116th Annual Conference - Bellingham, Washington
Friday, November 9 - Sunday, November 11, 2018

Video Game Studies

Session Chair: 
Daniel Ante-Contreras, MiraCosta College
Session 7: Sunday 8:15 am – 9:45 am
Bond Hall 105
Topic Area: 


  1. Jodie Austin Cypert, Menlo College
    This paper analyzes the videogame Hellblade: Senua's Sacrifice as a cultural artifact that reifies the discursive slipperiness surrounding mental illness/disorder through virtual gameplay. In doing so, this paper unites critical theory associated with disability studies, ludology, and the work of feminist media critic Anita Sarkeesian as a means of highlighting the richness of the video game medium and its potential to challenge conventional representations of the disturbed, the crazy, and/or the sick female body.  
  2. Lauren Hathaway, The University of British Columbia
    In this paper, I explore the meaning-making potential of the indigenous videogame Never Alone (2014) and analyze the themes that emerge from the game’s design and sociocultural context. Utilizing a hybrid methodology, which draws upon New Literacy Studies and Videogame studies, I examine how meaning is made within this videogame. I also consider how the game fuses indigenous and non-indigenous literacy practices to create a remixed literacy artifact.
  3. Raymond H. J. Rim, University of California, Riverside
    This paper will trace the historical and political lineage of early video games in the Cold War. In addition to technological limitations, Cold War politics influence the structure and purpose of seminal video games like Pac-Man. My argument will forward the claim that due to Pac-Man’s origins in the Cold War, later games influenced by Pac-Man, like Kirby, are also constructed along Cold War configurations.
  4. Christopher Weinberger, San Francisco State University
    Using the logic, tools, and examples afforded by several innovative video games (such as Braid, Swapper, Anti-Chamber, and Pokemon Go), I will discuss how video game studies might require  massive curricular redesign, and what we need to do to make the relevance, rewards, and mechanics of video game studies visible to different audiences--especially students, academics, administrators, and those of the public unfamiliar with the field.
Session Cancelled: