Why Does ULTRAKILL Have A HUGE LGBTQ Playerbase
I was taking a break because I was really slumped with work and my neurodivergent ahh doesn't help. Thank you for beingAnyways I hope you enjoy this one. If you have any comments, questions, or suggestions please feel free to put it below in the comments section I read all of my comments! If you liked the video please help a small creator out and subscribe, you won't regret it vote on the polls via discord: / discord Help me get a GPU: https://ko-fi.com/komiosis paypal: [email protected] My socials: / komiosis / komiosis / idiocyisadoubleedgedsword https://x.com/komiosis Avatar artist's socials: / lulz.167893 / _lul_art / lulzart BGM: All BGMs used are from ULTRAKILL Contact me! [email protected] Reddit Thread: / looking_to_interview_ultrakill_players_in_the References: Banks, J., & Bowman, N. D. (2016). Emotion, anthropomorphism, realism, control: Validation of a merged metric for player–computer interaction (MPCI). Computers in Human Behavior, 54, 215–223. https://doi.org/10.1016/j.chb.2015.07... Bopp, J. A., Mekler, E. D., & Mandryk, R. L. (2016). "It’s Double Edged": The Positive and Negative Consequences of Flow in Video Games. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 4488-4498. https://doi.org/10.1145/2858036.2858534 DeVane, B., & Squire, K. D. (2012). Activity theory in the learning technologies. In K. Sawyer (Ed.), The Cambridge handbook of the learning sciences (2nd ed., pp. 241–258). Cambridge University Press. Fox, J., & Tang, W. Y. (2017). Sexism and online video game players: New evidence for the female gamer identity and the gaming community. Journal of Broadcasting & Electronic Media, 61(2), 337–357. Gray, K. L. (2020). Intersectional Tech: Black Users in Digital Gaming. LSU Press. Gray, M. L. (2009). Out in the Country: Youth, Media, and Queer Visibility in Rural America. NYU Press. Halberstam, J. (2011). The Queer Art of Failure. Duke University Press. Hebdige, D. (1979). Subculture: The Meaning of Style. Routledge. McInroy, L. B., & Craig, S. L. (2017). Perspectives of LGBTQ youth on representation and inclusion in digital media. Computers in Human Behavior, 76, 65–74. Milner, R. M. (2016). The World Made Meme: Public Conversations and Participatory Media. MIT Press. Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2), 154–166. https://doi.org/10.1037/a0019440 Ruberg, B. (2020). The Queer Games Avant-Garde: How LGBTQ Game Makers Are Reimagining the Medium of Video Games. Duke University Press. Shaw, A. (2014). Gaming at the edge: Sexuality and gender at the margins of gamer culture. University of Minnesota Press. Shaw, A. (2017). Encoding and Decoding Affordances: Stuart Hall and Interactive Media Technologies. Media, Culture & Society, 39(6), 908–924. Sontag, S. (1964). Notes on “Camp”. In S. Sontag, Against Interpretation and Other Essays. Farrar Straus Giroux. (Original essay published in Partisan Review). Stuart Hall (1980). Encoding/decoding. In S. Hall, D. Hobson, A. Lowe, & P. Willis (Eds.), Culture, Media, Language (pp. 128–138). Hutchinson. Tajfel, H., & Turner, J. C. (1986). The social identity theory of intergroup behavior. In S. Worchel & W. G. Austin (Eds.), Psychology of Intergroup Relations (2nd ed., pp. 7–24). Nelson-Hall. Turkle, S. (1984). The Second Self: Computers and the Human Spirit. Simon & Schuster. Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772–775. https://doi.org/10.1089/cpb.2006.9.772

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