TY - JOUR
T1 - Playing #gamergate in the classroom
T2 - a collegiate feminist approach
AU - Bozdog, Mona
AU - Love, Lynn
AU - Griffiths, Robin
N1 - © 2024, held by the authors.
Data availability statement:
Not present.
PY - 2024/11/19
Y1 - 2024/11/19
N2 - This article discusses the design and delivery of a GamerGate (GG) edu-larp (educational live action role play) as a standalone activity within a larger University level Critical Studies course. The edu-larp aimed to engage students in issues of power, hierarchy, social systems, and lived experience around video game culture, whilst drawing their attention to the impact of their personal experiences, preconceptions, and biases as they emerge through play. GG is a particularly provocative subject; therefore, we explore how a larp allowed us to examine complex questions in an educational setting whilst navigating the potential for toxic backlash that can be encountered when using traditional didactic approaches to challenge students’ values, beliefs and notions of video games. A Critical Studies module in the context of games would be remiss in not discussing the many challenges faced by the games industry, many of which were rendered painfully transparent in the GG controversy. We also aim to reflect on the institutional challenges and professional implications of engaging with edu-larp in a modern university.
AB - This article discusses the design and delivery of a GamerGate (GG) edu-larp (educational live action role play) as a standalone activity within a larger University level Critical Studies course. The edu-larp aimed to engage students in issues of power, hierarchy, social systems, and lived experience around video game culture, whilst drawing their attention to the impact of their personal experiences, preconceptions, and biases as they emerge through play. GG is a particularly provocative subject; therefore, we explore how a larp allowed us to examine complex questions in an educational setting whilst navigating the potential for toxic backlash that can be encountered when using traditional didactic approaches to challenge students’ values, beliefs and notions of video games. A Critical Studies module in the context of games would be remiss in not discussing the many challenges faced by the games industry, many of which were rendered painfully transparent in the GG controversy. We also aim to reflect on the institutional challenges and professional implications of engaging with edu-larp in a modern university.
M3 - Article
SN - 2003-167X
JO - MAI: Feminism & Visual Culture
JF - MAI: Feminism & Visual Culture
IS - 14
M1 - 5
ER -