Show Hide image Games 7 April 2015 Critical Distance: This Week in Videogame Blogging #13 The representation of autism in games. Print HTML Critical Distance is proud to bring to The New Statesman a weekly digest of its popular This Week in Videogame Blogging feature, which promotes the best, often little-known, incisive criticism and cultural commentary on interactive media. This week, we share letters between two game-playing brothers separated by a prison sentence, as well as the first in a new video series from Anita Sarkeesian’s Feminist Frequency. At Wizard of Radical, Ray Porreca has embarked on a touching letter series on childhood memories of videogames with his incarcerated brother. World Autism Awareness Day occurred this past week, and at Polygon Joe Parlock surveys several games depicting autistic characters, finding most of them wanting. Going a step further, at Vice, Jake Tucker (who like Parlock is on the autism spectrum himself) relates how L.A. Noire inadvertently created a player-character who seems to share his disability. Anita Sarkeesian's Feminist Frequency has launched the first in a new series highlighting positive, strong, and unique representations of women in games, which is certainly worth a look. At Video Game Researcher, Wai Yen Tang has drawn up an interesting condensation of several research studies seeking to identify the (manifold) reasons women are not equally represented in STEM fields and game development. Coming at it from a player and industry perspective, Tegiminis responds to the assertion that women "naturally" prefer different games than men, arguing that to treat the push for better representation in the core market as "cultural colonialism" is, at the very least, misguided: The framing of our new conversation on games as cultural colonialism is appalling on just about every level. Asking for games to mature in their treatment of women and minorities is, and it's comically absurd that this even needs to be said, not colonialism. […] This isn't colonialism, it's maturation. Games aren't being colonized because everybody who is saying these things was already here. At his development blog, independent designer and games instructor Robert Yang goes into the development process of his game Stick Shift, in which the player participates in erotically stimulating... well, exactly what it says on the tin. It's a fascinating exploration of both social-political metaphor and alien phenomenology, considering that, as Yang says, "this is arousal on the car's terms." At Hopes and Fears, Joe Bernardi details the lasting impact of Dogma 99, a Scandinavian LARP scene aimed at reducing the artifice and barrier for entry to live action roleplay. Lastly, at the ever-delightful Offworld, the equally delightful Katherine Cross reviews Gravity Ghost, a small and accessible game best played by letting go: I stopped trying to tightly control my orbit and instead relaxed into the gravity of the little planet that I'd been fighting this whole time. I stopped seeing Iona as a superheroine battling against an impossible power and yielded to it instead, embodying her trust and turning her into a ghostly moon swinging in the arms of a larger force. [...] There was no hurry, no clock to beat but my own. I'd find a way, gravity would find a way. Ultimately, the solution was simple: I had to stop treating Gravity Ghost like every other game I'd played. There is much more available in this week’s full roundup at Critical Distance! Tune in again next week and be sure to follow us on Twitter @critdistance for all the latest and greatest games writing from around the web. › No really, the SNP are going to win at least 50 of Scotland’s 59 seats Subscribe More Related articles Pokémon Gone: why the summer’s most popular app lost over 12 million users in a month Knee deep in the dead: a night and an early morning at America’s biggest LAN Party Searching for the endgame: is No Man’s Sky the last game you’ll ever need?