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Universidad De Murcia UNIVERSIDAD DE MURCIA FACULTAD DE LETRAS Corporeality, Identity, and Digital Culture: Gender and Sexuality in Video Games Corporeidad, Identidad y Cultura Digital: Género y Sexualidad en Videojuegos D. Juan Francisco Belmonte Ávila 2015 Agradecimientos Esta tesis no habría sido posible sin el apoyo, consejo y calmada dirección de D. Juan Antonio Suárez, una de las figuras en el mundo académico que, sin duda, más admiro. Sin él, jamás me habría decidido por escribir una tesis como ésta. La labor de la Fundación Séneca de Ciencia y Tecnología a través de sus becas/contrato FPI ha posibilitado mi dedicación total a este proyecto. Muchísimas gracias. Dentro de dichas Fundación, valoro especialmente el trabajo de Viviane Varelli la cara visible de un, sin duda, gran equipo. De igual forma, gracias a las ayudas para estancias de investigación de la Fundación mi trabajo se benefició de los recursos e investigadores de McGill University (Canadá) y IT University (Dinamarca). El capítulo 5º (escrito en McGill) y el 6º (IT) son fruto del tiempo pasado en esos centros. Mi beca pre-doctoral Fulbright durante los años 2009-2011 en Indiana University resultó fundamental en mi formación. No sería el mismo sin esta experiencia y mi tesis sería mucho más pobre sin aquella formación. Nunca olvidaré la paciencia, profesionalidad y humanidad de Daisy Rose y Guy. En la Universidad de Murcia tengo que agradecerle a Joaquín Martínez Lorente sus dos asignaturas (Narrativa y Lit. Fantástica) en el último año de licenciatura. Supusieron un giro fundamental en mi vida. También agradezco a Clara Calvo, por ser Clara Calvo, y a Juan Francisco Cerdá, a quien considero mi senpai. En Indiana, les agradezco a Iliana Gershon, Suzanna Walters, Michiko Suzuki y Richard Rubinger sus clases, fundamentales. Y a los profesores Thomas Lamarre (en McGill) y Susana Tosca (IT) por hacer posible mis estancias en sus universidades. Ya en el plano personal, le doy las gracias a mis compañeros de sala, en especial a Fuen y M. Ángeles a quienes considero mis ex-compañeras-ahora-amigas, por el tiempo acumulado juntos. Gracias a Marina R. y Marina D. por estar ahí en momentos clave como amigas y como compañeras de lectura/escritura de tesis. A mis ex-compañeros de Ilustración, por propiciar una irreal isla. A Susan y Erik por ayudarme a mantener la cordura en Bloomington. A Deo, por ser fuente de admiración (es la amiga que siempre me hace decir “pues yo tengo una amiga que…”) y por haber hecho posible uno de los mejores viajes que he hecho hasta el momento. A Carmen y Airin, simplemente porque no podrían no estar en este párrafo y a María S., con quien quiero hacer muchas torrijas siempre. Sin un amigo como Rafa, siempre presente desde mi adolescencia, con quien hablar constantemente de videojuegos, con quien pasar días enteros con piques y dolores de dedos, con quien comparar peinados horribles en FF:XIV y con quien tener la certeza de que todo es sólido a través de los años…está tesis habría sido mucho más aburrida. Le doy las gracias a mi hermana por su cariño mostrado siempre y le pido perdón a Martina, mi sobrina, por haber estado ausente en momentos fundamentales. Guardo como un tesoro vuestra visita a Dinamarca y todos los viajes que hemos hecho juntos. A Juan, por ser el mejor copiloto, el mejor compañero de viaje, el mejor interlocutor de Skype, el mejor co- owner de Ernestos y Marcelas, el mejor compañero de sofá, el mejor compañero de onsen y la persona con la que más me gusta descubrir nuevos películas, series y restaurantes favoritos. Gracias por todos los conciertos, los paseos y rutas, los besos bajo el agua y las cosquillas a media tarde. Te quiero. Pero, sobre todo, gracias a Juan y Pepita, mis padres. Os lo debo todo. 1. Insert Coin: Introduction. 1 1.1. Game Studies. What is a video game? 7 1.2 The Identitarian Machine: Playing with the Cyborg. 13 2. Games, History, and Identity. 35 2.1. A History of Japan’s Gender and Sexuality. 41 2.2. The Path Towards Good Wives and Wise Mothers: Lesbians, Dreamy Girls, and Unacceptable Sexualized Adults. 45 2.3. A History of Japanese Male Sexuality. 54 2.4. Heterosexual Innocent Moon Princesses, Gay Old Geezers, and Dangerously Attractive Lesbians from Outer Space. 59 2.5. Magical Princesses, Same-Sex Teenage Breast Pinching, and Wicked Succubus: Female Japanese Identity Discourses in Video Games. 69 2.6. Don’t Ask, Don’t Tell: The Closet is Evil. 95 3. Games Let You Choose What They Want: Choice, Gender and Sexual Identity in Video Games. 107 3.1. Molding Choices. 109 3.2. Unlocking Desire. 122 3.3. I Willingly Choose to End This. 134 4. Push, Press, Become: Tactility in Video Games and its Impact on Identity Discourses. 137 4.1. Space and Tactility. 140 4.2.Dying as a Witch, Killing as a Male. 151 4.3. Tactility and Identity. 162 5. (Re)Coded: Animals, Genders and Sexualities in Video Games. 174 5.1. Introduction: On Ticks and Talking Companions. 175 5.2. From swarms to animal companions: Animal identity in video games. 180 5.3. Coded animals: Isolating the responses of the tick. 197 5.4. Re-Coded: Back to the human. 204 5.5. The binary rhizome. 209 5.6. Post-Babelian Identity in Video Games. 212 6. QQSQQ(Quina Quen the Swamp Queer Queen): Spaces and Avatars Beyond the Human. 217 6.1. Video games and virtual space. 220 6.2.Trapping the Queer in a Ghetto. 225 6.3. The flow of flowering identities in video games. 232 6.4. Flow: Familiar non-human/uncanny human. 237 6.5.Petal relations. 241 6.6. A Journey back from the flower meadow to the human. 247 7. Final words. 253 8. Spanish Appendix. 260 8.1. Spanish summary. 261 8.2. Table of contents in Spanish. 268 9. Works cited. 270 -CHAPTER 1 - Insert Coin: Introduction- 1 Juan F. Belmonte Ávila -Corporeidad, identidad y cultura digital- Chapter 1. Insert Coin: Introduction.. Despite the more general title of my dissertation (a title that results from the need of making my research interests more legible in the sea of ANECA and departmental establishments), this text studies the representation of queer gender and sexual identity in video games. The first chapter of this dissertation is, irremediably, the introduction. I have been fighting for months for a way of finding an innovative form of opening this book, but the evidence has shown me that I cannot truly escape from the need of easing you, reader, into what this dissertation is, and is not. As a starting point, I will begin by explaining what this chapter really is. Due to relative recent surge of Game Studies (the studies of video games and the technologies and people involved with them) and its status as a not-so-well-known field in Spain, I believe that an introduction to this area of research is mandatory. This introduction is, then, an explanation and short historical account of what the academic field of Game Studies is, and an explanation of where this dissertation is positioned within the field. However, due to the specific topic of this dissertation (more about this on the next paragraph), I have divided the introduction to Game Studies into two sub-sections: A more general account of the field (what Game Studies is interested in, what it does, who the main authorities are), and a review of the ways the constructions of users’ identities have been 2 Juan F. Belmonte Ávila -Corporeidad, identidad y cultura digital- Chapter 1. Insert Coin: Introduction.. studied in the field. From there, the dissertation gears up to more expansive, yet interrelated, topics1. Chapter 2 presents a detailed account of gay, lesbian, and queer portrayals of sexuality and non-normative understandings of gender in video games, more specifically JRPGs (Japanese Role Playing Games). For the most part, this section depends on my own gaming experience across the years and it links the emergence of historical discourses about gender and sexual norms in Japan with identity representations in Japanese games. My focus on JRPGs for this section is based on three criteria: First, the study of JRPGs allows me to delve into a genre in which gameplay and story are both important. This, in turn, lets me speak about processes of identity formation in these games in relation to the actions players must perform during gameplay while contextualizing these actions into an overarching plot. Second, the fact that JRPGs spend a significant portion of time fleshing out their stories (some JRPGs I am analyzing require more than 100 hours to complete), causes them to offer more nuanced identity depictions. Finally, I have been playing JRPGs all my life, they are the genre I know the most about, and they serve as a great example for non- Japanese audiences of the current Japanese media-mix. After chapter 2, I will increasingly pay less attention to issues of visual and plot- 1 I am aware of the tendency to include this type of summary at the very end of the introduction. However, I firmly believe that having this summary at the very beginning of the dissertation contributes for a better layout and easier referencing of the overall structure of my text. 3 Juan F. Belmonte Ávila -Corporeidad, identidad y cultura digital- Chapter 1. Insert Coin: Introduction.. related identity representations in order to focus on how video games, as a technology (or set of technologies), construct and foster certain types of identities with their users.
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