1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaper
DiGRA
Sexuality functions as a bonding point in this community, expressed through flirtation, queer banter and in-game perfume mechanics.
Jenny Sundén's paper offers an ethnographic examination of queer gaming culture, centered on a GLBT guild within World of Warcraft. Drawing on a participant-observer method in which the author engages as researcher, non-straight player, woman, and gamer, the work argues that queer players' "transgressive play" exposes the implicit assumption that game design and community norms are built around a straight, male "ideal player." Key evidence includes a heterosexual player's homophobic remark that inadvertently revealed a guild's queer identity, and the 2006 Sara Andrews incident, in which a GLBT-friendly guild announcement drew a warning from Blizzard, illustrating how "straightening devices" regulate queer visibility in online games even as the guild provided a space of relief and acceptance for its members.
The study's central case, the European guild "The Others," comprises roughly 200 members, about thirty of whom are active. Within this community, sexuality functions as a bonding point and a site of playful transgression, expressed through flirtation, bisexual and queer banter, and in-game perfume mechanics that enable cross-gender romantic play. Sundén frames such practices as symbolic acts of rebellion that reorient how players inhabit and desire the game world, drawing on theorists including Aarseth, Halberstam, and Butler. The analysis also cautions that transgression can lose its critical force when difference is flattened, noting that female players are frequently assumed to be male and that the guild's own queer norms generate expectations of their own.
The paper concludes that queer play can challenge prevailing norms but risks becoming "mere posturing" unless it also imagines and works toward transforming them, following Elizabeth Wilson's critique. While such play may not fundamentally reshape game worlds, Sundén argues that it produces "queer leakages" into mainstream gaming contexts, making visible the norms that shape online communities and opening possibilities for what those communities might become. The work is qualitative and theoretical in orientation, situated within queer theory and game studies, and presents no quantitative data.
DiGRA · 2007