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What does the phrase ‘gaming lifestyle’ mean in 2023? In this episode, we talk about the spaces, times, and activities that come to mind when we think of gaming as a hobby. From stylised gaming setups and the visuals of video game streaming; to challenging and toxic communities; to game design exhibitions and the community of LGBTQIA+ game designers publishing on Itch.io.
We also catch up on some of the recent Digital Games Research Association events (DiGRA), some of (our!) highlights from DiGRA International and GSOAP, and the games we’ve playing this month, including Honkai: Star Rail, Tokyo Ghostwire, and The Sims 4: High School Years.
Ludography
Experience Inc. 2017. Spirit Hunter: Death Mark. Aksys Games.
Hoyoverse. 2020. Genshin Impact.
Hoyoverse. 2023. Honkai: Star Rail.
Maxis. 2022. The Sims 4: High School Years. Electronic Arts.
Spike Chunsoft. 2009. Nine Hours, Nine Persons, Nine Doors. Aksys Games.
Square Enix, h.a.n.d., Jupiter Corporation. 2007. The World Ends With You. Square Enix.
Tango Gameworks. 2022. Ghostwire Tokyo. Bethesda Softworks.
viv_url. 2021. Off Day. Itch.io.
References
Boudreau, K., (2019). Beyond Fun: Transgressive Gameplay—Toxic and Problematic Player Behavior as Boundary Keeping, in: Jørgensen, K., Karlsen, F. (Eds.), Transgression in Games and Play. The MIT Press. https://doi.org/10.7551/mitpress/11550.003.0022
Chess, Shira, (2017). Ready Player Two: Women Gamers and Designed Identity. University of Minnesota Press.
Ho, Xavier, et al. (2022). “Queer Indie Games on Itch.io, 2013-2022”. ACM International Conference Proceeding Series. https://doi.org/10.1145/3555858.3555881.
Moore, Kyle. (2023). Global Mobile Game Cultures, in Proceedings of the Games Symposium for Oceania and the Asia Pacific, 15 June, Melbourne, Australia.
Perreault, G., & Vos, T. (2019). Metajournalistic discourse on the rise of gaming journalism. New Media & Society, 22(1), 159–176. https://doi.org/10.1177/1461444819858695
Liu, T. (2023). Keynote, in Proceedings of the Games Symposium for Oceania and the Asia Pacific, 14 June, Melbourne, Australia.
Ruberg, Bonnie “Bo”, and Daniel Lark. (2021). “Livestreaming from the Bedroom: Performing Intimacy through Domestic Space on Twitch.” Convergence, 27(3), 679–695, https://doi.org/10.1177/1354856520978324
Ruberg, Bo. (2022). “Live Play, Live Sex: The Parallel Labors of Video Game Live Streaming and Webcam Modeling.” Sexualities, 25(8), 1021–1039. https://doi.org/10.1177/13634607221103204
YiangJing. (2023). Keynote: Fear & Care in the Museum: The Politics of Exhibiting Chinese Games, in Proceedings of the Games Symposium for Oceania and the Asia Pacific, 15 June, Melbourne, Australia.
Credits
Music created with Per Nyblom’s Abundant Music.
By Sian Tomkinson and Heather Blakey5
11 ratings
What does the phrase ‘gaming lifestyle’ mean in 2023? In this episode, we talk about the spaces, times, and activities that come to mind when we think of gaming as a hobby. From stylised gaming setups and the visuals of video game streaming; to challenging and toxic communities; to game design exhibitions and the community of LGBTQIA+ game designers publishing on Itch.io.
We also catch up on some of the recent Digital Games Research Association events (DiGRA), some of (our!) highlights from DiGRA International and GSOAP, and the games we’ve playing this month, including Honkai: Star Rail, Tokyo Ghostwire, and The Sims 4: High School Years.
Ludography
Experience Inc. 2017. Spirit Hunter: Death Mark. Aksys Games.
Hoyoverse. 2020. Genshin Impact.
Hoyoverse. 2023. Honkai: Star Rail.
Maxis. 2022. The Sims 4: High School Years. Electronic Arts.
Spike Chunsoft. 2009. Nine Hours, Nine Persons, Nine Doors. Aksys Games.
Square Enix, h.a.n.d., Jupiter Corporation. 2007. The World Ends With You. Square Enix.
Tango Gameworks. 2022. Ghostwire Tokyo. Bethesda Softworks.
viv_url. 2021. Off Day. Itch.io.
References
Boudreau, K., (2019). Beyond Fun: Transgressive Gameplay—Toxic and Problematic Player Behavior as Boundary Keeping, in: Jørgensen, K., Karlsen, F. (Eds.), Transgression in Games and Play. The MIT Press. https://doi.org/10.7551/mitpress/11550.003.0022
Chess, Shira, (2017). Ready Player Two: Women Gamers and Designed Identity. University of Minnesota Press.
Ho, Xavier, et al. (2022). “Queer Indie Games on Itch.io, 2013-2022”. ACM International Conference Proceeding Series. https://doi.org/10.1145/3555858.3555881.
Moore, Kyle. (2023). Global Mobile Game Cultures, in Proceedings of the Games Symposium for Oceania and the Asia Pacific, 15 June, Melbourne, Australia.
Perreault, G., & Vos, T. (2019). Metajournalistic discourse on the rise of gaming journalism. New Media & Society, 22(1), 159–176. https://doi.org/10.1177/1461444819858695
Liu, T. (2023). Keynote, in Proceedings of the Games Symposium for Oceania and the Asia Pacific, 14 June, Melbourne, Australia.
Ruberg, Bonnie “Bo”, and Daniel Lark. (2021). “Livestreaming from the Bedroom: Performing Intimacy through Domestic Space on Twitch.” Convergence, 27(3), 679–695, https://doi.org/10.1177/1354856520978324
Ruberg, Bo. (2022). “Live Play, Live Sex: The Parallel Labors of Video Game Live Streaming and Webcam Modeling.” Sexualities, 25(8), 1021–1039. https://doi.org/10.1177/13634607221103204
YiangJing. (2023). Keynote: Fear & Care in the Museum: The Politics of Exhibiting Chinese Games, in Proceedings of the Games Symposium for Oceania and the Asia Pacific, 15 June, Melbourne, Australia.
Credits
Music created with Per Nyblom’s Abundant Music.