Abstract
During the summer of 2004, two of my former students, Mike and Michael, insisted that I play Final Fantasy XI (FF11) with them. FF11 is a massively mul-tiple online role-playing game (MMORPG) that’s fairly typical of its genre: players select a character, join “parties” of other online players, kill various creatures, amass experience points to “level up,” and chat, often voraciously, with their fellow online warriors and gamers. Part of my gaming experience with my two students involved periodically setting up a “LAN party,” in which our various computers and Play Station 2 game consoles (PS2s) were all in the same room. We would play for hours, sometimes all night, conversing both with each other and with online friends from around the country and sometimes from around the world.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Aarseth, Espen J. (1997). Cybertext: Perspectives on ergodic literature. Baltimore, MD: Johns Hopkins University Press.
Alexander, Jonathan. (2004, February). “In their own words: How LGBT youth represent themselves on the Web.” Gay and Lesbian Alliance Against Defamation (GLAAD). Retrieved February 4, 2006, from http://www.glaad.org/programs/csms/papers.php?
Atkins, Barry. (2003). More than a game: The computer game as fictional form. Manchester, UK: Manchester University Press.
Barton, Matthew D. (2004, March). Gay characters in videogames. Armchair Arcade. Retrieved October 7, 2004, from http://www.armchairarcade.com/aamain/content.php?article.27
Cameron, Deborah, & Kulick, Don. (2003). Language and sexuality. Cambridge: Cambridge University Press.
Campbell, John Edward. (2004). Getting it on online: Cyberspace, gay male sexuality, and embodied identity. New York: Harrington Park Press.
Cassell, Justine, & Jenkins, Henry. (Eds.). (1998). From Barbie to Mortal Kombat: Gender and computer games. Cambridge, MA: MIT Press.
Consalvo, Mia. (2003). Hot dates and fairy-tale romances. In Mark J. P. Wolf & Bernard Perron (Eds.), The video game theory reader (pp. 171–194 ). New York: Routledge.
Consalvo, Mia, & Paasonen, Susanna. (Eds.) (2002). Women and everyday uses of the Internet: Agency and identity. New York: Peter Lang.
Cunningham, Helen. (1995). Moral Kombat and computer game girls. In Cary Bazalgette & David Buckingham (Eds.), In front of the children: Screen entertainment and young audiences (pp. 188–200 ). London: British Film Institute.
Darley, Andrew. (2000). Visual digital culture: Surface play and spectacle in new media genres. London: Routledge.
Foucault, Michel. (1978/1990). The history of sexuality: An introduction volume 1 (Robert Hurley, Trans.). Vintage Books: New York.
Frasca, Gonzalo. (2004). Videogames of the oppressed: Critical thinking, education, tolerance, and other trivial issues. In Noah Wardrip-Fruin & Pat Harrigan (Eds.), First person: New media as story, performance, and game (pp. 85–94 ). Cambridge: MIT Press.
Gee, James Paul. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
Haraway, Donna. (2003). A cyborg manifesto: Science, technology, and socialist-feminism in the late twentieth century. In Noah Wardrip-Fruin & Nick Montfort (Eds.), The new media reader. Cambridge: MIT Press.
Henthorne, Tom. (2003, April). Cyber-utopias: The politics and ideology of computer games. Studies in Popular Culture, 25 (3), 63–76.
Kendall, Lori. (2002). Hanging out in the virtual pub: Masculinities and relationships online. Berkeley: University of California Press.
King, Brad, & Borland, John. (2003). The rise of computer game culture: From geek to chic. New York: McGraw-Hill.
Oksman, Virpi. (2002). ‘So I got it into my head hat I should set up my own stable…’: Creating virtual stables on the Internet as girls’ own computer culture. In Mia Consalvo & Susanna Paasonen (Eds.), Women and everyday uses of the Internet: Agency and identity (pp. 191–210 ). New York: Peter Lang.
Ray, Sheri Graner. (2004). Gender inclusive game design: Expanding the market. Hingham, MA: Charles River Media.
Score, Avery. (n.d.). Rainbow road. GameSpotting Jump Around. Retrieved October 7, 2004, from http://www.gamespot.com/features/6102243/p-3.html
Tapscott, Don. (1998). Growing up digital. New York: McGraw-Hill.
Thurlow, Crispin, Lengel, Laura, & Tomic, Alice. (2004). Computer mediated communication: Social interactions and the Internet. London: Sage.
Vered, Karen Orr. (1998). Blue group boys play Incredible Machine, girls play hopscotch: Social discourse and gendered play at the computer. In Julian Sefton-Green (Ed.), Digital diversions: Youth culture in the age of multimedia (pp. 43–61 ). London: UCL Press.
Waskul, Dennis. (2003). Self-games and body-play: Personhood in online chat and cybersex. New York: Peter Lang.
Editor information
Editors and Affiliations
Copyright information
© 2007 Cynthia L. Selfe and Gail E. Hawisher
About this chapter
Cite this chapter
Alexander, J., Mccoy, M., Velez, C. (2007). “A Real Effect on the Gameplay”: Computer Gaming, Sexuality, and Literacy. In: Selfe, C.L., Hawisher, G.E., Van Ittersum, D. (eds) Gaming Lives in the Twenty-First Century. Palgrave Macmillan, New York. https://doi.org/10.1057/9780230601765_10
Download citation
DOI: https://doi.org/10.1057/9780230601765_10
Publisher Name: Palgrave Macmillan, New York
Print ISBN: 978-1-4039-7220-0
Online ISBN: 978-0-230-60176-5
eBook Packages: Palgrave Social & Cultural Studies CollectionSocial Sciences (R0)