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Beyond texts: Using queer readings to document LGBTQ game content

机译:超越文本:使用酷儿读数来记录LGBTQ游戏内容

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Queer readings of texts allow audiences, queer or not, to see the possibility for queerness in media that does not explicitly name LGBTQ identities. At times these readings are intended by creators but they need not be, as audiences themselves help establish the queer potential of texts through their own reception practices. Studying queerly read content in media necessarily requires moving beyond a singular textual object, as authorship, fandom, and reception practices are all central to identifying queerly readable content in media. Yet scholarship on queerly reading digital game texts has largely relied upon close academic readings of the text itself. Drawing on our ongoing project documenting a large number of games with LGBTQ or queerly read content, herein we argue that given the unprecedented access to fan queer readings online communities make available, we can expand our methodological toolkit for documenting this content. Specifically, rather than considering fan queer readings as data to be analyzed on its own, we argue that these sources can be read alongside game content and producer statements as evidence of queerness in game texts. That is, by moving beyond the text, scholars can address a larger scope of queer reading practices as well as properly value fan work. We conclude that queer readings available in these spaces allow us to archive and preserve queer reception activities, but also allow fans actively shape the meaning of these texts.
机译:文本的酷儿读数允许受众,Queer与否,看看没有明确地命名LGBTQ身份的媒体中的Queerness的可能性。有时这些读数由创作者旨在,但由于观众本身通过自己的接待实践帮助建立了文本的酷儿潜力。研究媒体中的普通读取内容必然需要超越单数文本对象,作为作者,粉丝和接收实践是识别媒体上的普通可读内容的核心。然而,奖学金在普通阅读数字游戏文本上基本上依赖于文本本身的学术读数。绘制我们正在进行的项目记录大量具有LGBTQ或Queerly读取内容的大量游戏,这里我们争论鉴于前所未有的访问粉丝QUEER读数在线社区提供,我们可以扩展我们的方法工具包以记录此内容。具体而言,而不是考虑粉丝Queer读数作为要自行分析的数据,而是可以将这些来源与游戏内容和制作人陈述一起阅读,作为游戏文本中的Queerness的证据。也就是说,通过超越文本,学者可以解决更大的奇怪读取实践范围以及适当的价值范围。我们得出结论,这些空间中可用的酷儿读数允许我们归档和保留酷儿接收活动,但也允许粉丝积极塑造这些文本的含义。

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