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Main Author: Nicholls, Florence Smith
Format: Preprint
Published: 2024
Subjects:
Online Access:https://arxiv.org/abs/2405.05411
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author Nicholls, Florence Smith
author_facet Nicholls, Florence Smith
contents Archaeogaming and queer games studies have both grown as paradigms in the last decade. The former broadly refers to the archaeological study of games, while the later concerns the application of queer theory to the medium. To date, there has been limited engagement of archaeogamers with queer games scholarship, and vice versa. This article argues that there are epistomological parallels between the two; as they are both concerned with the limits and ethics of representation, the personal and political contexts of game development and engagement with video games through transgressive play. The paper is structured around an extended literature review and three vignettes that reflect on the author's personal experience of conducting archaeogaming research, an ethnographic study of Wurm Online, an archaeological survey of Elden Ring and a player study of the generative archaeology game Nothing Beside Remains. While archaeogaming can learn from the centring of subjective lived experience and labour in the queer games sphere, archaeogaming as a form of game preservation can also benefit queer games studies.
format Preprint
id arxiv_https___arxiv_org_abs_2405_05411
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Permalife Of The Archive: Archaeogaming As Queergaming
Nicholls, Florence Smith
Human-Computer Interaction
Archaeogaming and queer games studies have both grown as paradigms in the last decade. The former broadly refers to the archaeological study of games, while the later concerns the application of queer theory to the medium. To date, there has been limited engagement of archaeogamers with queer games scholarship, and vice versa. This article argues that there are epistomological parallels between the two; as they are both concerned with the limits and ethics of representation, the personal and political contexts of game development and engagement with video games through transgressive play. The paper is structured around an extended literature review and three vignettes that reflect on the author's personal experience of conducting archaeogaming research, an ethnographic study of Wurm Online, an archaeological survey of Elden Ring and a player study of the generative archaeology game Nothing Beside Remains. While archaeogaming can learn from the centring of subjective lived experience and labour in the queer games sphere, archaeogaming as a form of game preservation can also benefit queer games studies.
title Permalife Of The Archive: Archaeogaming As Queergaming
topic Human-Computer Interaction
url https://arxiv.org/abs/2405.05411