170742 UE Queer/Game/Studies. The plurality of queerness and queer theory in the context of digital games (2024S)
Continuous assessment of course work
Labels
Registration/Deregistration
Note: The time of your registration within the registration period has no effect on the allocation of places (no first come, first served).
- Registration is open from Mo 12.02.2024 09:00 to Mo 19.02.2024 23:59
- Registration is open from Sa 24.02.2024 09:00 to Tu 27.02.2024 23:59
- Deregistration possible until Su 31.03.2024 23:59
Details
max. 30 participants
Language: German
Lecturers
Classes (iCal) - next class is marked with N
Monday
04.03.
11:30 - 13:00
Seminarraum 3 2H467 UZA II Rotunde
Monday
11.03.
09:45 - 13:00
Seminarraum 3 2H467 UZA II Rotunde
Monday
08.04.
09:45 - 13:00
Seminarraum 3 2H467 UZA II Rotunde
Monday
22.04.
09:45 - 13:00
Seminarraum 3 2H467 UZA II Rotunde
Monday
06.05.
09:45 - 13:00
Seminarraum 3 2H467 UZA II Rotunde
N
Monday
27.05.
09:45 - 13:00
Seminarraum 3 2H467 UZA II Rotunde
Monday
03.06.
09:45 - 13:00
Seminarraum 3 2H467 UZA II Rotunde
Monday
17.06.
09:45 - 13:00
Seminarraum 3 2H467 UZA II Rotunde
Information
Aims, contents and method of the course
Assessment and permitted materials
Grading is based on six differently weighted components. You can earn a grade by completing them in two different ways:A) three written tasks, 1.) two excerpts of the discussed texts (25% of the final grade), 2.) short paper with one’s main hypothesis in preparation for the analysis (20% of the final grade), 3.) test analysis of a source / topic of one’s own choice (25% of the final grade),
& two oral tasks, 4.) feedback and discussions of two short papers by other students (small group discussions) (10% of the final grade), and finally 5.) attendance and active participation (20% of the final grade).B) one written tasks, 1.) three excerpts of the discussed texts (40% of the final grade)
& three oral tasks, 2.) presentation (30% of the final grade), 3.) feedback and discussions of two short papers by other students (small group discussions) (10% of the final grade), and finally 4.) attendance and active participation (20% of the final grade).
& two oral tasks, 4.) feedback and discussions of two short papers by other students (small group discussions) (10% of the final grade), and finally 5.) attendance and active participation (20% of the final grade).B) one written tasks, 1.) three excerpts of the discussed texts (40% of the final grade)
& three oral tasks, 2.) presentation (30% of the final grade), 3.) feedback and discussions of two short papers by other students (small group discussions) (10% of the final grade), and finally 4.) attendance and active participation (20% of the final grade).
Minimum requirements and assessment criteria
For details regarding the grading, please take a look at the information you find in section "Art der Leistungskontrolle". Furthermore, because attendance is obligatory, you can miss a maximum of two (2) classes
Examination topics
Reading list
(extract)
• Chess, Shira & Shaw, Adrienne, 2015. “A Conspiracy of Fishes, or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity.” In Journal of Broadcasting & Electronic Media 59(1). 208-220. DOI: 10.1080/08838151.2014.999917.
• Edelman, Lee, 2004. No Future. Queer Theory and the Death Drive. Durham, London: Duke Univ. Press.
• Eickelmann, Jennifer, 2017. „Hate Speech“ und Verletzbarkeite im digitalen Zeitalter. Phänomene mediatisierter Missachtung aus Perspektive der Gender Media Studies. Bielefeld: Transcript. 190-228.
• Halberstam, J., 1998. Female Masculinity. Durham, London: Duke Univ. Press.
• Halbersam, J., 2011. The Queer Art of Failure. Durham, London: Duke Univ. Press.
• Hamrai, Aimi & Fritsch, Kelly, 2019. “Crip Technoscience Manifesto.” In Catalyst: Feminism, Theory, Technoscience (5)1. 1-33. DOI: 10.28968/cftt.v5i1.29607.
• Jerreat-Poole, Adan, 2020. “Sick, Slow, Cyborg. Crip Futurity in Mass Effect.” In Game Studies 20(1). http://gamestudies.org/2001/articles/jerreatpoole.
• Kafer, Alison, 2013. Feminist, Queer, Crip. Bloomington: Indiana Univ. Press.
• Marcotte, Jess, 2018. “Queering Control(lers) ThroughReflective Game Design Practices.” In Game Studies 18(3). https://gamestudies.org/1803/articles/marcotte.
• Muñoz, José Esteban, 1999. Disidentifications. Queers of Color and the Performance of Politics. Minneapolis, London: Univ. of Minnesota Press.
• Muñoz, José Esteban, 2009. Cruising Utopia. The Then and There of Queer Futurity. New York: New York Univ. Press.
• Ruberg, Bonnie, 2015. “No Fun. The Queer Potential of Video Games that Annoy, Anger, Disappoint, Sadden, and Hurt.” In QED: A Journal in GLBTQ Worldmaking 2(2). 108-124. https://www.jstor.org/stable/10.14321/qed.2.2.0108.
• Ruberg, Bonnie, 2020. The Queer Games Avant-Garde. Durham: Duke Univ. Press.
• Pelurson, Gaspard, 2023. Manifestations of Queerness in Video Games. London, New York: Routledge.
• Phillips, Amanda, 2020. Gamer Trouble. Feminist Confrontations in Digital Culture. New York: New York Univ. Press.
• Sedgwick, Eve Kosofsky, 2012. „Between Men. English Literature and Male Homosocial Desire.“ In: Franziska Bergmann/ Franziska Schößler/ Bettina Schreck (Hg.): Gender Studies. Bielefeld: Transcript. 275-293.
• Shaw, Adrienne, 2015. “Circles, Charmed and Magic: Queering Game Studies.” In: QED Vol. 2(2). 64-97. https://muse.jhu.edu/article/585655 (Accessed February 27, 2022).
• Ware, Nicholas, 2015. “Iterative Romance and Button-Mashing Sex. Gameplay design and Video Games’ Nice Guy Syndrome.” In: Matthew Wysocki/ Evan W. Lauteria (Hg.): Rated M for Mature. Sex and Sexuality in Video Games. New York, London: Bloomsbury. 225-239.
• Chess, Shira & Shaw, Adrienne, 2015. “A Conspiracy of Fishes, or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity.” In Journal of Broadcasting & Electronic Media 59(1). 208-220. DOI: 10.1080/08838151.2014.999917.
• Edelman, Lee, 2004. No Future. Queer Theory and the Death Drive. Durham, London: Duke Univ. Press.
• Eickelmann, Jennifer, 2017. „Hate Speech“ und Verletzbarkeite im digitalen Zeitalter. Phänomene mediatisierter Missachtung aus Perspektive der Gender Media Studies. Bielefeld: Transcript. 190-228.
• Halberstam, J., 1998. Female Masculinity. Durham, London: Duke Univ. Press.
• Halbersam, J., 2011. The Queer Art of Failure. Durham, London: Duke Univ. Press.
• Hamrai, Aimi & Fritsch, Kelly, 2019. “Crip Technoscience Manifesto.” In Catalyst: Feminism, Theory, Technoscience (5)1. 1-33. DOI: 10.28968/cftt.v5i1.29607.
• Jerreat-Poole, Adan, 2020. “Sick, Slow, Cyborg. Crip Futurity in Mass Effect.” In Game Studies 20(1). http://gamestudies.org/2001/articles/jerreatpoole.
• Kafer, Alison, 2013. Feminist, Queer, Crip. Bloomington: Indiana Univ. Press.
• Marcotte, Jess, 2018. “Queering Control(lers) ThroughReflective Game Design Practices.” In Game Studies 18(3). https://gamestudies.org/1803/articles/marcotte.
• Muñoz, José Esteban, 1999. Disidentifications. Queers of Color and the Performance of Politics. Minneapolis, London: Univ. of Minnesota Press.
• Muñoz, José Esteban, 2009. Cruising Utopia. The Then and There of Queer Futurity. New York: New York Univ. Press.
• Ruberg, Bonnie, 2015. “No Fun. The Queer Potential of Video Games that Annoy, Anger, Disappoint, Sadden, and Hurt.” In QED: A Journal in GLBTQ Worldmaking 2(2). 108-124. https://www.jstor.org/stable/10.14321/qed.2.2.0108.
• Ruberg, Bonnie, 2020. The Queer Games Avant-Garde. Durham: Duke Univ. Press.
• Pelurson, Gaspard, 2023. Manifestations of Queerness in Video Games. London, New York: Routledge.
• Phillips, Amanda, 2020. Gamer Trouble. Feminist Confrontations in Digital Culture. New York: New York Univ. Press.
• Sedgwick, Eve Kosofsky, 2012. „Between Men. English Literature and Male Homosocial Desire.“ In: Franziska Bergmann/ Franziska Schößler/ Bettina Schreck (Hg.): Gender Studies. Bielefeld: Transcript. 275-293.
• Shaw, Adrienne, 2015. “Circles, Charmed and Magic: Queering Game Studies.” In: QED Vol. 2(2). 64-97. https://muse.jhu.edu/article/585655 (Accessed February 27, 2022).
• Ware, Nicholas, 2015. “Iterative Romance and Button-Mashing Sex. Gameplay design and Video Games’ Nice Guy Syndrome.” In: Matthew Wysocki/ Evan W. Lauteria (Hg.): Rated M for Mature. Sex and Sexuality in Video Games. New York, London: Bloomsbury. 225-239.
Association in the course directory
Last modified: Mo 04.03.2024 09:46
One studio, three years, and varied perspectives on queerness. From queerness as lived experience and identity politics to queerness as structures of power, from the commodification of queer identity to (the unconscious) subverting of (hetero-)normativity. As Judith Butler put it in one of the earliest publications of the then young queer theory, the very openness of the term hides immense subversive potential. And it is this very openness we want to discuss in this introduction to queer theory. On the hand we will look at and discuss the term „queerness“ from different perspectives of power in general and, naturally, multiple (quite often canonized) queer-theoretical approaches; on the other hand, we will reflect queer theory and its diverse paradigms and critically deploy them in the field of game studies. From queer reading of homosociality in first-person-shooters to the homonormativity of The Sims and queer-subversive game designs such as Robert Yang’s cruising simulator The Tearoom: as a discursive field, digital games, gaming and gaming culture(s) are filled with moments where we can find queerness, discuss its different meanings and which we can deconstruct with queer-theoretical approaches, as well.
In the introductory units of this course, we will critically reflect and discuss elementary theories and approaches of game studies, gender studies, and queer theory. In the second part, we will focus on queerness from different approaches such as (commodified) identity politics, subversive reading practices (queer reading), (homonormative) representations of sexual and romantic relationships, crip theory, and queer understandings of gaming itself. In the final units, we will shift our perspective towards the online discourse of digital gaming and the (violent) in- / exclusions regarding power structures.