[NetBehaviour] Feminism, Video Games and Academics (also, lesbianism).
marc garrett
marc.garrett at furtherfield.org
Mon Feb 18 11:28:05 CET 2008
Feminism, Video Games and Academics (also, lesbianism).
Being a Masters student means I have to churn out a lot of papers so my
supervisors have something to read, but I do have a tremendous amount of
freedom in choosing what it is I want to write about. What follows below
is probably one of the strangest things I've ever turned in to the
English department - most of you will probably have heard the whole
"Portal is for lesbians" shenanigans and how that game is something of a
feminist oddity in a medium traditionally steeped in testosterone. Well,
here is my attempt to talk about it (and Half-Life 2) in an academic
context because a) I thought it would at least be fun and original and
b) I'd like to see games taken more seriously from a literary and
academic standpoint. This is my humble attempt. It's called "How
Thinking With Portals Changes Everything: Half-Life 2, Portal, and
Feminist Literary Theory in Video Games" and went over rather well in
with my lecturer - be warned though, it's written for an audience who
probably have never played a video game in their lives, so a lot of it
won't be new to seasoned gamers.
The full text is below, and some of the referencing isn't formatted
correctly so please bear with me (The footnotes are missing, I shall
stick them in soon). Thanks are due to those fine folk at Valve for
making such an awesome game, my lecturer for not rejecting it out of
hand and Kieron Gillen, who actually said a kind word about it.
Introduction
As I begin this discussion I am painfully aware that my area of inquiry
is something akin to an unexplored jungle. Video games have never been
considered serious scholarly material up until the last half-decade or
so, and the lack of relevant academia is immediately apparent and
daunting when compared to the cornucopia of research available on even
the obscurest regions of other areas in literature and film. So by way
of a preamble I feel it necessary to state why video games are worthy of
scholarly attention and why they may be a potentially fruitful area of
discourse in my chosen area of literary theory.
Video games are a particularly young medium, the industry as we know it
being only approximately 30 years old. It has come a tremendously long
way in such a short time. However I believe it is only within the last
decade (and particularly the last several years) that technological
advancements have reached the point that game developers now have an
ability and freedom to create that matches their contemporaries in the
medium games have traditionally drawn most inspiration from - film. The
Western video game industry now rivals Hollywood film output in terms of
sales, marketing and appeal, while the budget and resources of AAA games
titles is now measured in millions.
more...
http://tinyurl.com/yws4m4
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