‘Just a game’ or the voice of the people? Video games have a hidden power, BCU expert reveals

University News Last updated 29 October

Image of a person holding a game controller

How video games tackle ‘otherness’ and ‘give a voice to the voiceless’ was up for debate at an international game conference held at Birmingham City University (BCU) in September 2024.  

Arts, Design and Media

Birmingham City University

“Video games have an important role in amplifying the voice of the voiceless,” explained Dr Charlotte Stevens, an expert in television and fandom studies at BCU. 

“By connecting scholars using different approaches, we were able to explore how designers and players can claim space in and with their work and player practice,” she added.  

Marginalised identities, histories, and practices in video games, production, and player experience we’re explored by more than 50 game experts during the three-day event

The focus on ‘other’ allowed researchers to discuss key issues. These included disability and adaptive tech for players with limited mobility, representation of race and gender, gender of players and of player-customisable avatars, fandom, resistance to otherness by reactionary player groups, and players’ relationship with games, such as taboos.  

Strategies for giving a voice to the voiceless were shared. Examples included mainstream video games being purchased and played in Iran, the ways indie games encourage or discourage reflection on death, and close readings of specific games from a range of critical perspectives.  

The Video Game Cultures (VGC) conference was hosted by BCU’s Game Cultures research cluster, part of the Birmingham Centre for Media and Cultural Research.  

It was the second time VGC has taken place since a reboot last year in Klagenfurt, Austria. 

“The conference also provided a platform for researchers from different areas and career stages to share ideas and methods to approach ‘otherness’ from many different perspectives,” adds Dr Stevens, who co-leads the BCU Game Cultures research cluster. 

According to Dr Felix Schniz from the University of Klagenfurt (UoK), Austria, the VGC conference is an important milestone in the ongoing development of game studies.  

“We’re fast becoming a diversely multidisciplinary and transnational field,” said Dr Schniz, who is a member of the VGC advisory board. 

“Having a welcoming and respectful meeting ground for like-minded academics will help us nurture international links and cultivate a many high-quality publications yet to come.” 

Dr René Schallegger observed that the conference is a “fun and safe space” for academics and practitioners from around the globe to exchange perspectives and professional insights.  

“It’s not just a conference. It’s a dynamic group of researchers, teachers, and designers who continue to work together long after the event has finished,” commented Dr Schallegger, Associate Professor at UoK and VGC advisory board member. 

“From the range of topics covered, it’s clear to see that video games as a medium are rapidly expanding their audience and entering all aspects of our lives.  

“An innovative format like VGC, especially when realised so expertly by our colleagues at BCU, develops our understanding of the medium in a way that traditional conferences cannot.” 

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