Abstract
This article adopts the lens of queer theory to examine the terms of inclusion of non-heterosexual identities within recent mass market role-playing games. Focusing on Lionhead Studios’ Fable and BioWare’s Dragon Age series, I suggest how the intersection of queer theory’s resistance of presumptive categories for sexuality and theories of game design – notably the concept of affordances – may provide for a critique of the performative constraints through which gamers are able to ‘play queer’. While even-handed dynamics of relationship game play may espouse a liberal rhetoric of inclusion, I propose that a predominant logic of sameness – grounded in an even-handed ‘blindness’ to sexual difference – may also restrict the possibilities for queer identification.
Original language | English |
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Pages (from-to) | 3-21 |
Number of pages | 19 |
Journal | Journal of Gaming and Virtual Worlds |
Volume | 5 |
Issue number | 1 |
DOIs | |
Publication status | Published - Mar 2013 |
Keywords
- role play
- queer theory
- sexuality
- affordances
- Fable
- Dragon Age