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video games
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Journal Article
Camera Obscura (2009) 24 (2 (71)): 161–183.
Published: 01 September 2009
...Ewan Kirkland This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill . Noting the dominance of traditional male characters and masculine themes within the video-game medium, the Silent Hill franchise is seen as deviating from...
Journal Article
Camera Obscura (2020) 35 (2 (104)): 63–93.
Published: 01 September 2020
...Liam Mitchell Female figures routinely appear in popular fiction as ostensibly critical correctives to masculinity who can inadvertently retrench problematic divisions between “Woman” and “Man.” In video games, these figures are often aural rather than visual; whether they are off-screen narrators...
Journal Article
Camera Obscura (2017) 32 (2 (95)): 165–173.
Published: 01 September 2017
...Bonnie Ruberg In this interview, Temple University assistant professor of media studies and production Adrienne Shaw discusses her work creating the LGBTQ Video Game Archive. Today, the dynamic interplay between queerness and video games provides scholars with an emerging area of exploration...
Journal Article
Camera Obscura (2017) 32 (2 (95)): 153–163.
Published: 01 September 2017
...Diana Pozo; Bonnie Ruberg; Chris Goetz Queer gamers have always been a part of video game culture. However, since the mid-2000s, the growing importance of fans to media consumption and the rise to prominence of the independent game industry have helped bring public recognition and awareness...
Journal Article
Camera Obscura (2015) 30 (2 (89)): 89–123.
Published: 01 September 2015
...Diana Adesola Mafe This article argues that the 2013 first-person shooter (FPS) video game BioShock Infinite (2K Games) challenges gamers in its representations of race. Launched in 2007, the BioShock franchise has a reputation for thoughtful dystopian narratives, beautiful retro worlds...
Journal Article
Camera Obscura (2017) 32 (2 (95)): 175–183.
Published: 01 September 2017
... of Semiotics (1983) and The Acoustic Mirror (1988), Coffee interrogates the symbolic work done by mainstream cinema in constructing and maintaining binary gender roles—with such binaries also being upheld in high-budget, multimillion-dollar video games produced by the mainstream AAA industry—by subverting...
Journal Article
Camera Obscura (2010) 25 (2 (74)): 1–39.
Published: 01 September 2010
... Games, the
fictitious “Chess for Girls” board game bares a striking resemblance
to the video games that were being designed for and marketed to
female youth during that period, including Mattel’s Barbie Fashion
Camera Obscura 74, Volume 25, Number 2
doi 10.1215/02705346-2010-001 © 2010...
Journal Article
Camera Obscura (2024) 39 (3 (117)): 149–175.
Published: 01 December 2024
... videogame practices such as prerecorded machinima videos. 7 Questions of epistemological and ontological understandings of games follow from this viewer-centric approach analyzing glitches, distorted visuals, and the spectacle commonplace to speedruns. A wealth of speedrunning scholarship, arguably...
FIGURES
Journal Article
Camera Obscura (2017) 32 (2 (95)): 185–192.
Published: 01 September 2017
... video game studies as well as online community moderation. © 2017 by Camera Obscura 2017 video game queerness gameplay mechanics Twine game timer Figure 1. The opening of Queers in Love at the End
of the World (2013)
IN PRACTICE...
Journal Article
Camera Obscura (1985) 5 (1-2 (13-14)): 28–49.
Published: 01 September 1985
... a
construction of broken glass planes mounted on a pedestal-a building
which this time has collapsed on its television. Across from this, the
spectator is asked to peer through a tiny hole into a video game console
where a small screen is reflected in a pool of rippling water...
Journal Article
Camera Obscura (2017) 32 (2 (95)): 89–115.
Published: 01 September 2017
... genres (horror, science fiction, and
war) and media (films, TV programs, and video games). Indeed,
Bell cites one fan who defensively presents a case for the fandom’s
independence, suggesting it is possible to enjoy My Little Pony par-
ticipatory culture without necessarily watching the series...
Journal Article
Camera Obscura (2011) 26 (2 (77)): 131–138.
Published: 01 September 2011
..., and the Academy of
Machinima Arts and Sciences was founded in 2002 to “make the
current creative industries aware of Machinima” (movies created
using video games) “as well as bring support & credibility to inde-
pendent Machinima productions as a whole.”5 Conferences like
MIT’s “Media...
Journal Article
Camera Obscura (2021) 36 (1 (106)): 41–59.
Published: 01 May 2021
...: l'adolescent (et le monde autour de lui)” (Jane had written the woman and nothing else. So I wrote the rest: the young boy [and the world around him]). 5 She created a narrative about very contemporary children caught between childhood and adulthood, absorbed by video games but encountering the realities...
FIGURES
Journal Article
Camera Obscura (2020) 35 (3 (105)): 116–131.
Published: 01 December 2020
... and becomes the new form of sexual commodity. The ZERO GENs become caught up among underground drug lords, glitched super agents, a scheming cor- poration, and a corrupt government. The plot is pretty dense, and so is the film s form, sitting somewhere between porn, video games, and video art. Would you add...
Journal Article
Camera Obscura (2024) 39 (2 (116)): 1–39.
Published: 01 September 2024
... that reduces human life into data points, digestible and computable en masse by institutions and by computers. [email protected] Copyright © 2024 by Camera Obscura 2024 queer theory transgender studies computer history media studies video game studies science and technology studies We...
FIGURES
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Journal Article
Camera Obscura (2009) 24 (1 (70)): 37–65.
Published: 01 May 2009
... art project, where passing is an essen-
tial element of engagement, but rather with an offline video game
called Caught Like a Nigger in Cyberspace, which appeared on a
CD-ROM that the British artist Piper included in the catalog for
his exhibition Relocating the Remains (1997). The game...
Journal Article
Camera Obscura (1988) 6 (1 (16)): 169–177.
Published: 01 January 1988
... the
television set itself is being used for many activities other than TV reception:
home video, video games, homemade video, data banks and information
services, and the whole range of possibilities about to open up with the
future of computer-video interfacing. Traditionally, the home...
Journal Article
Camera Obscura (2005) 20 (2 (59)): 35–71.
Published: 01 September 2005
...
visually apparent when he and Pedro play a video game in an
The Adolescent as Postcolonial Allegory • 45
entertainment center. Ricardo wins, and the machine tells him: “I
am the future.” However, the filmmaker uses a close-up of Pedro’s
eyes looking straight into the camera...
Journal Article
Camera Obscura (2022) 37 (1 (109)): 1–29.
Published: 01 May 2022
... the start of the COVID-19 pandemic, Dejah has taken to recording herself playing the Sims 4 and Fortnite video games. She plays by herself but interacts with people on both YouTube (where she posts the videos) and Instagram (where she promotes the videos) for ideas and suggestions about how to improve...
FIGURES
Journal Article
Camera Obscura (2020) 35 (2 (104)): 171–179.
Published: 01 September 2020
...: The rise of feminism has fatally coincided with the rise of video games, internet porn, and, sometime in the near future, sex robots. With all these options available, and the growing perils of real- world relationships, men are simply walking away. 11 This statement is astounding for its misogynistic...
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