Abstract: <p>The purpose of this research is to highlight the limitations and opportunities for playful expression of gender identity in character creation systems of virtual worlds, and how these might work to reinforce, or disrupt, the heteronormative imperative. The primary sites considered in this analysis are the video game World of Warcraft and the live action role-playing game Amtgard. I… more
Abstract: <p>Why show things that aren't people acting like people? In the field of animation, it's a surprisingly big "why?", because it's a "why?" that doesn't lead to any sort of doctrine of ontology, of inevitability, of manifest destiny, or of anything like that. But it does lead to another "why?"—"why did anthropomorphic depictions of… more