which we anticipate will only proliferate. Many video game makers have already taken the initiative of producing LGBTQ-friendly games that respectfully and comprehensively portray this form of queerness.…”
Section: Discussionmentioning
confidence: 99%
“…17 With many video games still failing at properly including non-traditional gender presentations and particularly queerness in their video games, 14 our research shows that this is an opportunity for businesses to disrupt the video game industry. Especially for role-playing games, as we examined in our study, many video game developers are slowly realizing the importance for all players-specifically LGBTQ players-to be able to vicariously play their character, 21 a need which we anticipate will only proliferate. Many video game makers have already taken the initiative of producing LGBTQ-friendly games that respectfully and comprehensively portray this form of queerness.…”
Section: Discussionmentioning
confidence: 99%
“…queering the charactersare goals worth pursuing. These kinds of options are most fruitfully explorable in role-playing games (Sihvonen & Stenros 2018). This is the final accepted manuscript version.…”
Section: Towards Zombie Agency In Gamesmentioning
confidence: 99%
“…In addressing Objective 1A, a literature and precedent review helped to define and connect related concepts such as: identity play (Ibarra & Petriglieri, 2010); frame analysis (Fine, 1983;Goffman, 1974;Waskul & Lust, 2004); self-discrepancy theory (Higgins, 1987;Wright, 2006); possible selves (Lancaster, 1997;Markus & Nurius, 1986); and liminality (Huizinga, 1949;Salen & Zimmerman, 2003;Turner, 1967;van Gennep, 1908;Winnicott, 1971) to queer players and queer TTRPG design (Kiraly, 2014;Alder & St Patrick, 2013;Berge, 2021;Dragon, 2021c;Ruberg, 2020). I additionally demonstrated the exclusionary past of classic TTRPGs such as D&D (Long, 2016;Nephew, 2006;Pinkston, 2019;Schröder, 2008;Shepherd, 2021;Sihvonen & Stenros, 2018;Stang & Trammell, 2020) and how there is both a market and demand for queer TTRPGs (Trygstad, 2019). This was then proven by undertaking a survey of 331 queer TTRPG players and both quantitively and qualitatively analysing the results using thematic coding to address Objective 1B: the results validate the need and worth of a queer TTRPG that encourages players to explore facets of queer identity (gender identity, gender expression, sexuality, etc.)…”
Section: Iterations 2-3mentioning
confidence: 96%
“…Historically, RPGs (including TTRPGs and other types of RPGs, and even digital/ video games) have rarely been designed by or for people outside of their core demographic: white, heterosexual, cisgender males (Nephew, 2006;Schröder, 2008;Shaw, 2009;Sihvonen & Stenros, 2018). Peterson (2014) suggests this is to do with the original market intended for the first TTRPG, D&D: wargamers.…”
Section: The Original Demographic: the Othering Of Non-menmentioning
confidence: 99%
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