This Week in Video Game Criticism: From Design to Mirror Worlds
This week, our partnership with game criticism site Critical Distance brings us picks from Cameron Kunzelman on topics including mirror worlds and more.
One of the important messages that disability studies scholars and autistic self-advocates reiterate is that disability should not be understood through the lens of pity. Working against a medical model that suggests that disability is an individual problem, disorder, or defect, many scholars articulate a social model of disability that emphasizes the disabling impact of built environments and social attitudes. Some scholars question the idea of impairment; for example, Shelley Tremain, who exposes the realist ontology that informs our understanding of impairment, explains that our definitions of impairments are not objective, but historically contingent . Tremain and other scholars point toward a generative model of bodily difference. The question with respect to games becomes, can simulation games enable players to explore these alternative models?
Developing A Critical Games Writing Community
Real talk: video game criticism is in a strange place. It is mostly performed by under-/un-paid people who want to talk about video games in some way other than "this was good, this was bad, 9.5/10." So with that in mind:
The new website re/Action launched into its beta this month. As the About page states,
re/Action evolved out of the need for change. Critical, experimental writing suffers in a media landscape based on traditional publishing models, and diverse readerships only find hostile environments without proper inclusivity policies. This publication aims to celebrate the amazing writing often turned away from the mainstream sites and left unpaid. We want to capture the conversations that need to happen and create a safe space for all to participate.