2,175
Views
6
CrossRef citations to date
0
Altmetric
Special Forum: What's Next?

What’s next?: the LGBTQ video game archive

References

  • Alwood, E. (1996). Straight news: Gays, lesbians, and the news media. New York: Columbia University Press.
  • Barton, M. D. (2004, March 17). Gay characters in video games. Armchair Arcade. Retrieved from http://www.armchairarcade.com/neo/book/export/html/305
  • Benshoff, H. M., & Griffin, S. (2006). Queer images: A history of gay and lesbian film in America. Lanham, MD: Rowman & Littlefield.
  • Consalvo, M. (2003a). Hot dates and fairy-tale romances: Studying sexuality in video games. In M. J. P. Wolf & B. Perron (Eds.), The video game theory reader (pp. 171–194). New York: Routledge.
  • Consalvo, M. (2003b). It’s a queer world after all: Studying the sims and sexuality. New York: GLAAD Center for the Study of Media & Society.
  • Gross, L. (2001). Up from invisibility: Lesbians, gay men, and the media in America. New York: Columbia University Press.
  • Lopez, V. (2004). Ms. Pac-Man’s gay kids: The growing number of out video gamers has led to more gay game characters [Electronic version]. The Advocate. Retrieved from https://www.questia.com/magazine/1G1-126164480/ms-pac-man-s-gay-kids-the-growing-number-of-out
  • Ochalla, B. (2006, December 8). Boy on boy action: Is gay content on the rise? Gamasutra. Retrieved from http://www.gamasutra.com/features/20061208/ochalla_01.shtml
  • Ruberg, B. (2016). Queer game studies 101: An introduction to the field. Our Glass Lake. Retrieved from http://ourglasslake.com/queer-game-studies-101/
  • Russo, V. (1987). The celluloid closet: Homosexuality in the movies (Rev ed.). New York: Harper & Row.
  • Sender, K. (2005). Business, not politics: The making of the gay market. New York: Columbia University Press.
  • Shaw, A. (2009). Putting the gay in game: Cultural production and GLBT content in video games. Games and Culture, 4, 228–253. doi: 10.1177/1555412009339729
  • Shaw, A. (2012). Talking to gaymers: Questioning identity, community and media representation. Westminster Papers in Communication and Culture, 9(1), 67–89.
  • Shaw, A. (2014). Gaming at the edge: Sexuality and gender and the margins of gamer culture. Minneapolis, MN: University of Minnesota Press.
  • Shaw, A. (2015). Circles, charmed and magic: Queering game studies. QED: A Journal in GLBTQ Worldmaking, 2(2), 64–97. doi: 10.14321/qed.2.2.0064
  • Shaw, A. (Forthcoming). Beyond sex and romance: LGBTQ representation in games and the grand theft auto series. In P. Messaris & L. Humprehys (Eds.), Digital media: Transformations in human communication (2nd ed.). New York: Peter Lang.
  • Shaw, A., Lauteria, E., & Waldron, E. (2016, April). Making queer games history: The collection and assessment of LGBTQ game content. Different Games 2016 Conference. New York City, New York.
  • Shaw, A., & Ruberg, B. (Forthcoming). Introduction: Why queer game studies now? In B. Ruberg & A. Shaw (Eds.), Queer game studies (pp. ix–xxxiii). Minneapolis: University of Minnesota Press.

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.