Headed to UC Irvine Informatics as assistant prof of digital games!

I am thrilled to announce that, starting in fall 2017, I will be joining the Department of Informatics at UC Irvine as an assistant professor of digital games and interactive media. I am so excited to be joining a vibrant, interdisciplinary community with wonderful colleagues and amazing students whose work is sure to challenge and inspire me. I have loved my time in USC’s Interactive Media & Games Division, and I’m very happy that I have the opportunity to complete the second year of my postdoc before starting at UCI. The job market process has been long, winding, thrilling, and exhausting. I am infinitely grateful to all those mentors and friends who have lent me their time and support along the way.

More info coming soon, but for now I’m celebrating the good news. I can’t wait!

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How to (Actually) Be an Ally at GDC

I originally posted this on Medium before the 2016 Game Developers Conference, but it offers helpful tips for allies in all types of situations, especially game and tech spaces!

We all know that games culture and the games industry can be hostile toward those who are different. Even though the Game Developers Conference is a professional setting, discrimination still runs rampant. I have been attending GDC on and off since 2007 — and, while I’ve seen definite improvements over the years, the conference can still be an immensely stressful time for people who don’t fit the model of the white, cisgender, male, straight game dev. That’s because we know, we KNOW, that we are going to have a long line of run-ins, both big and small, with folks who think we don’t belong or we have to work harder to prove our value.

I’m happy to say that, these days, there are more and more of those male game dev types who think of themselves as “allies” to causes of diversity. They support women, people of color, queer people, and people with disabilities in games — at least, they do in theory. In practice, many of the “allies” I know say and do lots of discriminatory things. They are very well-intentioned, but since they already think of themselves as “good guys,” they forget that being an ally is hard work. It means remaining self-aware, self-critical, and actively working to make games a better place for all.

With the conference nearly upon us, and in the spirit of the “take-away,” here are 6 easy tips for actually being an ally at GDC:

1. Assume that everyone is a games professional.

Until you learn otherwise, assume that everyone you speak to works in the games industry or game-related fields. Assume that they are competent, informed, and equally worthy of your time. When speaking to a mixed-gender group of people, i.e. a group with some men and some women, do not — I repeat, DO NOT — address only the men. Direct your comments and your eye contact to both men and non-men equally. Often people do this without thinking; due to cultural stereotypes, they have come to assume that the women in the room are less likely to work in games. This is a professional event. Everyone is here for professional reasons. There is nothing more maddening then feeling ignored and unseen. Practically speaking, you have no idea who you’re talking to. If you’re trying to build connections, don’t shoot yourself in the foot. Here are the words of Stacey Mason.

2. Never dismiss a woman as “just someone’s girlfriend.”

Tip #1 goes for parties just as much as for events at the conference proper. When you see a woman standing arm in arm with a man in a social situation, it may be especially tempting to assume that she is “just” wife or girlfriend. First off, whatever that woman’s relationship status and/or profession, she deserves your equal respect — and secondly, just because a woman is dating a man who works in games doesn’t mean she doesn’t work in games, too. I am in a relationship with a partner who is a game designer; I am a games educator, scholar, and organizer. We both work full-time in games. I cannot tell you the number of times that a well-meaning male GDC goer, someone who thinks of himself as a “feminist” or an advocate for diversity, has all but ignored me in a group conversation. When this happens, I make a mental note to avoid working with this person or promote their work — at least until they recognize their harmful behavior.

3. Respect social cues and personal boundaries.

GDC is a great chance to meet new folks and connect with people you admire. However, it’s important to recognize when someone wants to talk and when they want space. By all means, start up lots of conversations — but avoid assuming that you have a right to someone’s time. You never know what is going on with them that makes them more of less comfortable talking with you. They may have social anxiety and need a few moments to themselves. They may have been the victim of harassment within the games industry and be understandably hesitant about interacting with new people. If they represent a marginalized group, they may already be being asked by a lot of people to speak on behalf of “their people.”

Part of respecting boundaries is also respecting personal space. GDC is a crowded place; be sure to give others as much of a buffer as you can. This is especially true for people you don’t know, or who are sending you body language cues that they’d like you to back it up. Never assume you can touch someone, even in a friendly way, without asking. Also, do not take photos of anyone without first asking their permission.

4. Watch out for words that promote discrimination.

Fellow speakers, you set an example for all GDC attendees, so this is particularly important for you — but it also goes for everyone and every conversation. Lots of people who think of themselves as allies knows not to use hate speech, like blatantly offensive language about race or sexuality. But there are also lots of “smaller” mistakes of language that can make the conference environment feel hostile to those who are different. Avoid inadvertent sexism, like referring to the imagined player for your game as “he.” Also avoid ableism, i.e. using language that associates disability with something bad (like calling someone “lame” or “crazy”). It may not seem like these words would be a “big deal,” but they’re the stuff that microaggressions are made of, and when the whole conference is swimming in them, it makes a huge difference in terms of who feels welcome and who feels like they don’t belong.

5. Don’t let bad behavior slide.

Being an ally doesn’t just mean being responsible for yourself, it also means being an active advocate for better behavior. If you see someone — a friend, a new acquaintance, a presenter — doing any of the above, let them know that you see their behavior as problematic. Depending on your style and the situation, you can do that publicly or you can take them aside individually and point out the problem. Definitely avoid “white knight syndrome,” i.e. don’t try to be the “good guy” who rides in and saves the day to great applause. At the end of the day, the struggle to promote diversity in games isn’t about you. Help out whenever you can, but do it because it’s the right thing to do, not because you want recognition for being an ally.

6. If you get called out, take it in stride.

Even if you’re trying your best to be a good ally, there’s a chance you’ll say or do something that is inadvertently problematic — and that’s okay. We all mess this stuff up sometimes. What’s important is to do your best to be humble and open to criticism. If someone calls you out, your first response may well be defensiveness. “Me? No way! I’m an ally!” Remember, it takes courage to tell someone they’ve done something that hurts you, so respect what this person has to say, make sure they know that you hear them, and let their comment help guide you to even better ally-ing in the future.

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Queerness and Video Games talk at Stanford’s GAIMS

I’m really looking forward to my upcoming talk at Stanford on January 5th, part of the speaker series for their GAIMS group. Thanks very much to Henry Lowood and Ingmar Riedel-Kruse for inviting me to speak. The talk is called “Queerness and Video Games: Identity, Community, & Design.” Here’s the abstract. It should be a great time!

Video games represent today’s fastest-growing and arguably most expressive digital medium, rich with the potential to tell stories of difference. Yet games, games culture, and the games industry often remain hostile to those who do not fit the profile of the traditional gamer. In the wake of recent online harassment campaigns, it is now more important than ever to turn our attention to the the power of games as a platform for expressing diversity. To this end, this talk looks at the burgeoning movement of queer games. For decades, LGBTQ people have been underrepresented in mainstream video games. In the last three years, however, we have seen a blossoming interest from mainstream game studios in increasing queer inclusivity, queer games events like GaymerX and The Queerness and Games Conference have flourished, and queer game-makers from across the country have been leading the vanguard in the new wave of small-scale, personal games. Queerness in video games is more than a matter of who we see on-screen; it’s also a matter of identity, community, and game systems. Thinking about games from the perspective of queerness offers us valuable lessons about design itself.

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Co-organizing Playthink game salon series

Playthink logoOne of the great things about working in USC’s Interactive Media and Games Division is all the opportunities to get involved in the life of the department. I’m proud to be joining the wonderful Jane Pinckard in co-organizing the Playthink salon series this academic year. At each Playthink, three speakers talk about their work in the field of game design or game scholarship. It’s a great chance for faculty, students, and visitors to come together to delve deep into challenging topics in games.

Along with my fellow USC postdoc Aaron Trammell, I had the opportunity to present (on the wacky, indie physics game Octodad and queer passing) at the first 2015-2016 Playthink on 11/9. Now the dates for the spring, 2016 Playthings are in! Next on the calendar is our salon on Monday, January 25, which will be featuring new work from UC Irvine scholars Josh Tanenbaum, Karen Tanenbaum, and Braxton Soderman. As the time get closer, you can find more info about their talks on the Playthink website. I’m already looking forward to it!

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Teaching Experimental Games this spring at USC

I was super excited to learn that, this coming spring, I’ll be temporarily taking over Richard Lemarchand‘s amazing production course on experimental games. Richard is an amazing designer and teacher, and it’s truly an honor. Plus, I get to do a lot to make the course my own — which, for me, means challenging students to tackle topics of identity and difference at the same time they find their creative voices through the rapid prototyping. Here’s the course description. It should be a rollercoaster of a semester!

At its core, creative expression is a playful process. Some of the most unique and moving video games of recent years have emerged from what might seem like the silliest or most unusual ideas. What if you played as the wind (Flower, thatgamecompany)? What if you translated a gender transition into mini-games (Dys4ia, Anna Anthropy)? What if you told a story about childhood abuse through the mechanics of a puzzle-based platformer (Papa y Yo, Minority Games)? Each of these games plays, in some way, with our expectations for what a game is and who we are as players.

The spirit of experimentation is key to imaginative innovation. Experimentation gives us the opportunity to try new things, to fail fast and fantastically, and to explore aspects of ourselves we might otherwise leave out of our games. This course provides a challenging, encouraging, and above all playful space for students to experiment with their own game-making practices. Inspired equally by the absurd, poetic games of the mid-20th-century surrealists and the growing interest among indie designers in exploring identity through games, this course is a chance to make games that are goofy, strange, serious, or deeply personal—often all at the same time.

Over the course of the semester, students will work on 8 games. These games will be informed by weekly readings, in-class discussions, and peer-to-peer critique. Some readings will introduce students to the field of avant-garde games. Others will prompt students to think in new ways about games’ potential for artistic and cultural expression. This course is fast-paced and demanding. Students will be expected to work across a variety of platforms and to reflect critically, articulately, and often on their own goals as game-makers.

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QGCon Local: Queerness and Games comes to Los Angeles

For the very first time this past week, we tried a new approach to the Queerness and Games Conference! Now that I work at USC’s Interactive Media and Games Division (IMGD), we decided to bring a mini version of the conference to my new academic home. We called it QGCon Local. It was a one-day event featuring talks from awesome QGCon 2015 speakers like Richard Lemarchand and Chelsea Howe and new voices like Kris Ligman and Andy Sacher. Students from my “Gender and Sexuality in Video Games” course and the Rainbow Game Jam I helped organize were also there presenting their work, which was inspired by the LGBTQ history of Los Angeles. You can read more about the QGCon Local talks here.

Thanks to support from IMGD and the presence of folks who had traveled to LA for IndieCade the weekend before, the day was a huge success. In fact, our collaborators at The Lavender Effect made a really cool video about the work that USC students are doing to address queerness in their games. Check it out! I’m in there saying good stuff about the future of queer games — but the students are the real stars:

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Another year, another awesome Queerness and Games Conference!

Bonnie Ruberg, Diana Mari Pozo, Zoya Street, Dietrich "Squinky" Squinkifer, Christopher Goetz

The 2015 QGCon co-organizers: Bonnie Ruberg, Diana Mari Pozo, Zoya Street, Dietrich “Squinky” Squinkifer, Christopher Goetz

As always, the Queerness and Games Conference this past weekend blew me away. I want to say a huge THANK YOU to everyone who made the event possible. My special, infinite gratitude goes to my amazing co-organizers Christopher Goetz, Chelsea Howe, Diana Mari Pozo, Dietrich “Squinky” Squinkifer, and Zoya Street, pictured here in our matching Pikachu hats (we’re a very serious bunch) — and to all of those kind people who joined in the standing ovation at the end of the event, which made me feel amazingly loved.

Unfortunately, we don’t have video recordings of the QGCon talks this year, but if you’re interested to see who was speaking, we have a list of all the presenters and their abstracts. Lots of amazing games designers and scholars gave wonderful talks, including our keynotes Sandy Stone and Lindsay Grace. QGCon 2015 also featured a number of wonderful new games in our arcade. If you want to get into the festive QGCon spirit, check out these great photos from the event, taken by our wonderful volunteer photographer Dominic Dagradi. Of course, you can also find great tidbits in our @QGCon Twitter feed.

Thanks again, everybody! I can’t wait to see you at QGCon in 2016.

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The Rainbow Game Jam with USC’s MEGA

Rainbow Jam Poster Candidate 10.9.15You may have heard me raving about it on my Twitter feed, but the students in USC’s Interactive Media and Games program are amazing. Not only are they super creative and super smart, they’re also passionate about games as a force for social change. And that’s definitely true of MEGA, the undergrad group I’ve had the opportunity to work with on organizing the upcoming Rainbow Jam: a 24-hour game jam we’re running in conjunction with The Lavender Effect, a nonprofit whose mission is to spread information about the LGBTQ history of Los Angeles. The goal of the jam is to encourage participants to make games that address queer issues, but also to think about how queerness itself might be a mode of game design.

The Rainbow Jam is free and open to the public. We’ll be kicking things off with presentations from Andy Sacher and myself, along with workshops on game-making platforms for students who are new to game design (I’ll be talking about my absolutely favorite little tool, Emotica). We hope you’ll join us!

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QGCon is back for 2015!

QGCON_logo_with_text

The Queerness and Games Conference is officially back for 2015! This year’s conference will take place on Saturday, October 17 and Sunday, 18. We received a wonderful batch of submissions for session proposals and we have an exciting new location (the UC Berkeley Alumni House). As always, the event is free and open to the public — because accessibility is key!

You can find more information about QGCon on our lovely, recently revamped website. If you want to snag a ticket for QGCon 2015, here’s the EventBrite site. I hope you’ll join us in Berkeley this October.

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My USC course: “Gender and Sexuality in Video Games”

One of the many things that makes me super excited to begin my new job as a postdoc at USC’s Interactive Media and Games Division is the chance to design and teach a new upper-level course that focuses on critical game analysis. The course I’ll be teaching for the first time this fall is called “Gender and Sexuality in Video Games.” Here’s the description:

Feminism and queer representation have taken center stage in recent debates around the future of video games. However, gender, sexuality, and identity have long been important to how we experience games and to games themselves. In this course, students will learn about gender and sexuality in video games, game communities, the games industry, and their own media-making practices. Through a combination of creative group projects and analytical writing, students will develop the vocabulary to think critically and speak powerfully about the cultural dimensions of the interactive media they both consume and create.

Topics covered in course will include: representations of women and sexual identity from across the history of video games; issues of gender and sexuality in video-game communities; sexism and homophobia in games and the game industry with an emphasis on progress and social justice; feminist and queer theory as tools for analyzing games; intersectional connections in games between gender, sexuality, race, class, and disability; queerness and gender-inclusivity as game design principles; critical self-reflection and community engagement through games.

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