Hollie Wistow
Biographic Data
| ID | 6762674 |
|---|---|
| NAME | Hollie Wistow |
| GIVEN NAMES | Hollie |
| FAMILY NAME | Wistow |
| SIGNATURE | WISTOW H |
| AFFILIATIONS | University of Nottingham |
| ORCID | 0009-0004-3298-2157 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 2 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2024 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Trash or Treasure
Although critically maligned and popularly derided videogames are a persistent part of gaming culture, scholarly work has scarcely acknowledged the different ways in which games are understood as bad. This article disambiguates bad videogames by providing a critical overview of the various manifestations of badness in games. Through examining a series of case studies, we propose a framework for understanding how a videogame can be perceived as ba…
The Stupid, the Ridiculous, the Camp
This article identifies the queer potentialities of Goat Simulator by exploring how the gameplay mechanics can be understood as “stupid” and “Camp.” Moving away from representational notions of queerness, I argue that queering a game requires an alternative way to create and play. Often, the normative method of designing a videogame prioritizes technological precision and purposeful gameplay experiences. However, Goat Simulator does not fix its e…
No prominent works on this page.
The Stupid, the Ridiculous, the Camp
This article identifies the queer potentialities of Goat Simulator by exploring how the gameplay mechanics can be understood as “stupid” and “Camp.” Moving away from representational notions of queerness, I argue that queering a game requires an alternative way to create and play. Often, the normative method of designing a videogame prioritizes technological precision and purposeful gameplay experiences. However, Goat Simulator does not fix its e…
Trash or Treasure
Although critically maligned and popularly derided videogames are a persistent part of gaming culture, scholarly work has scarcely acknowledged the different ways in which games are understood as bad. This article disambiguates bad videogames by providing a critical overview of the various manifestations of badness in games. Through examining a series of case studies, we propose a framework for understanding how a videogame can be perceived as ba…
Digital Games and Media (2 works) · Art (1 work) · Artificial Intelligence in Games (1 work) · Chart (1 work) · Computer Science (1 work) · Educational Games and Gamification (1 work) · Folklore, Mythology, and Literature Studies (1 work) · Game studies (1 work) · Human–computer interaction (1 work) · Literature (1 work)