Transcript
A (0:01)
Welcome to the New Books Network.
B (0:05)
Hi everyone and welcome back to New Books and Game Studies, a podcast channel on the New Books Network. On this channel we explore new scholarship that helps us understand what games are, how they work, and why they matter culturally, politically and historically. I'm your host, Rudolf Inders, professor for Game Studies at the University of Applied Sciences, Neuhulm in Germany. Before we get started, if you enjoy the show, please consider leaving us a five star review on Apple Podcasts or the platform of your very choice. It really helps others discover the podcast and of course feel free to share this episode with colleagues, students or anyone interested in games and culture Today. I'm very happy to welcome Rob, who joins us to talk about his new book, Art After Gamergate, published by Palgraf. Rob, welcome to the show.
A (1:01)
Thanks Riolf. Great to be on the podcast.
B (1:04)
To begin, could you briefly introduce yourself and your background and tell us how this project came together? What drew you to studying art games, specifically in the context of Gamergate and its aftermath?
A (1:19)
Sure. So I currently work at King's College London. I'm a lecturer in the Culture, Media and Creative Industries department. Going far enough back, my background's in literary studies, but I've been writing about games for quite a while now, and I think in many ways this book is a reflection of my trajectory since my last book, Video Games, Identity and Digital Subjectivity, came out in 2017. So at that time I was a postdoctoral researcher on a project about digital identity, how we understand and express our identities in the age of the Internet. In the years following that, I also worked on another project at the University of East Anglia that was thinking through the alt right as a case study in how far right politics is exploiting digital media. And across that time I was maintaining an interest in games as kind of expressive and creative texts, and particularly autobiographical games, artistic games. So this book is really kind of at the center of that Venn diagram. It's looking at Gamergate as moment that was quite important as a catalyst for this broader rightward turn in digital culture. It's thinking about games as vehicles for thinking about identity, in particular what it means to be a gamer, what that identity is or means. And it's also obviously looking at these games that are very much expressive, artistic works, trying to do interesting things with the medium and its affordances.
B (2:53)
Now, your book opens from attention that many of us in game studies know very well. Video games are constantly fresh, framed as a medium in development, yet they remain culturally associated with wasted time. Especially, I gotta say, in Germany, that Is immaturity and reactionary attitudes. Now the question, when will games grow up? Seems to haunt the medium. How did Gamergate intensify this discourse? And why was it such a decisive moment for the kinds of games you examine?
