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DiGRA
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"Feminist Art Game Praxis" presents PsXXYborg, an experimental arts-led game in development, as a case study in how feminist theory can be enacted through the design of interactive art. Drawing on Haraway's Cyborg Manifesto, cyberfeminism, and the theoretical frameworks of Braidotti and Grosz, the work positions the project as a praxis that uses irony, parody, and glitch aesthetics to critique exclusion in game culture. Its motivation is grounded in the persistent lack of diversity in game development and the rise of toxic game culture, and the project is situated within a lineage of feminist art games that includes VNS Matrix's "All New Gen" (1993/4) and Flanagan's critical play work.
The central argument is that feminist texts must expose the patriarchal norms governing their contexts and resist essentialist definitions of feminine authorship. PsXXYborg is built through bricolage, collaboration, and multi-screen, FMV-based design that deliberately refuses comfortable game conventions, including the player avatar. Its transgressive engagement with game tropes and commercial norms, together with an emphasis on "radical inclusivity," is presented as a deliberate prioritization of process and provocation over commercial playability.
Analytically, the work examines removed player agency, the fragmented gaze produced by multi-screen play, and mirror imagery as formal strategies that disrupt first-person conventions. It further argues that open web standards, legibility, and resistance to copyright control are political stances encoded in the project's code. The analysis is qualitative and theoretical, offering no quantitative data, and it concludes that PsXXYborg contributes to cyberfeminist theory by framing theory and practice as an open, ongoing dialogue rather than a single definitive account of feminine game-making.
Thomas Brush · 2025