B Ruberg
Biographic Data
| ID | 51497 |
|---|---|
| NAME | B Ruberg |
| GIVEN NAMES | B |
| FAMILY NAME | Ruberg |
| SIGNATURE | RUBERG B |
| AFFILIATIONS | University of California, Irvine |
| ORCID | 0000-0003-2759-7233 |
| VERIFIED | Yes |
| TOTAL WORKS | 28 |
| TOTAL CITATIONS | 79 |
| AUTHOR COUNT | 28 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2014 |
| LATEST PUBLICATION YEAR | 2022 |
| H-INDEX | 5 |
After agency: The queer posthumanism of video games that cannot be played
This article offers a queer reading of Brent Watanabe’s 2016 video game–based art piece San Andreas Deer Cam, a mod of Grand Theft Auto V in which a computer-controlled deer wanders the game’s extensive open world. During the time that San Andreas Deer Cam was streamed live on Twitch, it became something of an internet sensation, drawing attention for its comedic elements and the deer’s seeming invisibility. I argue here that Watanabe’s piece can…
Computer Dating in the Classifieds: Complicating the Cultural History of Matchmaking by Machine
This article looks at the phenomenon of computer dating through its appearance in the classified ads of the Village Voice. Popular between the late 1960s and mid-1970s, computer dating services used questionnaire data to match singles. Highlighting new perspectives drawn from the classifieds, this article offers a cultural history of computer dating in the United States, charting its rise and fall and the shifting public sentiments around it. The…
Live play, live sex: The parallel labors of video game live streaming and webcam modeling
This article looks at two forms of online self-broadcasting: webcam modeling and video game live streaming. Though these practices have much in common, the parallels between them have gone largely unacknowledged, in part because the discriminatory cultures surrounding video games have rendered connections between streaming and sex work unspeakable. Drawing from an analysis of “tips and tricks” YouTube videos created by women webcam models and men…
Digital Intimacy in Real Time: Live Streaming Gender and Sexuality
This article serves as the guest editors’ introduction to the Television and New Media special issue dedicated to gender and sexuality in live streaming. Live streaming is a key part of the contemporary digital media landscape; it sits at the center of wide-reaching shifts in how culture, entertainment, and labor are expressed and experienced online today. Gender and sexuality are crucial elements of live streaming. Across live streaming’s many f…
The Mystery of the Missing Aids Crisis: A Comparative Reading of Caper in the Castro and Murder on Main Street
This article addresses the seeming absence of the HIV/AIDS pandemic in video games from the 1980s and 1990s, the height of the US AIDS crisis. As Adrienne Shaw and Christopher Persaud have noted, stories about HIV/AIDS were pervasive across American popular media during this period, which also represented a boom in video game development. However, documentation remains of only a handful of early video games that mention HIV/AIDS. This article arg…
Playing at the Polls: Video Games in/as Platforms of Political Participation
This panel explores the rise of ludic technologies as both figurative and computational “platforms” for American political participation. As COVID-19 forced many politicians to abandon massive rallies and other in-person engagement into 2020, American politicians turned to video games for alternative means of public outreach, from “Biden Island” in $2 to Twitch streams with Alexandria-Ocasio Cortez and Bernie Sanders. This panel contextualizes th…
Livestreaming from the bedroom: Performing intimacy through domestic space on Twitch
This article looks at the appearance of domestic spaces on the popular livestreaming platform Twitch.tv, with a focus on livestreams that appear to be shot in streamers’ bedrooms. Many Twitch streamers broadcast from their homes, making domestic space central to questions of placemaking for this rapidly growing digital media form. Within the home, bedrooms merit particular attention because they carry particular cultural connotations; they are as…
Making players care: The ambivalent cultural politics of care and video games
The relationship between care and video games is fraught. While the medium has the potential to allow players to meaningfully express and receive care, the cultural rhetorics that connect video games to care are often problematic. Even among game designers and scholars committed to social justice, some view care with hope and others with concern. Here, we identify and unpack these tensions, which we refer to as the ambivalent cultural politics of…
Feeling for an Audience: The Gendered Emotional Labor of Video Game Live Streaming
The practice of live streaming video games is becoming increasingly popular worldwide (Taylor 2018). Live streaming represents more than entertainment; it is expanding the practice of turning play into work. Though it is commonly misconstrued as “just playing video games,” live streaming requires a great deal of behind-the-scenes labor, especially for women, who often face additional challenges as professionals within video game culture (AnyKey 2…
Video Games Have Always Been Queer
Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always B…
The Queer Games Avant-Garde: How LGBTQ Game Makers Are Reimagining the Medium of Video Games
Bonnie Ruberg presents twenty interviews with twenty-two queer video developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games
Survivors: Archiving the history of bulletin board systems and the Aids crisis
The history of the Internet and the history of the HIV/AIDS crisis are fundamentally intertwined. Because of the precarious nature of primary early Internet materials, however, documentation that reflects this relationship is limited. Here, we present and analyse an important document that offers considerable insight in this area: a full printout of the bulletin board system (BBS) discussion group “SURVIVORS.” Run by David Charnow, SURVIVORS oper…
Obscene, pornographic, or otherwise objectionable”: Biased definitions of sexual content in video game live streaming
This article articulates and critiques the ways that Twitch, currently the most popular platform for video game live streaming, defines sexual content through its community guidelines, terms of service, and other policy documents. On Twitch, both streamers and viewers are prohibited from posting sexually explicit or suggestive content. This includes images that appear in games as well as on-camera performances. Twitch presents defining sexual con…
Data for queer lives: How LGBTQ gender and sexuality identities challenge norms of demographics
In this article, we argue that dominant norms of demographic data are insufficient for accounting for the complexities that characterize many lesbian, gay, bisexual, transgender, and queer (LGBTQ, or broadly "queer") lives. Here, we draw from the responses of 178 people who identified as non-heterosexual or non-cisgender to demographic questions we developed regarding gender and sexual orientation. Demographic data commonly imagines identity as f…
Straight Paths Through Queer Walking Simulators: Wandering on Rails and Speedrunning in Gone Home
This article identifies the limitations of queerness in Gone Home (The Fullbright Company, 2013) by exploring the ways in which players' movements through space in video games can be considered queer or "straight." Drawing from Sara Ahmed, I demonstrate how the potential for queer in-game movement in Gone Home has been straightened both by the game itself and by elements of its player reception. Gone Home is widely seen as exemplifying a current …
Nothing but a “titty streamer”: Legitimacy, labor, and the debate over women’s breasts in video game live streaming
Since the mid-2010s, live streaming has become an increasingly prominent facet of the cultural and commercial landscape of video games. Twitch, the largest streaming platform, reports that more than two million streamers broadcast on their site monthly. This article addresses gender-based harassment in video game live streaming, a widespread problem, especially for women streamers. Here, we deconstruct the discriminatory discourse that surrounds …
Empathy and Its Alternatives: Deconstructing the Rhetoric of “Empathy” in Video Games
This article analyzes the contemporary discourse that surrounds video games. Specifically, it confronts the rhetoric of “empathy,” which has become a buzzword in North American industry, academic, education, and media conversations about video games and their supposed power to place players into others’ shoes—especially those games created by queer or otherwise marginalized people. Scholars like Wendy Chun and Teddy Pozo and game designers like R…
The Precarious Labor of Queer Indie Game-making: Who Benefits from Making Video Games “Better”
This article looks at issues of precarious and exploited labor surrounding contemporary queer independent video game making. In recent years, there has been a marked rise in indie games made by and about lesbian, gay, bisexual, transgender, and queer (LGBTQ) people. These games and their creators are commonly lauded for inspiring change in the mainstream game industry and making the medium of video games more diverse and therefore “better.” Howev…
Playing to Lose: The Queer Art of Failing at Video Games
Representing sex workers in video games: Feminisms, fantasies of exceptionalism, and the value of erotic labor
This article critiques the representation of sex workers in “AAA” video games, with a focus on the devaluing of erotic labor. Existing feminist commentary has interpreted these representations as examples of the objectification of female game characters, perpetuating harmful misconceptions of sex work as fundamentally exploitative. By contrast, taking cues from feminist media studies, porn studies, and sex workers rights activism, I argue that wh…
Queer Indie Video Games as an Alternative Digital Humanities: Counterstrategies for Cultural Critique through Interactive Media
Since 2012 the American video games landscape has seen a rising tide of experimental, independently developed queer digital games. In this essay, I argue that the development of these games can be considered a form of digital humanities practice, and that the game makers who produce them can be seen as performing their own genre of American studies scholarship. Together, these games and their creators offer an alternative vision of the digital hu…
Queerness and Video Games
Research Article| October 01 2018 Queerness and Video Games: Queer Game Studies and New Perspectives through Play Bonnie Ruberg Bonnie Ruberg Bonnie Ruberg ("Bo") is an assistant professor of digital media and games in the Department of Informatics at the University of California, Irvine. From 2015–2017, Bonnie was a provost's postdoctoral scholar in the Interactive Media and Games Division and a member of the Society of Fellows at USC. In 2015, …
What Is Your Mother's Maiden Name?
The history of online security questions demonstrates how hegemonic beliefs about gender and sexuality have come to dictate the terms of “authentic” selfhood in contemporary digital spaces. Best known for their role in web-based information management, security questions have a history in North America that stretches back more than a hundred and fifty years—from Irish immigrant banking in New York in the mid-nineteenth century, to the rise of per…
In Practice: Queerness and Games
Queer gamers have always been a part of video game culture. However, since the mid-2000s, the growing importance of fans to media consumption and the rise to prominence of the independent game industry have helped bring public recognition and awareness to queer gamers, game designers, and games critics and scholars. This introduction frames queer game studies as both a theory and practice, beginning a special In Practice section of Camera Obscura…
Creating an Archive of LGBTQ Video Game Content: An Interview with Adrienne Shaw
In this interview, Temple University assistant professor of media studies and production Adrienne Shaw discusses her work creating the LGBTQ Video Game Archive. Today, the dynamic interplay between queerness and video games provides scholars with an emerging area of exploration. The methodologies of queer game studies are also developing and expanding into new territories. Bringing together close reading, reception studies, and the quantitative t…
Obscene, pornographic, or otherwise objectionable”: Biased definitions of sexual content in video game live streaming
This article articulates and critiques the ways that Twitch, currently the most popular platform for video game live streaming, defines sexual content through its community guidelines, terms of service, and other policy documents. On Twitch, both streamers and viewers are prohibited from posting sexually explicit or suggestive content. This includes images that appear in games as well as on-camera performances. Twitch presents defining sexual con…
Data for queer lives: How LGBTQ gender and sexuality identities challenge norms of demographics
In this article, we argue that dominant norms of demographic data are insufficient for accounting for the complexities that characterize many lesbian, gay, bisexual, transgender, and queer (LGBTQ, or broadly "queer") lives. Here, we draw from the responses of 178 people who identified as non-heterosexual or non-cisgender to demographic questions we developed regarding gender and sexual orientation. Demographic data commonly imagines identity as f…
No Fun: The Queer Potential of Video Games that Annoy, Anger, Disappoint, Sadden, and Hurt
Game designers and scholars alike commonly claim that video games should be first and foremost fun. At the same time, in reactionary corners of gamer culture, the argument that games should be "just for fun" is shutting down discourse around diversity. However, there is much more to video games than fun. It can be argued that video games are the twenty-first century's most influential art form, and they can and do engender a wide range of feeling…
Digital Intimacy in Real Time: Live Streaming Gender and Sexuality
This article serves as the guest editors’ introduction to the Television and New Media special issue dedicated to gender and sexuality in live streaming. Live streaming is a key part of the contemporary digital media landscape; it sits at the center of wide-reaching shifts in how culture, entertainment, and labor are expressed and experienced online today. Gender and sexuality are crucial elements of live streaming. Across live streaming’s many f…
Queerness and Video Games
Research Article| October 01 2018 Queerness and Video Games: Queer Game Studies and New Perspectives through Play Bonnie Ruberg Bonnie Ruberg Bonnie Ruberg ("Bo") is an assistant professor of digital media and games in the Department of Informatics at the University of California, Irvine. From 2015–2017, Bonnie was a provost's postdoctoral scholar in the Interactive Media and Games Division and a member of the Society of Fellows at USC. In 2015, …
Doing it for free: Digital labour and the fantasy of amateur online pornography
To date, scholars of digital labour have not turned sufficient attention to online sex work, which constitutes a sizeable portion of contemporary web-based labour. In particular, the rise of unpaid amateur pornography, circulated through YouTube-style tube sites, points toward an important shift in how adult content is being produced and distributed in digital spaces. This shift also raises questions about the cultural narratives that surround se…
The Precarious Labor of Queer Indie Game-making: Who Benefits from Making Video Games “Better”
This article looks at issues of precarious and exploited labor surrounding contemporary queer independent video game making. In recent years, there has been a marked rise in indie games made by and about lesbian, gay, bisexual, transgender, and queer (LGBTQ) people. These games and their creators are commonly lauded for inspiring change in the mainstream game industry and making the medium of video games more diverse and therefore “better.” Howev…
Representing sex workers in video games: Feminisms, fantasies of exceptionalism, and the value of erotic labor
This article critiques the representation of sex workers in “AAA” video games, with a focus on the devaluing of erotic labor. Existing feminist commentary has interpreted these representations as examples of the objectification of female game characters, perpetuating harmful misconceptions of sex work as fundamentally exploitative. By contrast, taking cues from feminist media studies, porn studies, and sex workers rights activism, I argue that wh…
Queer Indie Video Games as an Alternative Digital Humanities: Counterstrategies for Cultural Critique through Interactive Media
Since 2012 the American video games landscape has seen a rising tide of experimental, independently developed queer digital games. In this essay, I argue that the development of these games can be considered a form of digital humanities practice, and that the game makers who produce them can be seen as performing their own genre of American studies scholarship. Together, these games and their creators offer an alternative vision of the digital hu…
In Practice: Queerness and Games
Queer gamers have always been a part of video game culture. However, since the mid-2000s, the growing importance of fans to media consumption and the rise to prominence of the independent game industry have helped bring public recognition and awareness to queer gamers, game designers, and games critics and scholars. This introduction frames queer game studies as both a theory and practice, beginning a special In Practice section of Camera Obscura…
Creating an Archive of LGBTQ Video Game Content: An Interview with Adrienne Shaw
In this interview, Temple University assistant professor of media studies and production Adrienne Shaw discusses her work creating the LGBTQ Video Game Archive. Today, the dynamic interplay between queerness and video games provides scholars with an emerging area of exploration. The methodologies of queer game studies are also developing and expanding into new territories. Bringing together close reading, reception studies, and the quantitative t…
Making players care: The ambivalent cultural politics of care and video games
The relationship between care and video games is fraught. While the medium has the potential to allow players to meaningfully express and receive care, the cultural rhetorics that connect video games to care are often problematic. Even among game designers and scholars committed to social justice, some view care with hope and others with concern. Here, we identify and unpack these tensions, which we refer to as the ambivalent cultural politics of…
Cruising Dystopia
Product Review| June 01 2014 Cruising Dystopia: The Messy Optimism of Digital Connection in Shaka McGlotten's Virtual Intimacies A review of McGlotten, Shaka, Virtual Intimacies: Media, Affect, and Queer Sociality (Albany: State University of New York Press, 2013). Cited in the text as vi. Bonnie Ruberg Bonnie Ruberg Search for other works by this author on: This Site Google Qui Parle (2014) 23 (1): 275–286. https://doi.org/10.5250/quiparle.23.1.…
No Fun: The Queer Potential of Video Games that Annoy, Anger, Disappoint, Sadden, and Hurt
Game designers and scholars alike commonly claim that video games should be first and foremost fun. At the same time, in reactionary corners of gamer culture, the argument that games should be "just for fun" is shutting down discourse around diversity. However, there is much more to video games than fun. It can be argued that video games are the twenty-first century's most influential art form, and they can and do engender a wide range of feeling…
Doing it for free: Digital labour and the fantasy of amateur online pornography
To date, scholars of digital labour have not turned sufficient attention to online sex work, which constitutes a sizeable portion of contemporary web-based labour. In particular, the rise of unpaid amateur pornography, circulated through YouTube-style tube sites, points toward an important shift in how adult content is being produced and distributed in digital spaces. This shift also raises questions about the cultural narratives that surround se…
What Is Your Mother's Maiden Name?
The history of online security questions demonstrates how hegemonic beliefs about gender and sexuality have come to dictate the terms of “authentic” selfhood in contemporary digital spaces. Best known for their role in web-based information management, security questions have a history in North America that stretches back more than a hundred and fifty years—from Irish immigrant banking in New York in the mid-nineteenth century, to the rise of per…
In Practice: Queerness and Games
Queer gamers have always been a part of video game culture. However, since the mid-2000s, the growing importance of fans to media consumption and the rise to prominence of the independent game industry have helped bring public recognition and awareness to queer gamers, game designers, and games critics and scholars. This introduction frames queer game studies as both a theory and practice, beginning a special In Practice section of Camera Obscura…
Creating an Archive of LGBTQ Video Game Content: An Interview with Adrienne Shaw
In this interview, Temple University assistant professor of media studies and production Adrienne Shaw discusses her work creating the LGBTQ Video Game Archive. Today, the dynamic interplay between queerness and video games provides scholars with an emerging area of exploration. The methodologies of queer game studies are also developing and expanding into new territories. Bringing together close reading, reception studies, and the quantitative t…
Playing to Lose: The Queer Art of Failing at Video Games
Representing sex workers in video games: Feminisms, fantasies of exceptionalism, and the value of erotic labor
This article critiques the representation of sex workers in “AAA” video games, with a focus on the devaluing of erotic labor. Existing feminist commentary has interpreted these representations as examples of the objectification of female game characters, perpetuating harmful misconceptions of sex work as fundamentally exploitative. By contrast, taking cues from feminist media studies, porn studies, and sex workers rights activism, I argue that wh…
Queer Indie Video Games as an Alternative Digital Humanities: Counterstrategies for Cultural Critique through Interactive Media
Since 2012 the American video games landscape has seen a rising tide of experimental, independently developed queer digital games. In this essay, I argue that the development of these games can be considered a form of digital humanities practice, and that the game makers who produce them can be seen as performing their own genre of American studies scholarship. Together, these games and their creators offer an alternative vision of the digital hu…
Queerness and Video Games
Research Article| October 01 2018 Queerness and Video Games: Queer Game Studies and New Perspectives through Play Bonnie Ruberg Bonnie Ruberg Bonnie Ruberg ("Bo") is an assistant professor of digital media and games in the Department of Informatics at the University of California, Irvine. From 2015–2017, Bonnie was a provost's postdoctoral scholar in the Interactive Media and Games Division and a member of the Society of Fellows at USC. In 2015, …
Nothing but a “titty streamer”: Legitimacy, labor, and the debate over women’s breasts in video game live streaming
Since the mid-2010s, live streaming has become an increasingly prominent facet of the cultural and commercial landscape of video games. Twitch, the largest streaming platform, reports that more than two million streamers broadcast on their site monthly. This article addresses gender-based harassment in video game live streaming, a widespread problem, especially for women streamers. Here, we deconstruct the discriminatory discourse that surrounds …
Empathy and Its Alternatives: Deconstructing the Rhetoric of “Empathy” in Video Games
This article analyzes the contemporary discourse that surrounds video games. Specifically, it confronts the rhetoric of “empathy,” which has become a buzzword in North American industry, academic, education, and media conversations about video games and their supposed power to place players into others’ shoes—especially those games created by queer or otherwise marginalized people. Scholars like Wendy Chun and Teddy Pozo and game designers like R…
The Precarious Labor of Queer Indie Game-making: Who Benefits from Making Video Games “Better”
This article looks at issues of precarious and exploited labor surrounding contemporary queer independent video game making. In recent years, there has been a marked rise in indie games made by and about lesbian, gay, bisexual, transgender, and queer (LGBTQ) people. These games and their creators are commonly lauded for inspiring change in the mainstream game industry and making the medium of video games more diverse and therefore “better.” Howev…
Feeling for an Audience: The Gendered Emotional Labor of Video Game Live Streaming
The practice of live streaming video games is becoming increasingly popular worldwide (Taylor 2018). Live streaming represents more than entertainment; it is expanding the practice of turning play into work. Though it is commonly misconstrued as “just playing video games,” live streaming requires a great deal of behind-the-scenes labor, especially for women, who often face additional challenges as professionals within video game culture (AnyKey 2…
Video Games Have Always Been Queer
Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always B…
The Queer Games Avant-Garde: How LGBTQ Game Makers Are Reimagining the Medium of Video Games
Bonnie Ruberg presents twenty interviews with twenty-two queer video developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games
Survivors: Archiving the history of bulletin board systems and the Aids crisis
The history of the Internet and the history of the HIV/AIDS crisis are fundamentally intertwined. Because of the precarious nature of primary early Internet materials, however, documentation that reflects this relationship is limited. Here, we present and analyse an important document that offers considerable insight in this area: a full printout of the bulletin board system (BBS) discussion group “SURVIVORS.” Run by David Charnow, SURVIVORS oper…
Obscene, pornographic, or otherwise objectionable”: Biased definitions of sexual content in video game live streaming
This article articulates and critiques the ways that Twitch, currently the most popular platform for video game live streaming, defines sexual content through its community guidelines, terms of service, and other policy documents. On Twitch, both streamers and viewers are prohibited from posting sexually explicit or suggestive content. This includes images that appear in games as well as on-camera performances. Twitch presents defining sexual con…
Data for queer lives: How LGBTQ gender and sexuality identities challenge norms of demographics
In this article, we argue that dominant norms of demographic data are insufficient for accounting for the complexities that characterize many lesbian, gay, bisexual, transgender, and queer (LGBTQ, or broadly "queer") lives. Here, we draw from the responses of 178 people who identified as non-heterosexual or non-cisgender to demographic questions we developed regarding gender and sexual orientation. Demographic data commonly imagines identity as f…
Straight Paths Through Queer Walking Simulators: Wandering on Rails and Speedrunning in Gone Home
This article identifies the limitations of queerness in Gone Home (The Fullbright Company, 2013) by exploring the ways in which players' movements through space in video games can be considered queer or "straight." Drawing from Sara Ahmed, I demonstrate how the potential for queer in-game movement in Gone Home has been straightened both by the game itself and by elements of its player reception. Gone Home is widely seen as exemplifying a current …
Playing at the Polls: Video Games in/as Platforms of Political Participation
This panel explores the rise of ludic technologies as both figurative and computational “platforms” for American political participation. As COVID-19 forced many politicians to abandon massive rallies and other in-person engagement into 2020, American politicians turned to video games for alternative means of public outreach, from “Biden Island” in $2 to Twitch streams with Alexandria-Ocasio Cortez and Bernie Sanders. This panel contextualizes th…
Livestreaming from the bedroom: Performing intimacy through domestic space on Twitch
This article looks at the appearance of domestic spaces on the popular livestreaming platform Twitch.tv, with a focus on livestreams that appear to be shot in streamers’ bedrooms. Many Twitch streamers broadcast from their homes, making domestic space central to questions of placemaking for this rapidly growing digital media form. Within the home, bedrooms merit particular attention because they carry particular cultural connotations; they are as…
Making players care: The ambivalent cultural politics of care and video games
The relationship between care and video games is fraught. While the medium has the potential to allow players to meaningfully express and receive care, the cultural rhetorics that connect video games to care are often problematic. Even among game designers and scholars committed to social justice, some view care with hope and others with concern. Here, we identify and unpack these tensions, which we refer to as the ambivalent cultural politics of…
After agency: The queer posthumanism of video games that cannot be played
This article offers a queer reading of Brent Watanabe’s 2016 video game–based art piece San Andreas Deer Cam, a mod of Grand Theft Auto V in which a computer-controlled deer wanders the game’s extensive open world. During the time that San Andreas Deer Cam was streamed live on Twitch, it became something of an internet sensation, drawing attention for its comedic elements and the deer’s seeming invisibility. I argue here that Watanabe’s piece can…
Computer Dating in the Classifieds: Complicating the Cultural History of Matchmaking by Machine
This article looks at the phenomenon of computer dating through its appearance in the classified ads of the Village Voice. Popular between the late 1960s and mid-1970s, computer dating services used questionnaire data to match singles. Highlighting new perspectives drawn from the classifieds, this article offers a cultural history of computer dating in the United States, charting its rise and fall and the shifting public sentiments around it. The…
Computer Science (23 works) · Sociology (23 works) · Digital Games and Media (20 works) · Multimedia (18 works) · Video game (18 works) · Political science (17 works) · Art (16 works) · Sexuality, Behavior, and Technology (16 works) · Media studies (15 works) · Gender Studies (14 works)