Research and Publications

All of my research revolves around putting video games, popular culture, and technology into conversation with queer (and) women of color feminist critique. I am active in game studies and the digital humanities.

Things you can watch now!

“Unruly Bodies: The Queer Physics of Fumblecore.” Queerness and Games Conference, Los Angeles, CA, 2017. NOTE: the audio doesn’t work for about 30 seconds, but it does eventually kick in!

Roundtable: Queer Digital Humanities. with Kara Thompson, Alexis Lothian, and Leisa Meyer. Race, Memory, and the Digital Humanities Conference, Williamsburg, VA, 2017.

Roundtable: American Studies and the Digital Humanities. with Lauren Tilton and Marisa Parham. Race, Memory, and the Digital Humanities Conference, Williamsburg, VA, 2017.

“Ain’t That a Witch,” femslash vid created for the Queerness and Games Conference, Berkeley, CA, 2013.

Things you can read now!

More Academic

“Shooting to Kill: Headshots, Twitch Reflexes and the Mechropolitics of Video Games.” Games and Culture 13.2 (2018).

“dicks dicks dicks: Hardness and Flaccidity in (Virtual) Masculinity,” Flow 24.03 (2017).

“Welcome to MY Fantasy Zone: Bayonetta and Queer Femme Disturbance.” Queer Game Studies, ed. Bonnie Ruberg and Adrienne Shaw. University of Minnesota Press, 2017.

“Reflections on a Movement: #transformDH, Growing Up.” Coauthored with Moya Bailey, Anne Cong-Huyen, and Alexis Lothian. Debates in the Digital Humanities 2016, ed. Matthew Gold and Lauren Klein. University of Minnesota Press, 2016.

“Feminism and Procedural Content Generation: Toward a Collaborative Politics of Computational Creativity.” Coauthored with Gillian Smith, Michael Cook, and Tanya Short. Digital Creativity 27.1. Special issue, “Post-Anthropocentric Creativity,” ed. Stanislav Roudavski and Jon McCormack, 2016.

“(Queer) Algorithmic Ecology: The Great Opening Up of Nature to All Mobs.” Understanding Minecraft: Essays on Play, Community, and Possibilities, ed. Nate Garrelts. McFarland Publishing, 2014.

“Additive Race: Colorblind Discourses of Realism in Performance Capture Technologies.” Coauthored with Alison Reed. Digital Creativity 24.2. Special issue, “Performance Art and Digital Media,” ed. Michael Nitsche, 2013.

More Casual

“dicks dicks dicks: Hardness and Flaccidity in (Virtual) Masculinity,” Flow 24.03 (2017).

“Gaming.” Digital Pedagogy in the Humanities: Concepts, Models, and Experiments open access project, ed. Rebecca Frost Davis, Matt Gold, Kathy Harris, Jentery Sayers. MLA Commons, 2017.

“Can Computers Be Feminist?” Coauthored with Gillian Smith, Tanya Short, and Michael Smith. First Person Scholar, 2015.

Bayonetta, Femme Disturbance, and AAA Queer Desires.” In Media Res, 2014.

“5 Things Academics Might Learn from How the Rowdy Social Justice Blogosphere Handles Fucknecks.” Fembot Collective Laundry Day, 2012.

Things to look forward to!

Book Projects

Gamer Trouble (under contract with NYU Press)

Video games have been in trouble since their inception, continuously stuck in controversies about violence, diversity, and online harassment. As our popular understanding of “gamer” shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and stretch our understanding of identity politics. Gamer Trouble excavates the turbulent relationships beneath the surface of contemporary gaming culture, taking readers under the hood of the mechanisms of video games, from representation to software, in order to understand the ways that difference gets baked in to the technological, ludic, ideological, and social systems of gaming. This analysis illuminates not only the trouble between gamers, but the compelling struggles between system and user, industry and society, and critic and fan. These conflicts emerge from an underlying toxicity in the structure of video games, but they leave space for redemptive play and other strategies of political engagement.

Mechropolitics: Video Games and the Pornography of Death

Mechropolitics takes questions about violence in video games beyond overplayed arguments about causality. Instead, this book aims to develop a vocabulary for discussing the political implications of death mechanics in popular media to understand what happens when death goes digital. Drawing on postcolonial theories of necropolitics to understand the mechanics of death in digital games and animation, Mechropolitics seeks to illuminate the links between contemporary racial and gender politics and the death worlds that we have created in digital media.

Journal Projects

Special Issue, “Queerness and Video Games: New Perspectives on LGBTQ Issues, Sexuality, Games, and Play,” Game Studies. Co-edited with Bonnie Ruberg. Forthcoming Fall 2018.

Survivance Confronts Collective Trauma with Community Response,” (digital project review), American Quarterly 70.2.

“Precarious Labor in the Digital Humanities” (Forum), coauthored with Christina Boyles, Anne Cong-Huyen, Carrie Johnston, and James McGrath, American Quarterly special issue on Digital Humanities.

Book Chapters

“Game Studies for Great Justice,” Routledge Companion to Media Studies and Digital Humanities, ed. Jentery Sayers. Routledge, 2018.

“Death: Sniper Elite,” How to Play Video Games, ed. Nina Huntemann and Matt Payne. NYU Press.



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