As blends of software and fiction, games are uniquely capable of representing and exploring the effects of digitization on day-to-day life. This book argues that videogames offer a means of coming to terms with a world that is being transformed by digital technologies. ![]() By using examples of the ways my creative output represents queerness within games, and comparing these to other existing texts, this paper demonstrates how nuanced narratives can be produced at the intersections of these categories, and how this framework can be used across multiple mediums to increase and diversify representation. This paper proposes six categories that can be used as lenses for examining representations when writing and analysing videogame texts: central and incidental explicit and implicit and fixed and player-centric. Discussions around this resulting diversity often highlight whether a depiction is 'positive' or 'negative', which does not allow creators or consumers to consider identity in a nuanced way. But with greater acceptance of game texts as artefacts worthy of analysis, and increased accessibility of game-tools so that marginalised creators can use the medium to tell their story, diversity in games has been increasing. ![]() Videogames commonly represent dominant identities as a default: white, male, cisgender, heterosexual, and able-bodied.
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