Conn, M. (2015). Gaming’s Untapped Queer Potential as Art. QED: A Journal in GLBTQ Worldmaking

Conn, M. (2015). Gaming’s Untapped Queer Potential as Art. QED: A Journal in GLBTQ Worldmaking, 2(2), 1-5. doi:10.14321/qed.2.2.0001

Matt Conn argues that before games can be seen as an art form, developers and players have to be open to the idea of allowing games that discuss gender and sexuality

Conn describes he came to this conclusion by drawing from past experiences. Being the founder of GaymerX, an LGBTQ event revolving around gaming, Conn was able to hear about so many different stories revolving around games and gender/sexuality. Conn argues that the prices of developing video games forces developers to play it safe in terms of storytelling and appealing to the masses. Conn has founded a studio that will focus on LGBTQ-centric games to hopefully show that they can be successful. Conn believes this success will allow for developers to open up to the idea of LGBTQ-centic games. Conn credits games like LIM, Portal, and Dys4ia for showcasing a positive look at LGBTQ-centric themes. Conn has founded his own studio, MidBoss, that will focus on creating gaming experiences that focus on postive LGBTQ-centic themes.

Conn provides a unique perspective being that he has been involved with the gaming industry in a vast number of ways. Conn’s story and ideals are supported by Shaw and Friesem’s studies about the lack of LGBTQ representation in games.

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