A paper I wrote entitled “Privileging the Past Problematic and Gendered Rhetoric in Retrogaming Content” is now available via the proceedings of the Foundations of Digital Games 2022 conference. I won best paper for this article and I’m really excited that it’s finally out for all to read.
Here’s the abstract to the article:
This paper presents qualitative analysis of 5 of the most popular retrogaming channels on the streaming site “YouTube” to understand how notions of gaming past are brought to bear on the present. Findings suggest that content creators draw upon personal histories and well-trodden discussions to present informational content about products of the past. However, these accounts are often situated in privileged and gendered accounts that are indicative of what Salter and Blodgett term “Toxic Geek Masculinity”. Although seemingly innocuous, these narratives potentially contribute to barriers of entry into the gaming community for marginalized individuals that do not fit within the hegemonic gaming norm.
If the article is unavailable to you for whatever reason please let me know and I’d be happy to share a copy.
A paper I co-authored with Thomas Grace, and Katie Salen entitled “Policies of Misconduct: A Content Analysis of Codes of Conduct for Online Multiplayer Games” will be presented and published at CHI-Play 2022.
I’ll be presenting research on the retrogaming community, as well as a brief presentation on my dissertation work, at the Foundation of Digital Games annual conference in Athens, Greece. The paper “Privileging the Past: Problematic and Gendered Rhetoric in Retrogaming Content” will later be published in the FDG22 proceedings (so stay tuned for that!)
If you’re also going to the conference or have interest in the presentation/paper, please feel free to reach out. Looking forward to sharing this research.
I’m so excited to share my newly published article entitled The Bootleg Connection: Micro Genius and the Transnational Circulation of Early Clone Consoles now available via the Journal of Game Histories, RomChip.
Here’s the abstract for the article:
Video game histories often depict the medium’s global rise as untroubled, with video games emerging from North America and Japan and meeting little to no resistance. Recent game scholarship has shown the flaws in this narrative, specifically its Western-centric bias and failure to acknowledge the numerous regional markets and local developers who contributed to the medium’s global popularity. This paper continues this work by considering an alternative, bootleg network of transnational gaming circulation. By exploring Micro Genius devices and their transnational legacy as a case study of bootleg gaming brands, this paper contends that alternative gaming experiences are not only important but critical to game history and the global game industry’s extraordinary reach. Originating in Taiwan, Micro Genius devices had an undocumented impact on the growth of the regional gaming market. Subsequently, the brand had an extensive afterlife as a transnational clone via three regional variants: the Dendy in Russia, the Pegasus in Poland, and the Samurai Micro Genius in India. The case of Micro Genius and its various rebrands shows how pirate brands not only invited regional communities into the video gaming market and culture but did so through complex transnational networks comparable to those of leading companies like Nintendo and Sega.
I’m so happy that this piece is finally out there. It’s been several years of work and really encompasses a lot of where my research is going.
An article I co-wrote with a few of my games labmates entitled Game studies, futurity, and necessity (or the game studies regarded as still to come) was recently published in the journal Critical Studies in Media Communications as apart a issue on the future of games research. It was truly a wonderful collaborative experience putting together this piece and hopefully it will be of interest to some of you.
Here’s the abstract for the article:
As members of the Critical Approaches to Technology and the Social (CATS) Lab at UC Irvine, we are particularly motivated by this special issue’s call to action. As a collective of interdisciplinary students at various stages in relevant degrees, we are the future of game studies. As such, this question strikes us not as one for speculation, but as a space to commit a set of shared values necessary for game studies to have a future—one that is more equitable, more sustainable, and more transparent. We argue that working towards this future will require an increased commitment to critiquing the relationship between industry and game-making practice; examining the sociopolitical landscape of both game culture and the world; and an attention to the institution of the university itself. Imagining the future in this way is a necessary practice, and a core component to scholarly critique. When we imagine the future, we can work both towards and against it. We do this work as researchers, but also as streamers, makers, critics, and players, each of whom brings our perspective to this special issue to articulate our vision of a critical game studies that strives for equity, sustainability, and self-reflexivity.
The full article can be found at this link. If for whatever reason you are unable to access the article, please feel free to reach out and I can help out.
Just wanted to update the blog with a few presentations of research coming up. My presentations will be focused on a paper about privileged and gendered rhetoric in Retro Gaming content. Hopefully the paper will be available to the public soon.
In early April I’ll be presenting at the Pacific Sociological Association’s annual conference in Sacramento, CA.
In June I’ll be presenting (most likely virtually) at Console-ing Passions 2022, being held a the University of Central Florida.
I’m looking forward to attending these conferences and getting back to meeting other academics!
Wanted to share a review of Life is Strange 2 by CaLea Johnson, who shares an interest in the intersection of sociology and video games.
Here is CaLea’s description about herself and her interests:
“I am a blogger who likes to write about the sociological aspects of video games. Examining how and why video game developers include social issues into games forms interesting viewpoints. I encourage people to enjoy playing video games through an analytical lens as this can create entertaining learning experiences!”
I’ll post the introduction of the review, but I encourage you to go to her original blog post here and share/comment there. Thanks to CaLea for sharing your interest in the subject!
Life is Strange 2 Review — A Riveting Adventure
Video game developers don’t tackle social issues very often because it’s challenging to talk about subjects that are so sensitive. Dontnod Entertainment boldly accepted the challenge by creating Life is Strange 2. The result is a compelling choice-based game that explores how Mexicans experience racism in America.
The plot of Life is Strange 2 is the most fascinating part of the game. It’s centered around two brothers, Sean and Daniel Diaz, whose world is turned upside down when their father, Esteban, is wrongfully murdered by a cop. To make matters worse, Daniel’s newfound telekinetic powers accidentally kill the cop. The kids decide to flee America and seek refuge in Puerto Lobos, Mexico to avoid being separated.
The bravery of the developers is admirable since they centralized the plot around racism. When Esteban is shot by the cop, the main theme of the game becomes crystal clear. It focuses on the fact that some perceive certain ethnic groups as inherently dangerous. In other words, some people are guilty before being proven innocent. Furthermore, the Diaz brothers encounter many who are consumed by bigotry and hatred while traveling, forcing them to face the harsh reality of being a minority in America.
Issues about fan labor, peripheral game development, and bootlegs games are increasingly becoming important topics to me, and this paper touches upon a lot of concepts and ideas I find interesting. Broadly the paper argues that games developed outside of the traditional games industry are wrongfully denied legitimacy because of lacking certain western-centric notions of “gaming realness”. I hope it’s an interesting article for you all and (hopefully) I’ll have more articles to share in the future.
My extended abstract entitled “Platforms at the Peripheries” that I submitted to the Digital Games Research Association’s (DiGRA) 2020 conference is now available via their proceedings.
I wrote this around a year ago when the world looked pretty different, but it still encompasses a lot of what I’m exploring in my research. I’m excited to share more about the project as it progresses,.