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gamer

April 7th

…characters–and players.

  • Game Boys — Real Life Vicky Osterweil positions gamer culture as an exclusionary-by-design pressure valve that keeps our larger hegemonic frameworks standing. This one’s a goddamn masterclass, people.
  • “Games have been constructed — actively, by industrial and political economic forces — as a refuge from “the real world,” a place of rest, relaxation, and identity re-enforcement for straight white men, a space in which the feminized labor of social reproduction is performed for them by a machine rather than a woman.”

    Just for Fun

    Hitters spike twice.

    • What I…
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    May 12th

    …to forecast where unsustainable labour practices will inevitably take the industry–and what will emerge in the aftermath.

    • Thinking/Game-Gardening Ruderally – Emilie M. Reed Emilie M. Reed sees AAA games as fundamentally unsustainable from both production and consumption standpoints, and proposes a model of the ruderal–the tenacious, the persistent, the creative–in hypothesizing about what might replace them.
    • The pressure to constantly update games is pushing the industry to a breaking point | PC Gamer Jody MacGregor observes that when games never truly end, neither can the labour that goes into their production, maintenance, and coverage.
    • FATALITY –

    June 23rd

    …a bot. It does an incredible job, to the point where I can’t even tell if its bugs — of which there are a few — are intentional or not.”

    Self-Reflect

    This week we’ve got three excellent interior examinations broaching how games–and game cultures–inform and respond to our imagined selves.

    • An identity crisis in Observation: Exploring dissociation with science fiction • Eurogamer.net Sam Greer contemplates a game which interrogates our sense of self by way of connections to real-world mental health struggles.
    • How games can lend us their sense of movement • Eurogamer.net Emad…

    August 18th

    …conservative. | The Outline Josh Tucker peels back and unpacks the lie that keeps the neoliberal triple-A game industry turning.

  • What It’s Really Like to Be a QA Tester | EGM Diego N. Argüello shines a light on the systematic exploitation of quality assurance testers in the games industry.
  • Why we now talk about politics in games so much • Eurogamer.net Malindy Hetfeld tracks the positioning and messaging of games in an increasingly connected and informed world.
  • Call of Duty and separating art from politics – I Need Diverse Games Tauriq Moosa squarely calls out the combination…
  • October 20th

    …shared through let’s plays.

  • How To Break Up With Your Online Gaming Friends | Kotaku Cecilia D’Anastasio offers some life advice for cutting toxicity out of your playtime.
  • Gamer Mom: Parenting Lessons I Learned From God of War | Sidequest Wendy Browne offers some thoughts on Kratos’ Dadliness.
  • My nan taught me how to play Baldur’s Gate • Eurogamer.net Imogen Beckhelling recounts family bonding via the couch-co-op of Dark Alliance 2.
  • “The beauty of so many games released around that time was the couch co-op. Baldur’s Gate was the sort of multiplayer where both…

    November 3rd

    …towards form that emphasize materiality and intimacy.”

    Untitled Labour Discourse

    There’s been a bump in discussions of labour in games over the last few weeks for. . . a few reasons. Here’s a pair of quality pieces, alternately examining labour-as-mechanic and the ongoing out-of-game labour of media preservation.

    • The Joy of Labor in Wilmot’s Warehouse | Unwinnable Jeremy Signor examines a game that refutes the work-as-tedium argument.
    • The race to save Japan’s incredible ’80s PC gaming history before it’s gone forever | PC Gamer Wes Fenlon looks in on a preservation group’s efforts to…
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    January 5th

    …haven’t already done so, be sure to check out both Kris’ excellent year-end roundup and Connor’s latest monthly roundup on games vlogging.

    Speaking of roundups, there’s lots of lists out there right now, particularly on the subject of games of the year or decade. Most of them don’t quite fit our usual fare for inclusion here, but there’s some pretty great insights and meditations to be had regardless. Here are a few of my picks, in no particular order:

    –Dia Lacina –Austin Walker –Mx. Medea –Sidequest –Natalie Watson –Emily Rose –Dante Douglas –Not Your Mama’s Gamer (Podcast) –Cameron…

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    Critical Distance Blogger of the Year 2019

    …Vicky Osterweil articulates how gaming communities have become the home base of fascist organization under capitalism.

  • Game Boys — Real Life Vicky Osterweil positions gamer culture as an exclusionary-by-design pressure valve that keeps our larger hegemonic frameworks standing. This one’s a goddamn masterclass, people.
  • All Work and All Play — Real Life Vicky Osterweil absolutely drop-kicks the mic and extends the conversation on labour in games beyond the limited (but still absolutely fucking necessary!) question of unionization.
  • Well Played: Store Credit — Real Life Vicky Osterweil–God, how do I even summarize this one? Think Dyer-Witheford & dePeuter’s…
  • March 29th

    …often more of the latter.”

    History Makers

    There’s quite a bit of spread in this section, but generally the pieces gathered here delve into some kind of historical analysis, either looking at where trends in games got their start, the underlying origins or structures of popular narratives in the industry, or even reflecting on how “history” in games is constructed and framed.

    • Who gets to write video game history? • Eurogamer.net Florence Smith Nicholls reflects on the recent auction of the Nintendo PlayStation and asks what smaller, more vulnerable artifacts, texts, and creators are out…

    April 5th

    …with the steady-paced, real-time Animal Crossing.

  • 2017’s Prey is the true spiritual sequel to Half-Life 2 | PC Gamer Andrew King finds the physics sandbox legacy of Half-Life 2 alive and well in Prey (2017).
  • Where the Water Tastes Like Wine Makes Organic Storytelling Feel Artificial | DualShockers Chris Compendio finds storytelling structures and resource management mechanics a little too closely tied in Where the Water Tastes Like Wine.
  • “Stories are malleable and shift based on who is telling them, but to turn them into objects and to shift storytelling into something transactional felt contradictory.”