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Tara Fickle

Biographic Data

ID209777
NAMETara Fickle
GIVEN NAMESTara
FAMILY NAMEFickle
SIGNATUREFICKLE T
AFFILIATIONSUniversity of Oregon
VERIFIEDNo
TOTAL WORKS10
TOTAL CITATIONS1
AUTHOR COUNT8
EDITOR COUNT2
FIRST PUBLICATION YEAR2014
LATEST PUBLICATION YEAR2026
H-INDEX1
  • Asian/American Esports: Exercising the Ghosts of Yellow Peril

    Tara Fickle•ARTICLE•Critical Inquiry•2026

  • Made in Asia/America: Why Video Games Were Never (Really) about Us

    Open Access•Christopher B Patterson, Tara Fickle•BOOK•Made in Asia/America•2024

    Made in Asia/America explores the key role video games play within the race makings of Asia/America. Its fourteen critical essays on games, ranging from Death Stranding to Animal Crossing, and five roundtables with twenty Asian/American game makers examine the historical entanglements of games, Asia, and America, and reveal the ways games offer new modes of imagining imperial violence, racial difference, and coalition. Shifting away from Eurocent…

  • The Covid Season: U.S. Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic

    Open Access•Amanda C Cote, Onder Can et al.•ARTICLE•Games and Culture•2022•Cited by: 1•References: 17

    During the COVID-19 pandemic, universities were among the first institutions to shift to an online model. As they did so, nascent collegiate esports program lost access to campus spaces and in-person connections, potentially destabilizing this rising industry. Conversely, universities also worked to provide students remote access to resources, and many components of esports already occur online. Therefore, collegiate esports may have adjusted to …

  • Recasting Collegiate Esports: Independence and Interdependence of University Twitch Streamers

    Open Access•Maxwell Foxman, Amanda C Cote et al.•ARTICLE•AoIR Selected Papers of Internet…•2021

    Few online communities exhibit the tensions between independence and interdependence better than collegiate esports. Twitch, the primary platform for live streaming esports, is central in such strife. The platform is a vital tool for colleges and athletes to forward brand, community, and entrepreneurship, while simultaneously its unbridled use indicates the need for administration and institutional interventions by universities. As such the propo…

  • The Race Card: From Gaming Technologies to Model Minorities

    Tara Fickle•BOOK•Race Card•2020

    This book uncovers popular games’ key role in the cultural construction of modern racial fictions. It argues that gaming provides the lens, language, and logic—in short, the authority—behind racial boundary making, reinforcing and at times subverting beliefs about where people racially and spatially belong. It focuses specifically on the experience of Asian Americans and the longer history of ludo-Orientalism, wherein play, the creation of games,…

  • Aiiieeeee!: An Anthology of Asian American Writers

    Frank Chin, Jeffery Paul Chan et al.•BOOK•Aiiieeeee!•2019

    In the eyes of mid-twentieth-century white America, “Aiiieeeee!” was the one-dimensional cry from Asian Americans, their singular expression of all emotions—it signified and perpetuated the idea of Asian Americans as inscrutable, foreign, self-hating, undesirable, and obedient. In this anthology first published in 1974, Frank Chin, Jeffery Chan, Lawson Inada, and Shawn Wong reclaimed that shout, outlining the history of Asian American literature …

  • The Race Card: From Gaming Technologies to Model Minorities

    Tara Fickle•BOOK•The Race Card•2019

    Winner, 2020 American Book Award, given by the Before Columbus Foundation How games have been used to establish and combat Asian American racial stereotypes As Pokémon Go reshaped our neighborhood geographies and the human flows of our cities, mapping the virtual onto lived realities, so too has gaming and game theory played a role in our contemporary understanding of race and racial formation in the United States. From the Chinese Exclusion Act …

  • Family Business: The Work of Asian American Child’s Play

    Tara Fickle•ARTICLE•Journal of Asian American Studies•2019•References: 9

    Departing from the “Tiger Motheresque” tendency in Asian American literary criticism to dismiss adolescent play as an extravagance rather than a necessity, this article resituates Asian American child’s play as a racialized phenomenon. Readings of historical, ethnographic, and literary texts, including Jade Snow Wong’s Fifth Chinese Daughter , build on Sau-ling Wong’s influential argument of the “Asian American Homo Ludens” (1993) to reinterpret …

  • American Rules and Chinese Faces: The Games of Amy Tan's The Joy Luck Club

    Tara Fickle•ARTICLE•MELUS Multi-Ethnic Literature of…•2014

    This article revisits what arguably has remained the most celebrated and vilified Asian American novel to date: Amy Tan’s The Joy Luck Club (1989). Reproducing the formal structure of a game of mahjongg and using gaming tropes to dramatize the relationships between four Chinese immigrant mothers and their American-born daughters, the novel immerses its readers in the paradoxical connection between freedom and constraint through assimilation games…

  • English Before Engrish

    Tara Fickle•ARTICLE•Comparative Literature Studies•2014•References: 2

    This article interrogates the limits of the “playful” genre that Timothy Yu has recently defined as Asian American experimental or avant-garde poetry. Through the work of John Yau, Brian Kim Stefans, Fred Wah, and others, I demonstrate the centrality of Wittgensteinian poetics to the aesthetic innovations of contemporary Asian North American poets whose language games challenge normative assumptions about the relationship between language, litera…

  • The Covid Season: U.S. Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic

    Open Access•Amanda C Cote, Onder Can et al.•ARTICLE•Games and Culture•2022•Cited by: 1•References: 17

    During the COVID-19 pandemic, universities were among the first institutions to shift to an online model. As they did so, nascent collegiate esports program lost access to campus spaces and in-person connections, potentially destabilizing this rising industry. Conversely, universities also worked to provide students remote access to resources, and many components of esports already occur online. Therefore, collegiate esports may have adjusted to …

  • American Rules and Chinese Faces: The Games of Amy Tan's The Joy Luck Club

    Tara Fickle•ARTICLE•MELUS Multi-Ethnic Literature of…•2014

    This article revisits what arguably has remained the most celebrated and vilified Asian American novel to date: Amy Tan’s The Joy Luck Club (1989). Reproducing the formal structure of a game of mahjongg and using gaming tropes to dramatize the relationships between four Chinese immigrant mothers and their American-born daughters, the novel immerses its readers in the paradoxical connection between freedom and constraint through assimilation games…

  • English Before Engrish

    Tara Fickle•ARTICLE•Comparative Literature Studies•2014•References: 2

    This article interrogates the limits of the “playful” genre that Timothy Yu has recently defined as Asian American experimental or avant-garde poetry. Through the work of John Yau, Brian Kim Stefans, Fred Wah, and others, I demonstrate the centrality of Wittgensteinian poetics to the aesthetic innovations of contemporary Asian North American poets whose language games challenge normative assumptions about the relationship between language, litera…

  • Aiiieeeee!: An Anthology of Asian American Writers

    Frank Chin, Jeffery Paul Chan et al.•BOOK•Aiiieeeee!•2019

    In the eyes of mid-twentieth-century white America, “Aiiieeeee!” was the one-dimensional cry from Asian Americans, their singular expression of all emotions—it signified and perpetuated the idea of Asian Americans as inscrutable, foreign, self-hating, undesirable, and obedient. In this anthology first published in 1974, Frank Chin, Jeffery Chan, Lawson Inada, and Shawn Wong reclaimed that shout, outlining the history of Asian American literature …

  • The Race Card: From Gaming Technologies to Model Minorities

    Tara Fickle•BOOK•The Race Card•2019

    Winner, 2020 American Book Award, given by the Before Columbus Foundation How games have been used to establish and combat Asian American racial stereotypes As Pokémon Go reshaped our neighborhood geographies and the human flows of our cities, mapping the virtual onto lived realities, so too has gaming and game theory played a role in our contemporary understanding of race and racial formation in the United States. From the Chinese Exclusion Act …

  • Family Business: The Work of Asian American Child’s Play

    Tara Fickle•ARTICLE•Journal of Asian American Studies•2019•References: 9

    Departing from the “Tiger Motheresque” tendency in Asian American literary criticism to dismiss adolescent play as an extravagance rather than a necessity, this article resituates Asian American child’s play as a racialized phenomenon. Readings of historical, ethnographic, and literary texts, including Jade Snow Wong’s Fifth Chinese Daughter , build on Sau-ling Wong’s influential argument of the “Asian American Homo Ludens” (1993) to reinterpret …

  • The Race Card: From Gaming Technologies to Model Minorities

    Tara Fickle•BOOK•Race Card•2020

    This book uncovers popular games’ key role in the cultural construction of modern racial fictions. It argues that gaming provides the lens, language, and logic—in short, the authority—behind racial boundary making, reinforcing and at times subverting beliefs about where people racially and spatially belong. It focuses specifically on the experience of Asian Americans and the longer history of ludo-Orientalism, wherein play, the creation of games,…

  • Recasting Collegiate Esports: Independence and Interdependence of University Twitch Streamers

    Open Access•Maxwell Foxman, Amanda C Cote et al.•ARTICLE•AoIR Selected Papers of Internet…•2021

    Few online communities exhibit the tensions between independence and interdependence better than collegiate esports. Twitch, the primary platform for live streaming esports, is central in such strife. The platform is a vital tool for colleges and athletes to forward brand, community, and entrepreneurship, while simultaneously its unbridled use indicates the need for administration and institutional interventions by universities. As such the propo…

  • The Covid Season: U.S. Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic

    Open Access•Amanda C Cote, Onder Can et al.•ARTICLE•Games and Culture•2022•Cited by: 1•References: 17

    During the COVID-19 pandemic, universities were among the first institutions to shift to an online model. As they did so, nascent collegiate esports program lost access to campus spaces and in-person connections, potentially destabilizing this rising industry. Conversely, universities also worked to provide students remote access to resources, and many components of esports already occur online. Therefore, collegiate esports may have adjusted to …

  • Made in Asia/America: Why Video Games Were Never (Really) about Us

    Open Access•Christopher B Patterson, Tara Fickle•BOOK•Made in Asia/America•2024

    Made in Asia/America explores the key role video games play within the race makings of Asia/America. Its fourteen critical essays on games, ranging from Death Stranding to Animal Crossing, and five roundtables with twenty Asian/American game makers examine the historical entanglements of games, Asia, and America, and reveal the ways games offer new modes of imagining imperial violence, racial difference, and coalition. Shifting away from Eurocent…

  • Asian/American Esports: Exercising the Ghosts of Yellow Peril

    Tara Fickle•ARTICLE•Critical Inquiry•2026

Sociology (7 works) · Digital Games and Media (4 works) · Asian American and Pacific Histories (3 works) · Computer Science (3 works) · Gender Studies (3 works) · Political science (3 works) · Race (biology) (3 works) · Aesthetics (2 works) · Anthropology (2 works) · Art (2 works)

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