Category Archives: issue no. 2


Introduction: Feminist Game Studies

Just over a year ago, Anita Sarkeesian launched a Kickstarter campaign to fund a video project exploring the representation of women in digital games. When the funding campaign for her project “Tropes vs. Women in Video Games” began, Sarkeesian was already an established feminist media critic. Her videos touched upon a range of subjects, from […]

Casual Games, Time Management, and the Work of Affect

Casual games are stupid and they are taking over our lives. This is what a recent New York Times Magazine article concluded. Sam Anderson, the article’s author, writes, “Tetris and its offspring (Angry Birds, Bejeweled, Fruit Ninja, etc.) have colonized our pockets and our brains and shifted the entire economic model of the video-game industry. […]

Casual Threats: The Feminization of Casual Video Games

There has been a long history of linking mainstream or popular culture with the feminine for the purpose of denigrating both (Huyseen 1986). So-called casual video games lend themselves well to mainstream or popular audiences because of their pick-up-and-play nature and intuitive controls. In fact, some developers even prefer the name mainstream or mass market […]

Collective Organizing, Individual Resistance, or Asshole Griefers? An Ethnographic Analysis of Women of Color In Xbox Live

We are steadily witnessing the appropriation of new communication technologies to facilitate collective organizing and mobilization. As Eltantawy and Wiest (2011) explain, the development of social media creates opportunities for digital and web based social movements to change the reality of collective action. Cyberactivists have incorporated a host of tools to facilitate their organizational activities […]