Pub Date : 2022-01-27DOI: 10.1215/00029831-9696959
Patrick Jagoda, Jennifer A. Malkowski
In 2017, the American game designer Momo Pixel released the single-player, browser-based game Hair Nah. In this game, you play as Aeva, a Black woman taking trips to locations that include Osaka, Havana, and the Santa Monica Pier. As you move through levels on your journey—a taxi ride, airport security, sitting on the plane—you must slap away increasingly aggressive white hands that reach into the frame to touch your hair. Though Hair Nah taps into the genre of a casual button-mashing game, this interactive experience also explores the topic of microaggressions via unwanted hair touching. If you slap away enough hands on your travels, you reach a screen welcoming you to your destination with the message “YOU WIN!” but the caveat, “The game is over, but this experience isn’t. This is an issue that black women face daily. So a note to those who do it STOP THAT SHIT.” How did video games move from a medium oriented toward adolescent male consumers and characterized by violent actions, such as shooting or fighting, to one that could also accommodate a playfully serious and cathartic exploration of a Black woman defending herself against racist bodily intrusions? Though video games still privilege violent mechanics and are far from diverse, especially in terms of designers and developers in the industry, the early twenty-first century has seen an expansion of the form of, and the culture surrounding, games. This has included a proliferation of game genres: puzzleplatforms (a hybrid that combines spatial or cognitive puzzles with jumps across platforms as in Super Mario Bros. [Nintendo, 1983]); survival horror games (action-adventure games in which the player must persist in a threatening environment without adequate resources);
{"title":"Introduction: American Game Studies","authors":"Patrick Jagoda, Jennifer A. Malkowski","doi":"10.1215/00029831-9696959","DOIUrl":"https://doi.org/10.1215/00029831-9696959","url":null,"abstract":"In 2017, the American game designer Momo Pixel released the single-player, browser-based game Hair Nah. In this game, you play as Aeva, a Black woman taking trips to locations that include Osaka, Havana, and the Santa Monica Pier. As you move through levels on your journey—a taxi ride, airport security, sitting on the plane—you must slap away increasingly aggressive white hands that reach into the frame to touch your hair. Though Hair Nah taps into the genre of a casual button-mashing game, this interactive experience also explores the topic of microaggressions via unwanted hair touching. If you slap away enough hands on your travels, you reach a screen welcoming you to your destination with the message “YOU WIN!” but the caveat, “The game is over, but this experience isn’t. This is an issue that black women face daily. So a note to those who do it STOP THAT SHIT.” How did video games move from a medium oriented toward adolescent male consumers and characterized by violent actions, such as shooting or fighting, to one that could also accommodate a playfully serious and cathartic exploration of a Black woman defending herself against racist bodily intrusions? Though video games still privilege violent mechanics and are far from diverse, especially in terms of designers and developers in the industry, the early twenty-first century has seen an expansion of the form of, and the culture surrounding, games. This has included a proliferation of game genres: puzzleplatforms (a hybrid that combines spatial or cognitive puzzles with jumps across platforms as in Super Mario Bros. [Nintendo, 1983]); survival horror games (action-adventure games in which the player must persist in a threatening environment without adequate resources);","PeriodicalId":45756,"journal":{"name":"AMERICAN LITERATURE","volume":" ","pages":""},"PeriodicalIF":0.5,"publicationDate":"2022-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48615425","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-01-27DOI: 10.1215/00029831-9697057
Gary Kafer
Game media have long participated in projects of nation building by remediating historical, political, and social relations in ways that reinforce affective processes of national belonging. The genre of border games in particular is well-known for staging the discursive and symbolic value of national boundaries through the deployment of specific gameplay mechanics and storytelling elements. However, as this essay argues, border games do more than merely represent borders in games; they reflect how borders themselves might be experienced as games within the cultural logic of gamification. Through an analysis of Lucas Pope’s independently produced American video game Papers, Please (2013), this article interrogates gamification as a rhetorical process that communicates how play dynamics sustain the procedural logics of border security and citizenship. Such logics, the game suggests, are marked by the installment of a series of rule-based interactions that modulate affect within the sociotechnical mechanics of state-sanctioned racism to enable the proper flow of both play and mobility. However, through failure, the game also reveals gamification to be an incomplete diagram of control, one where the priming of affect rubs up against the sociopolitical frictions that shape individual play experiences. Ultimately, this article argues that border games like Papers, Please enable players to experiment with the forms of national belonging that subtend our experiences of gamification.
{"title":"Gaming Borders: The Rhetorics of Gamification and National Belonging in Papers, Please","authors":"Gary Kafer","doi":"10.1215/00029831-9697057","DOIUrl":"https://doi.org/10.1215/00029831-9697057","url":null,"abstract":"\u0000 Game media have long participated in projects of nation building by remediating historical, political, and social relations in ways that reinforce affective processes of national belonging. The genre of border games in particular is well-known for staging the discursive and symbolic value of national boundaries through the deployment of specific gameplay mechanics and storytelling elements. However, as this essay argues, border games do more than merely represent borders in games; they reflect how borders themselves might be experienced as games within the cultural logic of gamification. Through an analysis of Lucas Pope’s independently produced American video game Papers, Please (2013), this article interrogates gamification as a rhetorical process that communicates how play dynamics sustain the procedural logics of border security and citizenship. Such logics, the game suggests, are marked by the installment of a series of rule-based interactions that modulate affect within the sociotechnical mechanics of state-sanctioned racism to enable the proper flow of both play and mobility. However, through failure, the game also reveals gamification to be an incomplete diagram of control, one where the priming of affect rubs up against the sociopolitical frictions that shape individual play experiences. Ultimately, this article argues that border games like Papers, Please enable players to experiment with the forms of national belonging that subtend our experiences of gamification.","PeriodicalId":45756,"journal":{"name":"AMERICAN LITERATURE","volume":" ","pages":""},"PeriodicalIF":0.5,"publicationDate":"2022-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43875503","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-01-27DOI: 10.1215/00029831-9697043
Katrina Marks
This article discusses the popular video game Red Dead Redemption 2 (2018) by Rockstar Games, which follows Arthur Morgan, a white outlaw, during the decline of the “Wild West” in 1898 and 1899. Taking up conversations of fugitivity in critical ethnic studies, this article maintains that fugitivity operates as a rhetorical trope that stands in for racial identity where the logic of postracialism denies investments in race. Analyzing the narrative, spatial, and kinesthetic elements of the game, this article argues that Morgan, and by extension the player, is aligned with historically and geographically racialized others through a fugitive relationship to space. While Rockstar, as a video game studio, may not see itself explicitly intervening in a racialized and racializing political imaginary in its fictional worldbuilding, the kinesthetic, narrative, and cartographic strategies the studio employs respond to a set of cultural assumptions rooted in the rhetoric of postracialism. As such, Red Dead Redemption 2 serves as a multifaceted text through which to interrogate the dynamics of that rhetoric as it is mobilized in representations of fugitivity and identity.
本文讨论了Rockstar Games的热门电子游戏《Red Dead Redemption 2》(2018),该游戏讲述了1898年和1899年“狂野西部”衰落期间白人亡命之徒亚瑟·摩根的故事。本文讨论了批判性种族研究中关于赋格性的对话,认为赋格性是一种修辞修辞,代表了种族认同,而后种族主义的逻辑否认了对种族的投资。通过分析游戏的叙事、空间和动觉元素,本文认为摩根,以及玩家,通过与空间的逃亡关系,与历史上和地理上种族化的其他人结盟。虽然Rockstar作为一家电子游戏工作室,可能不会在其虚构的世界构建中明确干预种族化和种族化的政治想象,但该工作室采用的动觉、叙事和制图策略回应了一系列植根于后种族主义修辞的文化假设。因此,《Red Dead Redemption 2》是一部多方面的文本,通过它来质疑这种修辞的动态,因为它被动员起来代表了赋格性和身份。
{"title":"“My Whole Life I’ve Been on the Run”: Fugitivity as a Postracial Trope in Red Dead Redemption 2","authors":"Katrina Marks","doi":"10.1215/00029831-9697043","DOIUrl":"https://doi.org/10.1215/00029831-9697043","url":null,"abstract":"\u0000 This article discusses the popular video game Red Dead Redemption 2 (2018) by Rockstar Games, which follows Arthur Morgan, a white outlaw, during the decline of the “Wild West” in 1898 and 1899. Taking up conversations of fugitivity in critical ethnic studies, this article maintains that fugitivity operates as a rhetorical trope that stands in for racial identity where the logic of postracialism denies investments in race. Analyzing the narrative, spatial, and kinesthetic elements of the game, this article argues that Morgan, and by extension the player, is aligned with historically and geographically racialized others through a fugitive relationship to space. While Rockstar, as a video game studio, may not see itself explicitly intervening in a racialized and racializing political imaginary in its fictional worldbuilding, the kinesthetic, narrative, and cartographic strategies the studio employs respond to a set of cultural assumptions rooted in the rhetoric of postracialism. As such, Red Dead Redemption 2 serves as a multifaceted text through which to interrogate the dynamics of that rhetoric as it is mobilized in representations of fugitivity and identity.","PeriodicalId":45756,"journal":{"name":"AMERICAN LITERATURE","volume":" ","pages":""},"PeriodicalIF":0.5,"publicationDate":"2022-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45794174","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-01-27DOI: 10.1215/00029831-9697001
Josef Nguyen
This article considers the cultural politics of frustrated potential for diverse representation in games by examining developer comments on the 1995 digital game I Have No Mouth, and I Must Scream, adapted from Harlan Ellison’s 1967 science fiction story of the same name. While Ellison’s story featured a gay man named Benny among the protagonists, the game developers adapted Benny without his original sexual identity. In a 2012 Game Informer magazine article, however, the developers reflected on their version of Benny as a “lost opportunity” for exploring gay identity. Rooted in discussion of this frustrated potential for a gay in-game Benny, this article interrogates a logic of lost opportunity for diverse representation present in game-development discourse, which manifests in a longing for more diverse characters that could have been but never came to be. This logic suggests particular ways that developers might conceive of diverse representation as simply a design issue under neoliberal logics of economic opportunity, commercial risk, and fetishized innovation—without meaningful consideration of political significance. Opposing this instrumentalization of frustrated diverse representation, this article draws on queer game studies and speculative design and literature to explore the possible contours and implications of diverse characters that never were more seriously than such comments typically do. Doing so demands more than romanticized longings for lost opportunities for diverse representation that treat this longing as the end in itself.
{"title":"Reconsidering Lost Opportunities for Diverse Representation","authors":"Josef Nguyen","doi":"10.1215/00029831-9697001","DOIUrl":"https://doi.org/10.1215/00029831-9697001","url":null,"abstract":"This article considers the cultural politics of frustrated potential for diverse representation in games by examining developer comments on the 1995 digital game I Have No Mouth, and I Must Scream, adapted from Harlan Ellison’s 1967 science fiction story of the same name. While Ellison’s story featured a gay man named Benny among the protagonists, the game developers adapted Benny without his original sexual identity. In a 2012 Game Informer magazine article, however, the developers reflected on their version of Benny as a “lost opportunity” for exploring gay identity. Rooted in discussion of this frustrated potential for a gay in-game Benny, this article interrogates a logic of lost opportunity for diverse representation present in game-development discourse, which manifests in a longing for more diverse characters that could have been but never came to be. This logic suggests particular ways that developers might conceive of diverse representation as simply a design issue under neoliberal logics of economic opportunity, commercial risk, and fetishized innovation—without meaningful consideration of political significance. Opposing this instrumentalization of frustrated diverse representation, this article draws on queer game studies and speculative design and literature to explore the possible contours and implications of diverse characters that never were more seriously than such comments typically do. Doing so demands more than romanticized longings for lost opportunities for diverse representation that treat this longing as the end in itself.","PeriodicalId":45756,"journal":{"name":"AMERICAN LITERATURE","volume":" ","pages":""},"PeriodicalIF":0.5,"publicationDate":"2022-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42114291","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-01-27DOI: 10.1215/00029831-9697015
A. Wang
Calculated sexual games play out across contemporary American popular media, from self-help books and advice columns to dating apps and reality television. This article argues that economic game theory subtends the saturation of popular culture with lay theories of sex as a “numbers game.” Game theorists contribute to the invisible ubiquity of this phenomenon by using sexual examples to demonstrate the range of their discipline’s models while downplaying the significance of exemplification. Lydia Davis’s short fiction—by taking for granted the economization of intimate relationships without disavowing, naturalizing, or objecting to it—registers the cultural footprint and vernacular intellectual history of the game theory of sex, and elaborates its key modes of fictionality, antinarrativity, and self-fulfilling prophecy. Ultimately, the game theory of sex offers a prehistory of sexual gamification that extends beyond its most immediate digital substrate.
{"title":"The Game Theory of Sex","authors":"A. Wang","doi":"10.1215/00029831-9697015","DOIUrl":"https://doi.org/10.1215/00029831-9697015","url":null,"abstract":"\u0000 Calculated sexual games play out across contemporary American popular media, from self-help books and advice columns to dating apps and reality television. This article argues that economic game theory subtends the saturation of popular culture with lay theories of sex as a “numbers game.” Game theorists contribute to the invisible ubiquity of this phenomenon by using sexual examples to demonstrate the range of their discipline’s models while downplaying the significance of exemplification. Lydia Davis’s short fiction—by taking for granted the economization of intimate relationships without disavowing, naturalizing, or objecting to it—registers the cultural footprint and vernacular intellectual history of the game theory of sex, and elaborates its key modes of fictionality, antinarrativity, and self-fulfilling prophecy. Ultimately, the game theory of sex offers a prehistory of sexual gamification that extends beyond its most immediate digital substrate.","PeriodicalId":45756,"journal":{"name":"AMERICAN LITERATURE","volume":" ","pages":""},"PeriodicalIF":0.5,"publicationDate":"2022-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43540657","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-01-27DOI: 10.1215/00029831-9696973
Christopher B. Patterson
This paper argues that video games expose the presumptions separating “Asian America” and “Asia” in the traditional senses of isolation, origination, and presumed distance. It does so by focusing on the most “Asiatic” genre of video games today, the North American visual novel, which offers a counterdiscourse to normative modes of play and attempts to offer utopic spaces to reflect upon the “real” genres of race and neo–Cold War geopolitics. Using theories of performance from Dorinne Kondo and others, the author shows how queer indie visual novels are primarily aspirational, in that they build queer, utopic, and seemingly anti-racist worlds through the Asiatic space of the visual novel form. In so doing, they also allow players to explore the Asiatic as a means of repairing the traumas and distances of American imperial cultures. The article analyzes four visual novels to make this argument: three by non-racially-identifying North American designers—Doki Doki Literature Club! (2017) by Dan Salvato, Analogue: A Hate Story (2012) by Christine Love, and Heaven Will Be Mine (2018) by Aevee Bee—and Butterfly Soup (2017), a game by the queer Asian/American designer Brianna Lei. If games make the boundaries of Asia and America irrelevant, visual novels explore this irrelevance through Asiatic irreverence.
{"title":"Making Queer Asiatic Worlds: Performance and Racial Interaction in North American Visual Novels","authors":"Christopher B. Patterson","doi":"10.1215/00029831-9696973","DOIUrl":"https://doi.org/10.1215/00029831-9696973","url":null,"abstract":"\u0000 This paper argues that video games expose the presumptions separating “Asian America” and “Asia” in the traditional senses of isolation, origination, and presumed distance. It does so by focusing on the most “Asiatic” genre of video games today, the North American visual novel, which offers a counterdiscourse to normative modes of play and attempts to offer utopic spaces to reflect upon the “real” genres of race and neo–Cold War geopolitics. Using theories of performance from Dorinne Kondo and others, the author shows how queer indie visual novels are primarily aspirational, in that they build queer, utopic, and seemingly anti-racist worlds through the Asiatic space of the visual novel form. In so doing, they also allow players to explore the Asiatic as a means of repairing the traumas and distances of American imperial cultures. The article analyzes four visual novels to make this argument: three by non-racially-identifying North American designers—Doki Doki Literature Club! (2017) by Dan Salvato, Analogue: A Hate Story (2012) by Christine Love, and Heaven Will Be Mine (2018) by Aevee Bee—and Butterfly Soup (2017), a game by the queer Asian/American designer Brianna Lei. If games make the boundaries of Asia and America irrelevant, visual novels explore this irrelevance through Asiatic irreverence.","PeriodicalId":45756,"journal":{"name":"AMERICAN LITERATURE","volume":" ","pages":""},"PeriodicalIF":0.5,"publicationDate":"2022-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47317793","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-01-27DOI: 10.1215/00029831-9697029
S. Joyce
This paper examines the historiographic potential of video games with Assassin’s Creed III (2012) as a paradigmatic example that shows the aesthetic and political challenges games face in telling counterhistories of marginalized peoples. The article argues that Ubisoft’s Assassin’s Creed series, perhaps the premier historical gaming franchise, has developed an authentic-deconstructionist genre that offers convincing simulacra of historical places and events while using games’ multimedia affordances to question how historical knowledge is constructed. In Assassin’s Creed III, this authentic-deconstructionist method is applied to the story of an Indigenous man trying to protect his tribe from white settlers during the American Revolution. However, the game is critically weakened by the historiographic problem of emplotting this tragic tale in the heroic epic of the nation’s founding. This narrative disjunction is exacerbated by the medium’s lack of an internal aesthetic tradition of tragedy to draw on; mainstream games are generally contests of skill in which success brings victory, rather than the defeat necessary for a tragic outcome. However, despite its weaknesses, the game and its transmedia expansions sparked widespread discussions about Indigenous peoples during this historical period and helped advance gaming as a serious medium for critical perspectives on American history.
{"title":"Authentic-Deconstructionist Games and Tragic Historiography in Assassin’s Creed III","authors":"S. Joyce","doi":"10.1215/00029831-9697029","DOIUrl":"https://doi.org/10.1215/00029831-9697029","url":null,"abstract":"\u0000 This paper examines the historiographic potential of video games with Assassin’s Creed III (2012) as a paradigmatic example that shows the aesthetic and political challenges games face in telling counterhistories of marginalized peoples. The article argues that Ubisoft’s Assassin’s Creed series, perhaps the premier historical gaming franchise, has developed an authentic-deconstructionist genre that offers convincing simulacra of historical places and events while using games’ multimedia affordances to question how historical knowledge is constructed. In Assassin’s Creed III, this authentic-deconstructionist method is applied to the story of an Indigenous man trying to protect his tribe from white settlers during the American Revolution. However, the game is critically weakened by the historiographic problem of emplotting this tragic tale in the heroic epic of the nation’s founding. This narrative disjunction is exacerbated by the medium’s lack of an internal aesthetic tradition of tragedy to draw on; mainstream games are generally contests of skill in which success brings victory, rather than the defeat necessary for a tragic outcome. However, despite its weaknesses, the game and its transmedia expansions sparked widespread discussions about Indigenous peoples during this historical period and helped advance gaming as a serious medium for critical perspectives on American history.","PeriodicalId":45756,"journal":{"name":"AMERICAN LITERATURE","volume":" ","pages":""},"PeriodicalIF":0.5,"publicationDate":"2022-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45979204","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-01-27DOI: 10.1215/00029831-9696987
Bonnie Ruberg
This article addresses the seeming absence of the HIV/AIDS pandemic in video games from the 1980s and 1990s, the height of the US AIDS crisis. As Adrienne Shaw and Christopher Persaud have noted, stories about HIV/AIDS were pervasive across American popular media during this period, which also represented a boom in video game development. However, documentation remains of only a handful of early video games that mention HIV/AIDS. This article argues that, far from being absent from video game history, HIV/AIDS and the US AIDS crisis were actually influential in shaping a number of the design elements and narrative genres that have become important to contemporary video games. Scholars like Cait McKinney have demonstrated how people living with HIV/AIDS in America played a crucial part in the evolution of internet technologies that now form the backbone of video games. Through a comparative reading of two games by C. M. Ralph, Caper in the Castro (1989) and Murder on Main Street (1989), this article demonstrates how HIV/AIDS has also manifested in the content and form of video games, even (and perhaps especially) when it seems absent. Derritt Mason has explained how Caper in the Castro, widely celebrated as the first LGBTQ video game, contains clear echoes of the AIDS crisis. Yet, as this article demonstrates, HIV/AIDS remains a powerful presence even in Murder on Main Street, Ralph’s “straight version” of the game. Together, these games offer a microcosm through which to explore larger tensions between HIV/AIDS and video games, with the AIDS crisis representing a key element of what Cody Mejeur has termed the “present absence of queerness in video games.”
这篇文章论述了20世纪80年代和90年代美国艾滋病危机最严重时,电子游戏中似乎没有出现艾滋病毒/艾滋病疫情。正如阿德里安·肖(Adrienne Shaw)和克里斯托弗·佩尔绍德(Christopher Persaud)所指出的,在这一时期,有关艾滋病毒/艾滋病的故事在美国流行媒体上随处可见,这也代表了电子游戏开发的繁荣。然而,仍然只有少数早期提到艾滋病毒/艾滋病的电子游戏的文件。这篇文章认为,艾滋病病毒/艾滋病和美国艾滋病危机在塑造许多对当代电子游戏很重要的设计元素和叙事类型方面发挥了重要作用,这在电子游戏史上并非没有。像Cait McKinney这样的学者已经证明了美国的艾滋病毒/艾滋病患者是如何在互联网技术的发展中发挥关键作用的,而互联网技术现在已经成为电子游戏的支柱。通过对C.M.Ralph的两款游戏的比较阅读,Caper in the Castro(1989)和Murder on Main Street(1989),本文展示了艾滋病毒/艾滋病是如何在电子游戏的内容和形式中表现出来的,即使(也许尤其是)它似乎不存在。德里特·梅森(Derritt Mason)解释了《卡斯特罗中的卡佩尔》(Caper in the Castro)是如何包含艾滋病危机的清晰回声的,该游戏被广泛誉为第一款LGBTQ电子游戏。然而,正如这篇文章所表明的,即使在拉尔夫的“直白版”游戏《主街谋杀案》中,艾滋病毒/艾滋病仍然是一个强大的存在。这些游戏共同提供了一个缩影,通过它可以探索艾滋病毒/艾滋病与电子游戏之间更大的紧张关系,艾滋病危机代表了Cody Mejeur所说的“电子游戏中目前缺乏酷儿”的一个关键因素
{"title":"The Mystery of the Missing AIDS Crisis: A Comparative Reading of Caper in the Castro and Murder on Main Street","authors":"Bonnie Ruberg","doi":"10.1215/00029831-9696987","DOIUrl":"https://doi.org/10.1215/00029831-9696987","url":null,"abstract":"\u0000 This article addresses the seeming absence of the HIV/AIDS pandemic in video games from the 1980s and 1990s, the height of the US AIDS crisis. As Adrienne Shaw and Christopher Persaud have noted, stories about HIV/AIDS were pervasive across American popular media during this period, which also represented a boom in video game development. However, documentation remains of only a handful of early video games that mention HIV/AIDS. This article argues that, far from being absent from video game history, HIV/AIDS and the US AIDS crisis were actually influential in shaping a number of the design elements and narrative genres that have become important to contemporary video games. Scholars like Cait McKinney have demonstrated how people living with HIV/AIDS in America played a crucial part in the evolution of internet technologies that now form the backbone of video games. Through a comparative reading of two games by C. M. Ralph, Caper in the Castro (1989) and Murder on Main Street (1989), this article demonstrates how HIV/AIDS has also manifested in the content and form of video games, even (and perhaps especially) when it seems absent. Derritt Mason has explained how Caper in the Castro, widely celebrated as the first LGBTQ video game, contains clear echoes of the AIDS crisis. Yet, as this article demonstrates, HIV/AIDS remains a powerful presence even in Murder on Main Street, Ralph’s “straight version” of the game. Together, these games offer a microcosm through which to explore larger tensions between HIV/AIDS and video games, with the AIDS crisis representing a key element of what Cody Mejeur has termed the “present absence of queerness in video games.”","PeriodicalId":45756,"journal":{"name":"AMERICAN LITERATURE","volume":" ","pages":""},"PeriodicalIF":0.5,"publicationDate":"2022-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43309387","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-01-12DOI: 10.1093/obo/9780199827251-0225
John Steinbeck’s life was framed by global conflict. Born on 27 February 1902, in Salinas, California, he was twelve years old when World War I began and sixteen when Germany and the Allies signed an armistice bringing to cessation the “War to End All Wars.” Unfortunately, World War II began in 1939. Echoes of the rise of Adolf Hitler and threats of war occur throughout his early works, as in the journals accompanying The Grapes of Wrath (1939), in which he writes of the angst of his times, fearing the inevitably approaching conflict. When World War II came, he became involved in the wartime efforts, working as a correspondent for the New York Herald Tribune and experiencing the London Blitz, with sixty-six of his eighty-five dispatches gathered in Once There Was a War (1958). Recognizing Steinbeck’s expertise as a writer and desiring to enlist public support, the government commissioned him to write Bombs Away (1942), an account of a bomber team and its specially equipped plane. Hence, he observed American airmen as they trained and went into battle, flying on forays with them. Similarly, during the Vietnam War Newsday hired him as a war correspondent, and again he went to the front and into battle with the enlisted men, with his accounts collected in Letters to Alicia (1965). On the home front, the San Francisco News commissioned him to report on Dust Bowl migrants working as harvesters in California. Incensed by what he witnessed—the specter of starvation, babies and children dying, and malnutrition taking a toll on the very humanity of the migrants—he wrote The Harvest Gypsies (1936), background for The Grapes of Wrath. An early ecologist, Steinbeck loved the land, depicting the earth as a living, sensate character in The Grapes of Wrath—an elegiac mourning over its the desecration. Later, his nonfiction America and Americans (1966) decried pollution and the felling of redwood trees. Looking into the future with some hope but much trepidation, this work also addressed ethnic and racial prejudices, questionable politics, ageism and sexism, loss of ethical moorings. Believing his country to be infested with a deadly immorality, he warned Americans to root out this cancerous growth in order to survive. His last work of fiction, The Winter of Our Discontent (1961), carried these same concerns, with protagonist Ethan Allen Hawley portrayed as an Every American, who must rise above his failings. John Steinbeck died 20 December 1968, of congestive heart failure.
{"title":"John Steinbeck","authors":"","doi":"10.1093/obo/9780199827251-0225","DOIUrl":"https://doi.org/10.1093/obo/9780199827251-0225","url":null,"abstract":"John Steinbeck’s life was framed by global conflict. Born on 27 February 1902, in Salinas, California, he was twelve years old when World War I began and sixteen when Germany and the Allies signed an armistice bringing to cessation the “War to End All Wars.” Unfortunately, World War II began in 1939. Echoes of the rise of Adolf Hitler and threats of war occur throughout his early works, as in the journals accompanying The Grapes of Wrath (1939), in which he writes of the angst of his times, fearing the inevitably approaching conflict. When World War II came, he became involved in the wartime efforts, working as a correspondent for the New York Herald Tribune and experiencing the London Blitz, with sixty-six of his eighty-five dispatches gathered in Once There Was a War (1958). Recognizing Steinbeck’s expertise as a writer and desiring to enlist public support, the government commissioned him to write Bombs Away (1942), an account of a bomber team and its specially equipped plane. Hence, he observed American airmen as they trained and went into battle, flying on forays with them. Similarly, during the Vietnam War Newsday hired him as a war correspondent, and again he went to the front and into battle with the enlisted men, with his accounts collected in Letters to Alicia (1965). On the home front, the San Francisco News commissioned him to report on Dust Bowl migrants working as harvesters in California. Incensed by what he witnessed—the specter of starvation, babies and children dying, and malnutrition taking a toll on the very humanity of the migrants—he wrote The Harvest Gypsies (1936), background for The Grapes of Wrath. An early ecologist, Steinbeck loved the land, depicting the earth as a living, sensate character in The Grapes of Wrath—an elegiac mourning over its the desecration. Later, his nonfiction America and Americans (1966) decried pollution and the felling of redwood trees. Looking into the future with some hope but much trepidation, this work also addressed ethnic and racial prejudices, questionable politics, ageism and sexism, loss of ethical moorings. Believing his country to be infested with a deadly immorality, he warned Americans to root out this cancerous growth in order to survive. His last work of fiction, The Winter of Our Discontent (1961), carried these same concerns, with protagonist Ethan Allen Hawley portrayed as an Every American, who must rise above his failings. John Steinbeck died 20 December 1968, of congestive heart failure.","PeriodicalId":45756,"journal":{"name":"AMERICAN LITERATURE","volume":"1 1","pages":""},"PeriodicalIF":0.5,"publicationDate":"2022-01-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"61153302","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-01-12DOI: 10.1093/obo/9780199827251-0012
Evan S. Connell (b. 1924–d. 2013) was born in Kansas City, Missouri, and grew up there in a prosperous family with historical ties—reflected in his middle name, Shelby—to Confederate general Jo Shelby. Although his physician father expected his namesake son to join him in his medical practice, Connell, while at Dartmouth College, began to consider more creative options, including writing and making art. After a three-year stint in the U.S. Navy Air Corps during World War II—he never left the country—Connell began writing down his experiences and finished his undergraduate studies at the University of Kansas. On the Lawrence, Kansas, campus, he studied art and continued to write, under the tutelage of Ray B. West, who edited the Western Review. With aid from the G.I. Bill and encouragement from West, Connell successfully applied to Wallace Stegner’s first class of creative writing fellows at Stanford University. He spent another year in writing and art classes at Columbia University in New York. Ultimately, he saw more of a future in writing, though he kept up a practice of life drawing and painting for many years. Connell had an early run of published short stories, beginning in 1946. After a fallow period in California, Connell went to Paris in 1952, where he became acquainted with the founding editors of The Paris Review. The literary journal published three of Connell’s stories, including segments from Connell’s novel in progress, which eventually was titled Mrs. Bridge. By then, Connell had taken up residence in San Francisco. After rejection by several New York publishers, the Viking Press took on Connell, releasing a story collection in 1957 before cementing Connell’s reputation with Mrs. Bridge, a quietly evocative portrait of a prosperous, middle-American family, which became his most admired and lucrative work of fiction. Over the next five decades Connell veered into an extraordinary variety of works—fiction, nonfiction, history, and hybrid experiments that looked like epic poetry. This pattern of no pattern in the arc of Connell’s work, combined with his lack of interest in self-promotion, seemed to confuse the New York publishing world, and critics often cited his unpredictability as the cause of a kind of literary marginalization. His sprawling account of Custer at the Little Bighorn became hugely popular in the 1980s, raising his profile and reviving his reputation as a writer.
{"title":"Evan S. Connell","authors":"","doi":"10.1093/obo/9780199827251-0012","DOIUrl":"https://doi.org/10.1093/obo/9780199827251-0012","url":null,"abstract":"Evan S. Connell (b. 1924–d. 2013) was born in Kansas City, Missouri, and grew up there in a prosperous family with historical ties—reflected in his middle name, Shelby—to Confederate general Jo Shelby. Although his physician father expected his namesake son to join him in his medical practice, Connell, while at Dartmouth College, began to consider more creative options, including writing and making art. After a three-year stint in the U.S. Navy Air Corps during World War II—he never left the country—Connell began writing down his experiences and finished his undergraduate studies at the University of Kansas. On the Lawrence, Kansas, campus, he studied art and continued to write, under the tutelage of Ray B. West, who edited the Western Review. With aid from the G.I. Bill and encouragement from West, Connell successfully applied to Wallace Stegner’s first class of creative writing fellows at Stanford University. He spent another year in writing and art classes at Columbia University in New York. Ultimately, he saw more of a future in writing, though he kept up a practice of life drawing and painting for many years. Connell had an early run of published short stories, beginning in 1946. After a fallow period in California, Connell went to Paris in 1952, where he became acquainted with the founding editors of The Paris Review. The literary journal published three of Connell’s stories, including segments from Connell’s novel in progress, which eventually was titled Mrs. Bridge. By then, Connell had taken up residence in San Francisco. After rejection by several New York publishers, the Viking Press took on Connell, releasing a story collection in 1957 before cementing Connell’s reputation with Mrs. Bridge, a quietly evocative portrait of a prosperous, middle-American family, which became his most admired and lucrative work of fiction. Over the next five decades Connell veered into an extraordinary variety of works—fiction, nonfiction, history, and hybrid experiments that looked like epic poetry. This pattern of no pattern in the arc of Connell’s work, combined with his lack of interest in self-promotion, seemed to confuse the New York publishing world, and critics often cited his unpredictability as the cause of a kind of literary marginalization. His sprawling account of Custer at the Little Bighorn became hugely popular in the 1980s, raising his profile and reviving his reputation as a writer.","PeriodicalId":45756,"journal":{"name":"AMERICAN LITERATURE","volume":" ","pages":""},"PeriodicalIF":0.5,"publicationDate":"2022-01-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47307086","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}