Games of archiving queerly

Author:

Drouin Renee Ann1

Affiliation:

1. Department of Rhetoric and Writing, Bowling Green State University

Abstract

The medium of video games often fails to depict queerness with positive representations. To combat the harmful stereotypes or optional queerness in the medium, I advocate for an application of queer archival methodologies to define and locate queerness in gaming. Queer archiving, with a focus on emotions, trauma, establishment of identity, and multimodality, pairs well with the digital nature of video games. Gone Home (2013) and Life Is Strange (2015), two video games with narratives reliant on the developing romantic relationships between teenage girls, grant us examples in which the inclusion of queerness is reliant on such archiving. Within each game, players gather artefacts to compile archives. In turn, these archives create irrefutable spaces in which queer content is included.

Publisher

University College Cork

Reference32 articles.

1. Allen, Samantha. “Closing the Gap Between Queer and Mainstream Games.” Polygon, 2 Apr. 2014, www.polygon.com/2013/8/15/4620172/gone-home-review-if-these-walls-could-talk.

2. Bagnall, Gregory L. “Queer(ing) Gaming Technologies: Thinking on Constructs of Normativity Inscribed in Digital Gaming Hardware.” Queer Game Studieants, edited by Bonnie Ruberg and Adrienne Shaw, U of Minnesota P, 2017, pp. 135–43.

3. Baron, Jaimie. “Digital Historicism: Archival Footage, Digital Interface, and Historiographic Effects in Call of Duty: World at War.” Eludamos: Journal for Computer Game Culture, vol. 4, no. 2, 2010, pp. 303–14.

4. Bessette, Jean. Retroactivism in the Lesbian Archives. Southern Illinois UP, 2018.

5. Bogost, Ian. “Perpetual Adolescence: The Fullbright Company’s Gone Home.” Los Angeles Review of Books, 28 Sept. 2013, lareviewofbooks.org/essay/perpetual-adolescence-the-fullbright-companys-gone-home.

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