Learning about Queer Representation through Mods: Reviewing Past Challenges and Outlining Ideas About Future Approaches

K. Howard
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Abstract

In this paper I outline an idea that I am researching more fully in my PhD dissertation: using modification of video games as an educational method to explore queer representation. This paper primarily focuses on educational concerns related to that approach: I first review discussions about the challenges surrounding game-based learning approaches and claim that some common points of skepticism in these discussions actually highlight the effectiveness of games for learning about queer representation. I also suggest that, as a genre, choice-based interactive fiction is ideal for exploratory learning about queer representation in comparison to other kinds of games. I then analyze educational uses of video game modification, noting that one of the most common approaches is educators modifying popular games for the classroom. I claim that approach could work especially well as a way to explore problems with representation in video games. I close the article with a short discussion about expanding upon this approach by building an easily-modifiable interactive fiction game to address issues with portrayals of queerness in mainstream games, a method I examine more fully in my PhD dissertation and through an associated digital game prototype. Overall, I argue that interactive fiction works are very well-suited to dealing with issues of representation and that modifiable interactive fiction games are an effective way to learn more about problems with representation in video games.
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通过模态学习酷儿表现:回顾过去的挑战并概述未来方法的想法
在本文中,我概述了我在博士论文中更全面研究的一个想法:利用电子游戏的修改作为一种教育方法来探索酷儿表现。本文主要关注与该方法相关的教育问题:我首先回顾了围绕基于游戏的学习方法的挑战的讨论,并声称这些讨论中的一些共同怀疑观点实际上强调了游戏在学习酷儿表征方面的有效性。我还认为,作为一种类型,与其他类型的游戏相比,基于选择的互动小说是探索酷儿表现的理想选择。然后我分析了电子游戏修改的教育用途,指出最常见的方法之一是教育工作者修改课堂上的流行游戏。我认为这种方法可以很好地用于探索电子游戏中的表现问题。我将通过创造一款易于修改的互动小说游戏来解决主流游戏中的酷儿形象问题,从而扩展这一方法,并在我的博士论文和相关的数字游戏原型中对此进行了更深入的研究。总的来说,我认为互动小说作品非常适合处理表现问题,可修改的互动小说游戏是了解电子游戏中表现问题的有效方法。
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