I study inequitable interactions enabled and enforced by mundane everyday systems that frame and regulate our experiences with digital games and media.
iConference full paper about how participants perceived and interpreted the narrative introductions of women characters in a sample of best selling games. Sample was further divided by games with a woman protagonist and a man protagonist. Findings provide insights into how participants perceive and understand the cultural contexts of characters, and how they appear to understand them positioned along complementary axes of binary opposition (e.g., strong vs. weak, important vs. basic). We also provide methodological insights for how future researchers might reconsider their surveys or interviews to find deeper insights.
IEEE Transactions on Games article about a collaborative, participatory research-through-design project to explore how diverse perspectives may come together to reconfigure how diversity is constructed in digital games, or any virtual setting where bodies are put into play. You can find a companion site for this project at https://ptp-project.com/
Presentation of "Prosthetic Metaphors, Rejection, and Representation in Games" at DiGRA 2022, and our Discussion of what we describe as the "privilege of rejection" in relation to representation in games.