Skip to content
naulon
Not checkedNot checked for notices yet.

Games of archiving queerly: Artefact collection and defining queer romance in ​Gone Home and ​Life is Strange

Renee Ann Drouin

Alphaville: Journal of Film and Screen Media · 2019

doi:10.33178/alpha.16.02 (opens in a new tab)

We email you when a new notice or a question about this paper appears.

Abstract

The medium of video games often fails to depict queerness with positive representations. To combat the harmful stereotypes or optional queerness in the medium, I advocate for an application of queer archival methodologies to define and locate queerness in gaming. Queer archiving, with a focus on emotions, trauma, establishment of identity, and multimodality, pairs well with the digital nature of video games. Gone Home (2013) and Life Is Strange (2015), two video games with narratives reliant on the developing romantic relationships between teenage girls, grant us examples in which the inclusion of queerness is reliant on such archiving. Within each game, players gather artefacts to compile archives. In turn, these archives create irrefutable spaces in which queer content is included.

Abstract licence: CC BY-NC

Reads

Read by people on this page

None yet.

Checked or read by AI through naulon

None yet.

A person counts once a day per paper. We keep no cookie and no address: a reader is a hash that changes every day. Any month under five reads shows no number.

Are you an author?

Is this your paper?

Claim it to add your note and be paid when agents cite it. Free.