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Article
What Can the Digital Humanities Learn from Feminist Game Studies?
Digital Humanities Quarterly
  • Elizabeth M. Losh, William & Mary
Document Type
Article
Department/Program
Gender, Sexuality & Women's Studies
Pub Date
1-1-2015
Creative Commons License
Creative Commons Attribution-No Derivative Works 4.0 International
Abstract

When game studies became an area for scholarly inquiry in the academy, feminist game studies soon followed. The first generation of feminist theory in game studies built on the work of Sherry Turkle, Brenda Laurel, and Janet Murray, although some might argue that the legacy of challenging gender norms in game studies goes back even earlier. Now feminist game scholars organize international conferences, edit journals and scholarly collections, and shape trends in the profession, much as their counterparts in the digital humanities attempt to do, but critics in feminist game studies have been able to take advantage of what is seen as a relatively long trajectory of feminist theoretical inquiry and field development. Articulating a need for a feminist corrective in the digital humanities has come at a much slower pace, perhaps because the instrumentalism of a “tool” seems much less blatantly anti-feminist than the instrumentalism of a gun. Furthermore, calls to action from more radicalized forms of feminist approaches to science and technology studies have been noticeably absent in the literature around digital information retrieval in the humanities. This issue of DHQ indicates that a sea change may finally be taking place.

Citation Information
Elizabeth M. Losh. "What Can the Digital Humanities Learn from Feminist Game Studies?" Digital Humanities Quarterly Vol. 9 Iss. 2 (2015)
Available at: http://works.bepress.com/elizabeth-losh/12/