Performing Critique
Queer Video Games as Critical Method
DOI:
https://doi.org/10.22029/oc.2019.1161Keywords:
video games, gaming, game studies, queer, critique, structurationAbstract
Against the backdrop of a growing concern for the fate of critique in the current era, queer video games such as tranxiety, Dream Daddy and Gone Home have begun to engage players in the process of critically examining their own assumptions and immersing them in a performative critique, particularly as it relates to non-normative lived experiences. Alongside exploring whether these games are ‘merely’ the result of critical game design, such that players are enlisted to perform critique, or if queer play is more than a prescribed behavior, this article will utilize examples from across various video game platforms and genres to demonstrate that whether trying to survive daily life as a trans woman in the beginning stages of transition in tranxiety or exploring the dating life of Maple Bay’s latest resident in Dream Daddy, queer video games serve as a platform through which players are encouraged to perform critique via queer play, that is to say, playing outside of traditional video game and character norms. Embracing a productive nexus of critical reflection and performativity, queer video games demonstrate that critique is well served by participatory media. Critique has entered the digital era and, though transformed, it is alive and well.