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Queer as the Ocean, already showcased at the Warming Up festival and Society 5.0 in 2023.
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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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The Kenyan supreme court recently struck down a government decision to ban the registration of an LGBTIQ+ community rights organisation, sparking new homophobic rhetoric in the country. Kenya is one of 32 African countries that criminalises homosexuality. Those who identify as part of the LGBTIQ+ community are often discriminated against, harassed and assaulted. Lise Woensdregt and Naomi van Stapele, who have researched queer experiences in Kenya for nine years, explain the impact of this ruling.
"My PD-trajectory aims to contribute to knowledge development in the domains of artacademic institutions, the queer/drag/HIV community, and advocacy as context for queer safety. Emphasis will be placed on how to write, document, design, and archive elements in order to shape language to actively comprehend each other’s affinities, aspirations, and propel visibility for emancipatory realities by creating empathy among differences. Incorporating the theorization of new terms such as “gift dragonomy” and “dragging as grafting” based on drag mothering knowledge will play an active role in preserving subcultural language while avoiding ‘representational fixity.”
In 2007 at Ropecon, a large Finnish roleplaying convention, Emily Care Boss coined the term bleed to refer to emotional transference that sometimes happened to players of roleplaying games. Bleed describes an effect where emotions and attitudes experienced while roleplaying a character continue on after the roleplaying session was over, or the other way around, where a player brings their own feelings into the character they are embodying. For example, a player would roleplay a romance with another player's character, and then develop feelings for said player after the game was over. Bleed can create powerful effects in a roleplaying session, both positive and negative, which has resulted in the development of various best practices and safety tools that analogue game designers can draw upon, and roleplaying games frequently have mechanics designed around inducing and maximizing particular types of bleed in their players. Bleed mechanics lend themselves particularly well to exploring queer and otherwise marginalized identities, generating empathy, and exploring acts of political resistance. They are a powerful tool in the analogue game designers’ toolbox. Digital games make comparatively far less use of bleed in their designs than analogue games—the concept of bleed is not well-known among digital game designers. Consequently, there is little guidance for designing digital bleed mechanics, and insufficient safety tools with which to do so. With how powerful these effects can be, the knowledge and tools gaps for digital games needs addressing. This research project will create primarily digital narrative games that are explicitly designed to invoke bleed, and seeks to provide designers with new frameworks and safety tools to create bleed effects for digital games. Games will be created with varying themes and approaches regarding identity and storytelling to explore how, in particular, narrative design influences bleed in digital games.