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Making the LGBTQ Game Archive and Queerly Represent Me Database
Conference presentation

Making the LGBTQ Game Archive and Queerly Represent Me Database

Adrienne Shaw, Evan Lauteria, Christopher Persaud and Alayna M Cole
Queerness and Games Conference (QGCON), 2017 (Los Angeles, United States, 31-Mar-2017–02-Apr-2017)
Queerness and Games Conference (QGCON)
2017
url
http://www.qgcon.com/2017-speakers/cole2017/View
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Abstract

Information Systems character creation diversity representation gender Queerly Represent Me database LGBTQ video game archive project LGBTQ characters sexuality LGBTQ game content
The presenters for this session have been working on both the construction of digital archives/databases and analysis of lesbian, gay, bisexual, transgender, and queer (LGBTQ) digital game content covering the past three decades of game history: www.lgbtqgamearchive.com and www.queerlyrepresent.me. For the first 15-20 minutes of this session the presenters will discuss the research and analysis of the LGBTQ video game archive project and Queerly Represent Me database. We will talk about how both projects began, what they include, and what early findings we have based on qualitative and quantitative analysis of the LGBTQ characters and relevant content in games from 1985-2005. We will also discuss the process of making publicly available research resources. The remainder of the time would be spent walking attendees through the process of doing this type of research through a series of small group activities. We will go over the difficulties of discerning video game characters genders and sexualities (as well as race and class markers) with some specific examples chosen from the archive. Finally, we will use small group activities to illustrate the medium specific concerns in analyzing LGBTQ game content including the procedural rhetoric of same-sex romance options, the limitations of gender options in character design, and the contingent nature of LGBTQ representation in games where non-player characters' backstories are revealed only if specific player actions in the game occur. Our primary goal is that attendees will take away from this session a greater understanding of the complexity of analyzing LGBTQ game content, and the myriad ways gender and sexuality are made relevant in digital games. Moreover, we hope that they will be empowered to do their own original research on LGBTQ game content (either contributing to our existing archives or by starting their own public research projects). Finally, building on the goals of both projects we hope to bring attention to the long history of LGBTQ content in digital games as a way of helping all of us invested in game culture imagine new possibilities for future representations.

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