The State of Play: Creators and Critics on Video Game Culture


Daniel GoldbergOla Wikander - 2015
    Here, video games are not hobbies or pure recreation; they are vehicles for art, sex, and race and class politics.The sixteen contributors are entrenched—they are the video game creators themselves, media critics, and Internet celebrities. They share one thing: they are all players at heart, handpicked to form a superstar roster by Daniel Goldberg and Linus Larsson, the authors of the bestselling Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything.The State of Play is essential reading for anyone interested in what may well be the defining form of cultural expression of our time.

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.

Crash Override: How Gamergate (Nearly) Destroyed My Life, and How We Can Win the Fight Against Online Hate


Zoe Quinn - 2017
    Surely these things would never happen to you.Zoe Quinn used to feel the same way. Zoe is a video game developer whose ex-boyfriend published a crazed blog post cobbled together from private information, half-truths, and outright fictions, along with a rallying cry to the online hordes to go after her. The hordes answered in the form of a so-called movement known as #gamergate--they hacked her accounts, stole nude photos of her, harassed her family, friends and colleagues, and threatened to rape and murder her. But instead of shrinking into silence as the online mobs wanted her to, she has raised her voice and speaks out against this vicious online culture and for making the internet a safer place for everyone.In the several years since #Gamergate started, Quinn has helped thousands of people with her advocacy and online abuse crisis resource Crash Override Network. From locking down individuals' personal accounts and information to working with tech companies and lawmakers alike to inform policy, she has firsthand knowledge about every angle of online abuse, what powerful institutions are (and aren't) doing about it, and how we can protect our digital spaces and selves--and now she wants to share that information with you.Crash Override offers an up close look inside the controversy, threats, and social and cultural battles that started in the far corners of the internet and have since permeated our online lives. Quinn uses her story--as target and as activist--to provide an accessible, personal, and human look at the ways the internet impacts our lives and culture. Through anecdotes from the eye of the storm to practical advice for keeping yourself and others safe online, Crash Override combines memoir, manifesto, and map to a better future for our online lives.

Gay New York: Gender, Urban Culture, and the Making of the Gay Male World 1890-1940


George Chauncey - 1994
    Drawing on a rich trove of diaries, legal records, and other unpublished documents, George Chauncey constructs a fascinating portrait of a vibrant, cohesive gay world that is not supposed to have existed. Called "monumental" (Washington Post), "unassailable" (Boston Globe), "brilliant" (The Nation), and "a first-rate book of history" (The New York Times), Gay New Yorkforever changed how we think about the history of gay life in New York City, and beyond.

Female Masculinity


J. Jack Halberstam - 1998
    In Female Masculinity Jack Halberstam takes aim at the protected status of male masculinity and shows that female masculinity has offered a distinct alternative to it for well over two hundred years. Providing the first full-length study on this subject, Halberstam catalogs the diversity of gender expressions among masculine women from nineteenth-century pre-lesbian practices to contemporary drag king performances.Through detailed textual readings as well as empirical research, Halberstam uncovers a hidden history of female masculinities while arguing for a more nuanced understanding of gender categories that would incorporate rather than pathologize them. He rereads Anne Lister's diaries and Radclyffe Hall's The Well of Loneliness as foundational assertions of female masculine identity. He considers the enigma of the stone butch and the politics surrounding butch/femme roles within lesbian communities. He also explores issues of transsexuality among "transgender dykes"---lesbians who pass as men---and female-to-male transsexuals who may find the label of "lesbian" a temporary refuge. Halberstam also tackles such topics as women and boxing, butches in Hollywood and independent cinema, and the phenomenon of male impersonators.Female Masculinity signals a new understanding of masculine behaviors and identities, and a new direction in interdisciplinary queer scholarship. Illustrated with nearly forty photographs, including portraits, film stills, and drag king performance shots, this book provides an extensive record of the wide range of female masculinities. And as Halberstam clearly demonstrates, female masculinity is not some bad imitation of virility, but a lively and dramatic staging of hybrid and minority genders.

Games of Empire: Global Capitalism and Video Games


Nick Dyer-Witheford - 2009
    No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.

The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World


Steven L. Kent - 2001
    The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.

Persuasive Games: The Expressive Power of Videogames


Ian Bogost - 2007
    In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

Undoing Gender


Judith Butler - 2004
    In terms that draw from feminist and queer theory, Butler considers the norms that govern and fail to govern gender and sexuality as they relate to the constraints on recognizable personhood. The book constitutes a reconsideration of her earlier view on gender performativity from Gender Trouble. In this work, the critique of gender norms is clearly situated within the framework of human persistence and survival. And to "do" one's gender in certain ways sometimes implies "undoing" dominant notions of personhood. She writes about the "New Gender Politics" that has emerged in recent years, a combination of movements concerned with transgender, transsexuality, intersex, and their complex relations to feminist and queer theory.

The History of Sexuality, Volume 1: An Introduction


Michel Foucault - 1976
    Michel Foucault offers an iconoclastic exploration of why we feel compelled to continually analyze and discuss sex, and of the social and mental mechanisms of power that cause us to direct the questions of what we are to what our sexuality is.

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.

Stonewall


Martin Duberman - 1993
    At a little after one a.m. on the morning of June 28, 1969, the police carried out a routine raid on the bar. But it turned out not to be routine at all. Instead of cowering -- the usual reaction to a police raid -- the patrons inside Stonewall and the crowd that gathered outside the bar fought back against the police. The five days of rioting that followed changed forever the face of lesbian and gay life. In the years since 1969, the Stonewall riots have become the central symbolic event of the modern gay movement. Renowned historian and activist Martin Duberman now tells for the first time the full story of what happened at Stonewall, recreating in vivid detail those heady, sweltering nights in June 1969 and revealing a wealth of previously unknown material. This landmark book does even more: it unforgettably demonstrates that the Stonewall riots were not the beginning -- just as they were certainly not the end -- of the ongoing struggle for gay and lesbian rights. Duberman does all this within a narrative framework of novelistic immediacy. Stonewall unfolds through the stories of six lives, and those individual lives broaden out into the larger historical canvas. All six came of age in the pre-Stonewall era, and all six were drawn into the struggle for gay and lesbian rights as a result of the upheaval at the Stonewall bar and the events that followed.

Queer Intentions: A (Personal) Journey Through LGBTQ + Culture


Amelia Abraham - 2019
    But is same-sex marriage, improved media visibility and corporate endorsement all it’s cracked up to be? At what cost does this acceptance come? And who is getting left behind, particularly in parts of the world where LGBTQ+ rights aren’t so advanced?Combining intrepid journalism with her own personal experience, Amelia Abraham searches for the answers to these urgent challenges, as well as the broader question of what it means to be queer in 2019. With curiosity, good humour and disarming openness, Amelia takes the reader on a thought-provoking and entertaining journey. Join her as she cries at the first same-sex marriage in Britain, loses herself in the world’s biggest drag convention in L.A., marches at Pride parades across Europe, visits both a transgender model agency and the Anti-Violence Project in New York to understand the extremes of trans life today, parties in the clubs of Turkey’s underground LGBTQ+ scene, and meets a genderless family in progressive Stockholm.

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.

Queer (In)Justice: The Criminalization of LGBT People in the United States


Joey L. Mogul - 2011
    The authors unpack queer criminal archetypes--like "gleeful gay killers," "lethal lesbians," "disease spreaders," and "deceptive gender benders"--to illustrate the punishment of queer expression, regardless of whether a crime was ever committed. Tracing stories from the streets to the bench to behind prison bars, the authors prove that the policing of sex and gender both bolsters and reinforces racial and gender inequalities. A groundbreaking work that turns a "queer eye" on the criminal legal system, Queer (In)Justice illuminates and challenges the many ways in which queer lives are criminalized, policed, and punished.