Don’t Go With The Flow or The Right to Unhappiness
Queer Counter-Flow As An Affective Resource in Digital Gaming
DOI:
https://doi.org/10.19132/1807-8583.56.136474Keywords:
Digital Gaming, gender, SexualityAbstract
This article seeks to provide a critique and alternative to the so-called flow theory present in game design. Present as a theory that defines what a good game should be, the flow is historically an optimizing experience tool linked to the production of “happiness”. However, this experience is composed of ideological substrates, used as a tool for the maintenance of the current system, which must remain uncritical. Using the presupposition of the flow in digital game design, American avant-garde queer scenes propose an instance called counter-flow: a use of flow intended to disrupt the escapist fun proposed by the mainstream flow. These are possible due to LGBTQ and feminist historical subjective positions based on feelings of anguish, frustration, and sadness. These strategies produce a critical proposition of the flow, showing its ideological and political relations.
Downloads
References
ADAMS, Megan Blythe. Interview - Merrit Kopas. First Person Scholar, [s.l.], 2013.
ADORNO, Theodor. Ensaios sobre psicologia social e psicanálise. São Paulo: Ed. da UNESP, 2015.
AHMED, Sara. The promise of happiness. Durham: Duke University Press, 2010.
ANTHROPY, Anna. Rise of the videogame zinesters: how freaks, normals, amateurs, artists, dreamers, drop-outs, queers, housewives, and people like you are taking back an art form. New York: Seven Stories Press, 2012a.
ANTHROPY, Anna. Dys4ia. Glenside: Newgrounds, 9 mar. 2012b. 1 jogo eletrônico.
ATARI. Adventure. New York: Warner Communications, 1980. 1 jogo eletrônico.
BAERG, Andrew. Neoliberalism, risk, and uncertainity in the video game. In: DI LEO, Jeffrey R.; UPPINDER, Mehan. Capital at the brink: overcoming the destructive legacies of neoliberalism. Michigan: Open Humanities Press, 2014.
BAUM, Carlos; MARASCHIN, Cleci. Level up! Desenvolvimento cognitivo, aprendizagem enativa e videogames. Psicologia & Sociedade, Recife, v. 29, p. 1-11, 2017. Disponível em: https://doi.org/10.1590/1807-0310/2017v29132334. Acesso em: 29 out. 2023.
BRYCE, Mattie. Mainichi. United States, 2012. 1 jogo digital.
CABANAS, Edgar; ILLOUZ, Eva. Happycracia: fabricando cidadãos felizes. São Paulo: Ubu, 2022.
CHEN, Jenova. Flow in games (and everything else). Communications of the ACM, Thousand Oaks, v. 50, n. 4, p. 31-34, 2007. Disponível em: https://doi.org/10.1145/1232743.1232769. Acesso em: 29 out. 2023.
CSIKSZENTMIHALYI, Mihaly. Beyond boredom and anxiety: experiencing flow in work and play. San Francisco: Jossey-Bass; 1975.
CSIKSZENTMIHALYI, Mihaly. Flow: the psychology of optimal experience. New York: Harper & Row, 1990.
CSIKSZENTMIHALYI, Mihaly.; FIGURSKI, Thomas J. Self‐awareness and aversive experience in everyday life. Journal of personality, New Jersey, v. 50, n. 1, p. 15-19, 1982. Disponível em: https://doi.org/10.1111/j.1467-6494.1982.tb00742.x. Acesso em: 29 out. 2023.
CVETKOVICH, Ann. Depression: a public feeling. Durham: Duke University Press, 2012.
EAGLETON, Terry. Ideologia. São Paulo: Ed. da Unesp, 1997.
GOLTZ, Dustin Bradley. It gets better: queer futures, critical frustrations, and radical potentials. Critical Studies in Media Communication, v. 30, London, n. 2, p. 135-151, 2012. Disponível em: https://doi.org/10.1080/15295036.2012.701012. Acesso em: 29 out. 2023.
GOULART, Lucas A.; NARDI, Henrique C. O circuito da diversão ou da ludologia à ideologia: diversão, escapismo e exclusão na cultura de jogo digital. Logos, Rio de Janeiro, v. 52, n. 2, p. 72-85, 2019. Disponível em:
https://www.e-publicacoes.uerj.br/logos/article/view/45514/32060. Acesso em: 29 out. 2023.
GRZANKA, Patrick R.; MANN, Emily S. Queer youth suicide and the psychopolitics of “It Gets Better”. Sexualities, Thousand Oaks, v. 17, n. 4, p. 369-393, 2014. Disponível em: https://doi.org/10.1177/1363460713516785. Acesso em: 29 out. 2023.
HALBERSTAM, Jack. The queer art of failure. Durham: Duke University Press, 2011.
HAN, Byung-Chul. Sociedade do cansaço. São Paulo: Vozes, 2015.
HANCOCK, A. Solidarity politics for millennials: a guide to ending the oppression olympics. Berlin: Springer, 2011.
JIN, Seung-A. Annie. “I feel present. Therefore, I experience flow:” A structural equation modeling approach to flow and presence in video games. Journal of Broadcasting & Electronic Media, London, v. 55, n. 1, p. 114-136, 2011. Disponível em: https://doi.org/10.1080/08838151.2011.546248. Acesso em: 29 out. 2023.
JUUL, Jesper. Half-real: video games between real rules and fictional worlds. Cambridge: MIT Press, 2005.
JUUL, Jesper. The Game, the Player, the World: looking for a heart of gameness. In: COPIER, Marinka; RAESSENS, Joost. Level up: Digital Games Research Conference Proceedings. Utrecht: Utrecht University, 2003. p. 30-45.
JUUL, Jesper. The art of failure: An essay on the pain of playing video games. MIT press, 2013.
KILOMBA, Grada. Memórias da plantação: episódios de racismo cotidiano. Rio de Janeiro: Cobogó, 2020.
KOPAS, Merritt. LIM. United States, 2012a. 1 jogo eletrônico.
KOPAS, Merrit. TERF Wars. United States, 2012b. 1 jogo eletrônico.
KOSTER, Raph. Theory of fun for game design. Sebastopol: O'Reilly Media, 2013.
KUCHERA, Ben. Dys4ia tackles gender politics, sense of self, and personal growth… on Newgrounds. Penny Arcade, 2012.
MARCOTTE, Jessica Rose; GIRARD, Sarah Fay; SQUINKIFER, Dietrich. Oppression Olympics 2k16. United States, 2016. 1 jogo eletrônico.
MCGONIGAL, Jane. Reality is broken: why games make us better and how they can change the world. London: Penguin, 2011.
NAKAMURA, Jeanne; CSIKSZENTMIHALYI, Mihaly. The concept of flow. In: CSIKSZENTMIHALYI, Mihaly. Flow and the foundations of positive psychology. Berlin: Springer, 2014.
PEARCE, Ruth; ERIKAINEN, Sonja; VINCENT, Ben. TERF wars: an introduction. The Sociological Review, Thousand Oaks, v. 68, n. 4, p. 677-698, 2020. Disponível em: https://doi.org/10.1177/0038026120934713. Acesso em: 29 out. 2023.
PRESSGROVE, Jess. Mainichi: an unsentimental RPG. Game Bias, [s.l.], 10 abr. 2014.
RUBERG, Bonnie. No fun: the queer potential of video games that annoy, anger, disappoint, sadden, and hurt. QED: A Journal in GLBTQ Worldmaking, Michigan, v. 2, n. 2, p. 108-124, 2015. Disponível em: https://doi.org/10.14321/qed.2.2.0108. Acesso em: 29 out. 2023.
RUBERG, Bonnie. Video games have always been queer. Nova York: NYU Press, 2019.
RUBERG, Bonnie. The queer games avant-garde: how LGBTQ game makers are reimagining the medium of video games. Durham: Duke University Press, 2020.
SCHELL, Jesse. The art of game design: a book of lenses. Boca Raton: CRC Press, 2008.
SHAW, Adrienne. Gaming at the edge: sexuality and gender at the margins of videogame culture. Minneapolis: University of Minnesota Press, 2014.
SHAW, Adrienne. What is video game culture? Cultural studies and game studies. Games and Culture, Thousand Oaks, v. 5, n. 4, p. 403-4024, 2010. Disponível em: https://doi.org/10.1177/1555412009360414. Acesso em: 29 out. 2023.
SICART, Miguel. Beyond choices: the design of ethical gameplay. Cambridge: MIT Press, 2013.
SODERMAN, Braxton. Against flow: video games and the flowing subject. Cambridge: MIT Press, 2021.
STECHER, Antonio; DE LA FABIÁN, Rodrigo. A felicidade como promessa e como injunção da sociedade contemporânea: apontamentos para um programa de pesquisa sobre felicidade, governamentalidade neoliberal e psicologia positiva. Ayvu: Revista de Psicologia, Niteroi, v. 3, n. 2, p. 26-56, 2017. Disponível em: https://doi.org/10.22409/ayvu.v3i2.22217. Acesso em: 29 out. 2023.
TURNER, Victor. Liminal to liminoid, in play, flow, and ritual: an essay in comparative symbology. Rice University Studies, Houston, v. 60, n. 3, p. 53-92, 1974.
WATSON, Lori. The woman question. TSQ: Transgender Studies Quarterly, v. 3, n. 1-2, p. 246-253, 2016. Disponível em: https://doi.org/10.1215/23289252-3334451. Acesso em: 29 out. 2023.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Lucas Goulart, Henrique Caetano Nardi, Adriana da Rosa Amaral

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
The copyright of works published in this journal belong to the authors, and the right of first publication is conceded to the journal. Due to the journal being of open access, the articles are of free use in research, educational and non-commercial activities.
Therefore, the journal uses the License Creative Commons Attribution (CC BY-NC 4.0), which allows sharing of work with acknowledgment of authorship.
Self-archiving (repository policy): authors are allowed to deposit all versions of their work in institutional or thematic repositories without embargo. It is requested, whenever possible, that the full bibliographic reference of the version published in Intexto (including the DOI link) be added to the archived text.
Intexto does not charge any article processing fees (article processing charge).