Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form


Anna Anthropy - 2012
    Indie game designer extraordinaire Anna Anthropy makes an ardent plea for the industry to move beyond the corporate systems of production and misogynistic culture and to support games that represent a wider variety of human experiences.  Rise of the Videogame Zinesters is a call to arms for anyone who's ever dreamed of making their own games. Anna’s guide to game design encourages budding designers to bring their unique backgrounds and experiences to their creations and widen the playing field of an industry that has for too long catered to an adolescent male consumer base. Anna’s newest game, Dys4ia, an autobiographical game about her experiences with hormone replacement therapy, has been featured in The Penny Arcade, IndieGames, and TigSource.

Rules of Play: Game Design Fundamentals


Katie Salen - 2003
    In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.

Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made


Jason Schreier - 2017
    In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

Extra Lives: Why Video Games Matter


Tom Bissell - 2010
    He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading.

The Celluloid Closet: Homosexuality in the Movies


Vito Russo - 1981
    Praised by the Chicago Tribune as "an impressive study" and written with incisive wit and searing perception--the definitive, highly acclaimed landmark work on the portrayal of homosexuality in film.

The Queer Art of Failure


J. Jack Halberstam - 2011
    Judith Halberstam proposes “low theory” as a mode of thinking and writing that operates at many different levels at once. Low theory is derived from eccentric archives. It runs the risk of not being taken seriously. It entails a willingness to fail and to lose one’s way, to pursue difficult questions about complicity, and to find counterintuitive forms of resistance. Tacking back and forth between high theory and low theory, high culture and low culture, Halberstam looks for the unexpected and subversive in popular culture, avant-garde performance, and queer art. She pays particular attention to animated children’s films, revealing narratives filled with unexpected encounters between the childish, the transformative, and the queer. Failure sometimes offers more creative, cooperative, and surprising ways of being in the world, even as it forces us to face the dark side of life, love, and libido.

A Casual Revolution: Reinventing Video Games and Their Players


Jesper Juul - 2009
    These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In "A Casual Revolution," Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed " Pac-Man, Tetris," and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.

Cruising Utopia: The Then and There of Queer Futurity


José Esteban Muñoz - 2009
    It has been stifled by this myopic focus on the present, which is short-sighted and assimilationist.Cruising Utopia seeks to break the present stagnancy by cruising ahead. Drawing on the work of Ernst Bloch, José Esteban Muñoz recalls the queer past for guidance in presaging its future. He considers the work of seminal artists and writers such as Andy Warhol, LeRoi Jones, Frank O'Hara, Ray Johnson, Fred Herko, Samuel Delany, and Elizabeth Bishop, alongside contemporary performance and visual artists like Dynasty Handbag, My Barbarian, Luke Dowd, Tony Just, and Kevin McCarty in order to decipher the anticipatory illumination of art and its uncanny ability to open windows to the future.In a startling repudiation of what the LGBT movement has held dear, Muñoz contends that queerness is instead a futurity bound phenomenon, a "not yet here" that critically engages pragmatic presentism. Part manifesto, part love-letter to the past and the future, Cruising Utopia argues that the here and now are not enough and issues an urgent call for the revivification of the queer political imagination.

A Queer History of the United States


Michael Bronski - 2011
    Transgender evangelist Jemima Wilkinson, in the early 1800s, changed her name to “Publick Universal Friend,” refused to use pronouns, fought for gender equality, and led her own congregation in upstate New York. In the mid-nineteenth century, internationally famous Shakespearean actor Charlotte Cushman led an openly lesbian life, including a well-publicized “female marriage.” And in the late 1920s, Augustus Granville Dill was fired by W. E. B. Du Bois from the NAACP’s magazine the Crisis after being arrested for a homosexual encounter. These are just a few moments of queer history that Michael Bronski highlights in this groundbreaking book.   Intellectually dynamic and endlessly provocative, A Queer History of the United States is more than a “who’s who” of queer history: it is a book that radically challenges how we understand American history. Drawing upon primary documents, literature, and cultural histories, noted scholar and activist Michael Bronski charts the breadth of lesbian, gay, bisexual, and transgender history, from 1492 to the 1990s, and has written a testament to how the LGBT experience has profoundly shaped our country, culture, and history.  A Queer History of the United States abounds with startling examples of unknown or often ignored aspects of American history—the ineffectiveness of sodomy laws in the colonies, the prevalence of cross-dressing women soldiers in the Civil War, the impact of new technologies on LGBT life in the nineteenth century, and how rock music and popular culture were, in large part, responsible for the devastating backlash against gay rights in the late 1970s. Most striking, Bronski documents how, over centuries, various incarnations of social purity movements have consistently attempted to regulate all sexuality, including fantasies, masturbation, and queer sex. Resisting these efforts, same-sex desire flourished and helped make America what it is today.   At heart, A Queer History of the United States is simply about American history. It is a book that will matter both to LGBT people and heterosexuals. This engrossing and revelatory history will make readers appreciate just how queer America really is.

What Video Games Have to Teach Us about Learning and Literacy


James Paul Gee - 2003
    James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world.

An Archive of Feelings: Trauma, Sexuality, and Lesbian Public Cultures


Ann Cvetkovich - 2003
    She argues for the importance of recognizing---and archiving---accounts of trauma that belong as much to the ordinary and everyday as to the domain of catastrophe. Cvetkovich contends that the field of trauma studies, limited by too strict a division between the public and the private, has overlooked the experiences of women and queers. Rejecting the pathologizing understandings of trauma that permeate medical and clinical discourses on the subject, she develops instead a sex-positive approach missing even from most feminist work on trauma. An Archive of Feelings challenges the field to engage more fully with sexual trauma and the wide range of feelings in its vicinity, including those associated with butch-femme sex and AIDS activism and caretaking.An Archive of Feelings brings together oral histories from lesbian activists involved in act/up New York; readings of literature by Dorothy Allison, Leslie Feinberg, Cherrie Moraga, and Shani Mootoo; videos by Jean Carlomusto and Pratibha Parmar; and performances by Lisa Kron, Carmelita Tropicana, and the bands Le Tigre and Tribe 8. Cvetkovich reveals how these cultural formations---activism, performance, and literature---give rise to public cultures that both work through trauma and transform the conditions producing it. By looking closely at connections between sexuality, trauma, and the creation of lesbian public cultures, Cvetkovich makes those experiences that have been pushed to the peripheries of trauma culture the defining principles of a new construction of sexual trauma-one in which trauma catalyzes the creation of cultural archives and political communities.About the Author: Ann Cvetkovich is Associate Professor of English at the University of Texas at Austin. She is the author of Mixed Feelings: Feminism, Mass Culture, and Victorian Sensationalism.

Critical Play: Radical Game Design


Mary Flanagan - 2009
    Here, the author provides a lively historical context for critical play through 20th-century art movements, connecting subversive game design to subversive art.

Epistemology of the Closet


Eve Kosofsky Sedgwick - 1990
    What is at stake in male homo/heterosexual definition? Through readings of Melville, Nietzsche, Wilde, James and Proust, the author argues that the vexed imperatives to specify straight and gay identities have become central to every important form of knowledge of the 20th century.

The Invisible Orientation: An Introduction to Asexuality


Julie Sondra Decker - 2014
    They aren't sexually attracted to anyone, and they consider it a sexual orientation—like gay, straight, or bisexual.Asexuality is the invisible orientation. Most people believe that "everyone" wants sex, that "everyone" understands what it means to be attracted to other people, and that "everyone" wants to date and mate. But that's where asexual people are left out—they don't find other people sexually attractive, and if and when they say so, they are very rarely treated as though that's okay.When an asexual person comes out, alarming reactions regularly follow; loved ones fear that an asexual person is sick, or psychologically warped, or suffering from abuse. Critics confront asexual people with accusations of following a fad, hiding homosexuality, or making excuses for romantic failures. And all of this contributes to a discouraging master narrative: there is no such thing as "asexual." Being an asexual person is a lie or an illness, and it needs to be fixed.In The Invisible Orientation, Julie Sondra Decker outlines what asexuality is, counters misconceptions, provides resources, and puts asexual people's experiences in context as they move through a very sexualized world. It includes information for asexual people to help understand their orientation and what it means for their relationships, as well as tips and facts for those who want to understand their asexual friends and loved ones.