Research

Game studies, futurity, and necessity (or the game studies regarded as still to come)

Game studies, futurity, and necessity (or the game studies regarded as still to come)

Game studies, futurity, and necessity (or the game studies regarded as still to come)

By Amanda L. L. Cullen, Rainforest Scully-Blaker, Ian R. Larson, Kat Brewster,

Ryan Rose Aceae& William Dunkel

Abstract

“As members of the Critical Approaches to Technology and the Social (CATS) Lab at UC Irvine, we are particularly motivated by this special issue’s call to action. As a collective of interdisciplinary students at various stages in relevant degrees, we are the future of game studies. As such, this question strikes us not as one for speculation, but as a space to commit a set of shared values necessary for game studies to have a future—on that is more equitable, more sustainable, and more transparent. We argue that working towards this future will require an increased commitment to critiquing the relationship between industry and game-making practice; examining the sociopolitical landscape of both game culture and the world; and an attention to the institution of the university itself. Imagining the future in this way is a necessary practice, and a core component to scholarly critique. When we imagine the future, we can work both towards and against it. We do this work as researchers, but also as streamers, makers, critics, and players, each of whom brings our perspective to this special issue to articulate our vision of a critical game studies that strives for equity, sustainability, and self-reflexivity.”

Reference

Cullen, A. L., Scully-Blaker, R., Larson, I. R., Brewster, K., Aceae, R. R., & Dunkel, W. (2022). Game studies, Futurity, and necessity (or the game studies regarded as still to come). Critical Studies in Media Communication, 1-10. doi:10.1080/15295036.2022.2080845 https://www.tandfonline.com/doi/abs/10.1080/15295036.2022.2080845

Keywords

Game studies, critical game studies, video games, games culture, research