Alexandria Digital Research Library

Gamer trouble : the dynamics of difference in video games

Author:
Phillips, Amanda Denise
Degree Grantor:
University of California, Santa Barbara. English
Degree Supervisor:
Rita Raley
Place of Publication:
[Santa Barbara, Calif.]
Publisher:
University of California, Santa Barbara
Creation Date:
2014
Issued Date:
2014
Topics:
Sociology, Ethnic and Racial Studies, Gender Studies, and Multimedia Communications
Keywords:
Design
Race
Gender
Technology
Sexuality
Video games
Genres:
Online resources and Dissertations, Academic
Dissertation:
Ph.D.--University of California, Santa Barbara, 2014
Description:

"Gamer Trouble" maps an approach to studying sociocultural difference in video games that puts material gaming technologies and design practices into conversation with feminist, queer, and critical race theory. The dissertation addresses these conversations in ways that move beyond diversity politics, engaging the technical, ludic, and cultural frameworks that underwrite the video games industry and contribute to its problematic representations and relationships. "Gamer Trouble" takes a layered approach to these complicated issues, investigating facial animation and customization technology in light of the historical scientific and philosophical treatments of the (racialized and gendered) human face, engaging feminist approaches to visual power by incorporating the procedural aspects of gaming into existing feminist film theory through an analysis of Platinum Games' Bayonetta and Valve Corporation's Portal, and interrogating the discursive practices of both fan and academic communities when publicly engaging questions of difference and social justice. Closing with a reading of BioWare's science fiction roleplaying series, Mass Effect, which deploys progressive strategies of diversity while incorporating difference into a hegemonic frame, the dissertation shows how "gamer trouble" can manifest in myriad ways, ultimately demonstrating the continued relevance of humanistic approaches to technology, identity, and social justice in a supposedly post-feminist, post-racial age.

The dissertation addresses growing academic interest in video games as well as public conversations about gaming in contemporary society and concerns for the representation of minority groups in the games industry and its products. Advancing the interdisciplinary feminist approaches to game studies initiated by analysis of Tomb Raider's Lara Croft, "Gamer Trouble" thinks beyond mainstream diversity politics seeking mere inclusion and investigates whether the costs of incorporation into normative cultures might be offset by new reading and design practices, or whether the radical potential of new media is always repurposed by hegemony. Do increasingly numerous skin tone and facial feature options pave the way for a future of progressive avatar design? Do sensibly dressed female characters signal reform in the games industry? Can social media campaigns make corporations and content creators accountable to activists? To develop responses to these questions, "Gamer Trouble" draws on traditional scholarship as well as fan criticism, and it experiments with hands-on approaches to studying technology inspired by the tinkering practices of the digital humanities: playing with, modding, remixing, and breaking video game interfaces are part of its methodological toolkit. The resulting work participates in contemporary scholarly practices that employ high and low forms of knowledge while producing both critique and creative work.

Physical Description:
1 online resource (224 pages)
Format:
Text
Collection(s):
UCSB electronic theses and dissertations
ARK:
ark:/48907/f35h7ddh
ISBN:
9781321349931
Catalog System Number:
990045117450203776
Rights:
Inc.icon only.dark In Copyright
Copyright Holder:
Amanda Phillips
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