This paper celebrates the rise of indie game making as craft in order to explicate the ways in which this activity is both empowering for those involved as well as at risk of reproducing less desirable aspects of the contemporary cultural landscape. One only has to look at independent game festivals to see how few women and other traditionally excluded groups are visible center stage in this rapidly developing sector – if we are not careful then the very same exclusionary practices that are evident in the mainstream sector will become embedded here. Craft has historically been seen as 'women's work' and my positioning of game making as craft is an intentional feminist act to claim this space and its potential to both play with and against ‘...
In 2012 and 2014, two hashtags, #1ReasonWhy and #GamerGate, exposed a highly sexist video game indus...
An Industry of Indies builds upon foundational questions concerned with the constitution, operations...
This thesis investigates digital gaming as a resistive act for female players. It argues that the lu...
This paper celebrates the rise of game making as craft in order to explicate the ways in which this ...
This panel examines diverse ways of promoting independent or indie video game design through initiat...
In this paper, we seek to extend the definition and scope of discourse surrounding creative games an...
This introduction to this special issue of Loading... considers the articles of the issue in the con...
While research on gamejams internationally has proposed that they can be a useful context for inform...
Research into mainstream (AAA) video games reveals a popularized form of militarized masculine enter...
© The Author(s) 2018. This article examines the evidenced and the potential impact of all-female gam...
This article explores the development and implementation of a Toronto-based incubator supporting loc...
In this thesis, I define 'Playculture' as a primary portal through which 'everyday life' is experien...
This article examines the evidenced and the potential impact of all- female games jams as an element...
This paper explores multiple approaches to building an art game project created from a feminist pers...
In this thesis, I define 'Playculture' as a primary portal through which 'everyday life' is experien...
In 2012 and 2014, two hashtags, #1ReasonWhy and #GamerGate, exposed a highly sexist video game indus...
An Industry of Indies builds upon foundational questions concerned with the constitution, operations...
This thesis investigates digital gaming as a resistive act for female players. It argues that the lu...
This paper celebrates the rise of game making as craft in order to explicate the ways in which this ...
This panel examines diverse ways of promoting independent or indie video game design through initiat...
In this paper, we seek to extend the definition and scope of discourse surrounding creative games an...
This introduction to this special issue of Loading... considers the articles of the issue in the con...
While research on gamejams internationally has proposed that they can be a useful context for inform...
Research into mainstream (AAA) video games reveals a popularized form of militarized masculine enter...
© The Author(s) 2018. This article examines the evidenced and the potential impact of all-female gam...
This article explores the development and implementation of a Toronto-based incubator supporting loc...
In this thesis, I define 'Playculture' as a primary portal through which 'everyday life' is experien...
This article examines the evidenced and the potential impact of all- female games jams as an element...
This paper explores multiple approaches to building an art game project created from a feminist pers...
In this thesis, I define 'Playculture' as a primary portal through which 'everyday life' is experien...
In 2012 and 2014, two hashtags, #1ReasonWhy and #GamerGate, exposed a highly sexist video game indus...
An Industry of Indies builds upon foundational questions concerned with the constitution, operations...
This thesis investigates digital gaming as a resistive act for female players. It argues that the lu...