Failure is the Name of the Game: Queer Failure in Video Game Novels

dc.contributor.advisorMason, Derritt
dc.contributor.authorBrooks, Laura
dc.contributor.committeememberWhaley, Ben
dc.contributor.committeememberPrud'homme-Cranford, Rain
dc.date2020-11
dc.date.accessioned2020-09-01T14:40:33Z
dc.date.available2020-09-01T14:40:33Z
dc.date.issued2020-08-27
dc.description.abstractConsidering the important process of using queer theory as a mode of resisting the ableist white cisheteropatriarchy of mainstream video games, Failure is the Name of the Game: Queer Failure in Video Games Novels seeks to bring this work into the literary sphere. I use the theoretical frame of queer failure to examine a quickly expanding subgenre of fiction, the video game novel, where video games serve as key elements of a novel’s plot and setting. Each chapter examines a phenomenon of real-life video games and compares how these phenomena have manifested themselves or been challenged in literature. Chapter One challenges the persisting heteronormativity of classic video game culture to queer Ernest Cline’s Ready Player One and Orson Scott Card’s Ender’s Game by proving that there is reparative queer content in these otherwise heteronormative texts. Chapter Two examines the heteronormative impulse of e-sports through the example of Riot Games’ League of Legends and how Marie Lu’s Warcross queers this gaming genre. Finally, Chapter Three examines the racism embedded in Blizzard Entertainment’s World of Warcraft and the massively multiplayer online role-playing game genre and explores how Brittney Morris’s SLAY responds to this tradition by creating a gaming space for only Black players which begins to empower Black transgender gamers. Ultimately, my thesis demonstrates that not only have video games always been queer, as games scholar Bonnie Ruberg suggests, but so have video game novels. I assert that video game novels and the practice of reading video game novels queerly should become part of the conversation surrounding queer game studies. Further, I argue that these literary works have the potential to provide direction to real-life video games as the genre begins to imagine answers to the issues of the dominant gaming community and the development process to create alternative worlds and futures for video games.en_US
dc.identifier.citationBrooks, L. (2020). Failure is the Name of the Game: Queer Failure in Video Game Novels (Master's thesis, University of Calgary, Calgary, Canada). Retrieved from https://prism.ucalgary.ca.en_US
dc.identifier.doihttp://dx.doi.org/10.11575/PRISM/38152
dc.identifier.urihttp://hdl.handle.net/1880/112479
dc.language.isoengen_US
dc.publisher.facultyArtsen_US
dc.publisher.institutionUniversity of Calgaryen
dc.rightsUniversity of Calgary graduate students retain copyright ownership and moral rights for their thesis. You may use this material in any way that is permitted by the Copyright Act or through licensing that has been assigned to the document. For uses that are not allowable under copyright legislation or licensing, you are required to seek permission.en_US
dc.subjectvideo gamesen_US
dc.subjectyoung adult literatureen_US
dc.subjectqueeren_US
dc.subjectfailureen_US
dc.subjectqueer game studiesen_US
dc.subjectqueer theoryen_US
dc.subject.classificationLiterature--Modernen_US
dc.subject.classificationLiterature--Englishen_US
dc.subject.classificationGender Studiesen_US
dc.subject.classificationWomen's Studiesen_US
dc.titleFailure is the Name of the Game: Queer Failure in Video Game Novelsen_US
dc.typemaster thesisen_US
thesis.degree.disciplineEnglishen_US
thesis.degree.grantorUniversity of Calgaryen_US
thesis.degree.nameMaster of Arts (MA)en_US
ucalgary.item.requestcopytrueen_US
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