In 2012 Nina Huntemann wrote, “It isn't difficult to find feminist game studies, or feminist gamers.”1 This is no less true eight years later. It isn't difficult to find feminist game studies. Academics—like me and the contributors to this special issue—produce articles, monographs, special issues, and edited collections with steady regularity, and the broader community of game critics digs in with video essays, podcasts, and op-eds. Those working in industry participate in this discourse as well, as evidenced for instance by panels and events at the Game Developers Conference. Feminist thinkers have been tackling the tangled knot of games culture for at least twenty years. The now-classic From Barbie to Mortal Kombat: Gender and Computer Games (1998) launched multiple follow-up anthologies.2 Game developers like Brenda Laurel, Sheri Graner Ray, and Megan Gaiser helped spearhead a movement to take girls seriously as players in the mid-1990s and have continued...
Editor's Introduction: It Isn't Difficult to Find Feminist Game Studies, but Can We Find a Feminist Game History?
Carly A. Kocurek is an associate professor of digital humanities and media studies at the Illinois Institute of Technology. She is the author of two books, Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade (University of Minnesota Press, 2015) and Brenda Laurel: Pioneering Games for Girls (Bloomsbury, 2017). Her articles have appeared in the American Journal of Play, Game Studies, Velvet Light Trap, and other journals. Her games include Choice: Texas and The Spider's Web. She is currently researching a book, funded by the National Science Foundation, on the history of the games for girls movement.
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Carly A. Kocurek; Editor's Introduction: It Isn't Difficult to Find Feminist Game Studies, but Can We Find a Feminist Game History?. Feminist Media Histories 1 January 2020; 6 (1): 1–11. doi: https://doi.org/10.1525/fmh.2020.6.1.1
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