This paper describes the genre of “cyborg games,” using examples of independent videogames (such as Gone Home) to illustrate the genre, as well as AAA mainstream games (such as Mass Effect) to describe the genre’s limits. After defining key terms (cyborg, blasphemy, and disorientation), the paper offers a close reading of two of Anna Anthropy’s games, dys4ia and Defend the Land. These close readings show how cyborg games are disorienting to normative bodies, and why those moments of disorientation are necessarily jarring for normative players
Computer games have now been around nearly forty years. The pace at which computer games have transf...
Video games are virtual worlds, each with its own, distinctive spatiality. This paper suggests that ...
This article examines walking simulators through the lens of video game genre study. Following Arsen...
This article develops and critiques the concept of ludic cyborgism: the notion that playing videogam...
This article develops and critiques the concept of ludic cyborgism: the notion that playing videogam...
Over the last two years public awareness of bigoted and sexual harassment in gaming communities has ...
Video games are a unique narrative and interactive experience that allow players to construct their ...
Since its inception, the field of game studies has pursued an attitude of exceptionalism that treats...
Defence is held on 11.3.2022 16:00 – 18:00 Zoom: https://aalto.zoom.us/j/65757138952Cyborg theatr...
Through the course of Binary Domain’s action-packed narrative, it becomes increasingly unclear who i...
Through the course of Binary Domain's action-packed narrative, it becomes increasingly unclear who i...
This paper explores multiple approaches to building an art game project created from a feminist pers...
This article argues that—due to their lack of conformity to key characteristics of dominant videogam...
This article examines portrayals of sexuality in video games, particularly in terms of the increasin...
This chapter analyses the ‘gamification’ of sex. There are many analyses of gender in videogames, bu...
Computer games have now been around nearly forty years. The pace at which computer games have transf...
Video games are virtual worlds, each with its own, distinctive spatiality. This paper suggests that ...
This article examines walking simulators through the lens of video game genre study. Following Arsen...
This article develops and critiques the concept of ludic cyborgism: the notion that playing videogam...
This article develops and critiques the concept of ludic cyborgism: the notion that playing videogam...
Over the last two years public awareness of bigoted and sexual harassment in gaming communities has ...
Video games are a unique narrative and interactive experience that allow players to construct their ...
Since its inception, the field of game studies has pursued an attitude of exceptionalism that treats...
Defence is held on 11.3.2022 16:00 – 18:00 Zoom: https://aalto.zoom.us/j/65757138952Cyborg theatr...
Through the course of Binary Domain’s action-packed narrative, it becomes increasingly unclear who i...
Through the course of Binary Domain's action-packed narrative, it becomes increasingly unclear who i...
This paper explores multiple approaches to building an art game project created from a feminist pers...
This article argues that—due to their lack of conformity to key characteristics of dominant videogam...
This article examines portrayals of sexuality in video games, particularly in terms of the increasin...
This chapter analyses the ‘gamification’ of sex. There are many analyses of gender in videogames, bu...
Computer games have now been around nearly forty years. The pace at which computer games have transf...
Video games are virtual worlds, each with its own, distinctive spatiality. This paper suggests that ...
This article examines walking simulators through the lens of video game genre study. Following Arsen...