Josef Nguyen
Dados Biográficos
| ID | 3626232 |
|---|---|
| NOME | Josef Nguyen |
| PRENOMES | Josef |
| SOBRENOME | Nguyen |
| ASSINATURA | NGUYEN J |
| AFILIAÇÕES | The University of Texas at Dallas |
| VERIFICADO | Não |
| TOTAL DE OBRAS | 5 |
| TOTAL DE CITAÇÕES | 6 |
| TOTAL COMO AUTOR | 5 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2016 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2025 |
| ÍNDICE H | 2 |
On 30 Years of Lara Croft
Scripting Consenting Fictions in Sex Techology Imaginaries
This article examines how the intended and implied uses and users of emerging commercial sex technologies negotiate understandings of sexual consent as a social fiction articulated as contractual-yet-contingent autonomy and transactional access that is framed as a prerequisite obstacle to sexual gratification. To do so, I analyze the design and marketing of consent-recording applications and sex robots programmed to refuse consent. I draw on scie…
Reconsidering Lost Opportunities for Diverse Representation
This article considers the cultural politics of frustrated potential for diverse representation in games by examining developer comments on the 1995 digital game I Have No Mouth, and I Must Scream, adapted from Harlan Ellison’s 1967 science fiction story of the same name. While Ellison’s story featured a gay man named Benny among the protagonists, the game developers adapted Benny without his original sexual identity. In a 2012 Game Informer maga…
Make Magazine and the Social Reproduction of DIY Science and Technology
This analysis of Make, a US parenting magazine, focuses on how the periodical attempts to democratize science and technology through do-it-yourself (DIY) politics by rendering it a problem of child-rearing. Positioning the magazine within a broader context of contemporary interest in making and DIY practices, I argue that Make magazine deploys constructions of creative children to naturalize risk-taking as integral to future innovations, as a res…
Minecraft and the Building Blocks of Creative Individuality
This article situates the video game Minecraft along with Robinson Crusoe in a genealogy of island fictions to show how Minecraft reinterprets narratives of creative subjects and invention. By reading Minecraft through histories of construction toys, modern conceptions of creativity, and digital practices of modding, I argue that Minecraft allows players to experiment with various social and environmental conditions historically central to debate…
Make Magazine and the Social Reproduction of DIY Science and Technology
This analysis of Make, a US parenting magazine, focuses on how the periodical attempts to democratize science and technology through do-it-yourself (DIY) politics by rendering it a problem of child-rearing. Positioning the magazine within a broader context of contemporary interest in making and DIY practices, I argue that Make magazine deploys constructions of creative children to naturalize risk-taking as integral to future innovations, as a res…
Minecraft and the Building Blocks of Creative Individuality
This article situates the video game Minecraft along with Robinson Crusoe in a genealogy of island fictions to show how Minecraft reinterprets narratives of creative subjects and invention. By reading Minecraft through histories of construction toys, modern conceptions of creativity, and digital practices of modding, I argue that Minecraft allows players to experiment with various social and environmental conditions historically central to debate…
Make Magazine and the Social Reproduction of DIY Science and Technology
This analysis of Make, a US parenting magazine, focuses on how the periodical attempts to democratize science and technology through do-it-yourself (DIY) politics by rendering it a problem of child-rearing. Positioning the magazine within a broader context of contemporary interest in making and DIY practices, I argue that Make magazine deploys constructions of creative children to naturalize risk-taking as integral to future innovations, as a res…
Minecraft and the Building Blocks of Creative Individuality
This article situates the video game Minecraft along with Robinson Crusoe in a genealogy of island fictions to show how Minecraft reinterprets narratives of creative subjects and invention. By reading Minecraft through histories of construction toys, modern conceptions of creativity, and digital practices of modding, I argue that Minecraft allows players to experiment with various social and environmental conditions historically central to debate…
Reconsidering Lost Opportunities for Diverse Representation
This article considers the cultural politics of frustrated potential for diverse representation in games by examining developer comments on the 1995 digital game I Have No Mouth, and I Must Scream, adapted from Harlan Ellison’s 1967 science fiction story of the same name. While Ellison’s story featured a gay man named Benny among the protagonists, the game developers adapted Benny without his original sexual identity. In a 2012 Game Informer maga…
Scripting Consenting Fictions in Sex Techology Imaginaries
This article examines how the intended and implied uses and users of emerging commercial sex technologies negotiate understandings of sexual consent as a social fiction articulated as contractual-yet-contingent autonomy and transactional access that is framed as a prerequisite obstacle to sexual gratification. To do so, I analyze the design and marketing of consent-recording applications and sex robots programmed to refuse consent. I draw on scie…
On 30 Years of Lara Croft
Political science (4 obras) · Sociology (4 obras) · Law (3 obras) · Aesthetics (2 obras) · Art (2 obras) · Autonomy (2 obras) · Computer Science (2 obras) · Digital Games and Media (2 obras) · Gender Studies (2 obras) · Gender, Feminism, and Media (2 obras)