As editor of the Journal of Gaming & Virtual World's special issue, Consensual Play, I reflect on how the rhetoric of consent in games has evolved, especially in the wake of Gamergate and the rise of reactionary backlash to so-called "woke" politics. Drawing on post-2016 queer and feminist scholarship from a 2025 perspective, I explore how consent can be reimagined as not just a protective measure, but an ethos of care: knowable, actionable, and deeply relational.
https://dl.acm.org/doi/10.1145/3815598.3815680
Attune for You, is an ongoing role-playing game project that explores solarpunk beyond its visual style. Although solarpunk is often recognized through bright natural environments and sustainable technologies, this project focuses more directly on its social and political ideas, especially decolonial thinking, consent, repair, autonomy, and coexistence. Set on Mars, the game follows Escropita, a human volunteer who works with the martians called the Mycaris through fungal auditory communication rather than colonial control or technological domination. The game combines a 3D world with 2D character assets and includes systems centered on limited energy use, infrastructure repair, and player agency and NPC’s consent, and audio generated from living mushrooms. This paper describes the game’s design, its connection to solarpunk, and the ways its mechanics, visuals, and audio aim to express the genre’s broader values beyond its aesthetic norms. Finally, we outline a planned user study to examine how players interpret these design choices and perceive solarpunk themes through gameplay.
McFarland's Studies in Gaming Mar 7, 2023
My chapter examines how FFVII adheres to and deviates from late-90s JRPG genre expectations. These genre subversions and commitments highlight collectivist action, social interdependence, and positive mental health representation.
Pandemic Play: Community in Performance, Gaming, and the Arts
Palgrave MacMillan · June 26th, 2024
This chapter examines the contrasting receptions of Animal Crossing: New Horizons and Cyberpunk 2077, during the COVID-19 pandemic. While Animal Crossing was widely embraced for its relaxing aesthetics, goal-setting mechanics, and community-oriented play, Cyberpunk faced intense criticism over its technical problems and unmet expectations. By placing these games in conversation, the chapter explores the relationship between player consumption, critical reception, and commercial success, asking what players and the broader public expected videogames to provide during a period of widespread uncertainty and disruption.
University Press of Florida · Feb 22, 2022
I examine Stephen Dedalus’s ascetic eating and anxiety around food as shaped by poverty, colonialism, and other traumatic social structures. The chapter challenges approaches to disability that center individual identity by asking how institutions and social conditions produce widespread physical and mental debility. In doing so, it brings disability studies into conversation with Irish literary studies to consider disability not only as an identity, but as a condition produced through social and material environments.
Transatlantic Women Travelers, 1688-1843
Bucknell UP · Jan 1, 2021
I bring Aphra Behn’s Oroonoko (1689) into conversation with Phebe Gibbes’s Hartly House, Calcutta (1789), examining how both texts represent women’s voluntary deaths within colonial contexts. Through Imoinda’s request for death at her husband’s hand and the depiction of sati as feminine heroism, I explore how these works frame women’s deaths as forms of agency while simultaneously revealing the constraints imposed by colonial patriarchy. Reading these two fictions of female travel together, the chapter considers how transnational women navigate—and sometimes resist—the violent structures that shape their lives and available choices