2019
Harrer, Sabine
Intersexionality and the Undie Game other
2019.
Abstract | Links | Tags: Intersectionality, Intersexionality, Undie Game
@other{Harrer2019c,
title = {Intersexionality and the Undie Game},
author = {Sabine Harrer},
url = {http://www.firstpersonscholar.com/intersexionality-and-the-undie-game/},
year = {2019},
date = {2019-03-20},
journal = {First Person Scholar},
abstract = {Fun. When game designers and scholars talk about it, we tend to treat it as the singular, universal product of all successful gameplay scenarios. What’s fun and what isn’t, however, arises from our situated experience as embodied, gendered beings situated within a specific cultural context. In this essay – half game post-mortem, half academic poem – I explore what fun might mean by drawing on queer subjectivity. I call this lens “intersexionality,” invoking Kimberlé Crenshaw’s (1989) notion of intersectionality to describe queer gameplay experiences beyond game industry standards. My case study in this essay is the Undie Game, which I co-designed in 2018 with members of the Copenhagen Game Collective. It is a short, wearable game for two players, which uses two standard mouse controllers inside various panties to facilitate an intimate gaming experience. In this essay, I touch on three “intersexional” design features in the Undie Game: The clicktoris, the tongue, and the pubic spectacle. These features address different materialities of the game and speculate about its potentials for queer play.},
keywords = {Intersectionality, Intersexionality, Undie Game},
pubstate = {published},
tppubtype = {other}
}
Fun. When game designers and scholars talk about it, we tend to treat it as the singular, universal product of all successful gameplay scenarios. What’s fun and what isn’t, however, arises from our situated experience as embodied, gendered beings situated within a specific cultural context. In this essay – half game post-mortem, half academic poem – I explore what fun might mean by drawing on queer subjectivity. I call this lens “intersexionality,” invoking Kimberlé Crenshaw’s (1989) notion of intersectionality to describe queer gameplay experiences beyond game industry standards. My case study in this essay is the Undie Game, which I co-designed in 2018 with members of the Copenhagen Game Collective. It is a short, wearable game for two players, which uses two standard mouse controllers inside various panties to facilitate an intimate gaming experience. In this essay, I touch on three “intersexional” design features in the Undie Game: The clicktoris, the tongue, and the pubic spectacle. These features address different materialities of the game and speculate about its potentials for queer play.
