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Presentation at ISSA Conference 2016 (International Sport Sociology Association): "Based on predominantly qualitative research, socio-critical sports sociologists from various (western) countries have in the past argued convincingly that heteronormativity and homophobia form early influences in organised competitive sport. In contrast, recent research indicates that homophobia is decreasing even in traditional male team sports such as football, and that acceptance of homosexuality is growing. However, research into the acceptance of homosexuality in the Netherlands shows that male teenagers who participate in sports are less tolerant than older participants. In this presentation, the main question treated is how young male participants in team sports experience forms of homonegativity and heteronormativity. To answer the research question, ethnographic research was conducted among young male participants in team sports. The results of this study shows that team sports in which young males and young adults take part can no longer be characterised as absolutely homophobic. At the same time, the findings show that homosexuality in these teams is still hardly a natural given, and that the acceptance is often fragile and conditional. Although the dominant forms of interaction may not be explicitly homonegative (any longer), they are still often hetero- and gender-normative."
Inspired by the notion that online sources had declared Final Fantasy VII Remake as a celebration of queerness, this study analyzes the ways in which the game has been adjusted. After an exploration of the concepts of queergaming and queer representation, the promotion of homophobia and heteronormativity that was abundant in the original FFVII is discussed. An in-depth description of main character Cloud Strife is provided in which his androgynous masculinity is viewed from the perspective of specific Japanese aesthetic traits. By focusing on two scenes that have their roots in the 1997 original - and were rewritten for the remake - the representation of (non-)heteronormative identities, desires, and practices is analyzed. It is concluded that although the term ‘queer celebration’ may be exaggerated, by drastically removing FFVII’s efforts to degenerate any form of homoeroticism, at least the most prominent of disadvantageous social dimensions in the game have been considered.
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Inspired by taxonomist Jack Goody’s theorizing of ‘ancient lists’ as ‘intellectual technologies’, this book analyzes listing practices in modern and contemporary formations of power, and how they operate in the installation and securing of the milieus of circulation that characterize Michel Foucault’s conception of governmentality. Propelling the list’s role in the delimitation and policing of risky and threatening elements from out of history and into a contemporary analysis of power, this work demonstrates how assemblages of computer, statistical, and list technologies first deployed by the Nazi regime continue to resonate significantly in the segmenting and constitution of a critical classification of contemporary homo sapiens: the terrorist class, or homo sacer.
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A research theme examining diversity and inclusion in video games, using an intersectional perspective and typically addressing issues related to the representation of gender, race, and LGBTQ+ people, but also touching broader topics such as class, age, geographic privilege, physical and neurodiversity, the (unevenly distributed) impacts of the climate crisis, and other aspects of identity.