The 2025 Conference on BIPOC Game Studies

The 2025 Conference on BIPOC Game Studies convened this past weekend, bringing together students, game designers, college professors, and influential names in the games industry. It was organized in part by the Strong National Museum of Play in Rochester, New York.

The goal? To share research, showcase games, and discuss the future of game studies through the lens of BIPOC experiences (Black, Indigenous, and People of Color).

Here is a bullet point list of themes the conference was designed to explore:

  • Representation and Identity in Video Games
  • Digital & Analog Games as Cultural Artifact
  • Games By & About Black and Indigenous Communities
  • Decolonizing Game Development & Design
  • Integration of Indigenous & Black Knowledge Systems
  • Afrofuturism in Gaming
  • Cultural Preservation & Digital Heritage
  • Social Impact & Activism Through Games
  • Diversity, Equity & Inclusion in Playful Technologies

Both board games and video games were topics of discussion across the three-day event, with panels and presentations covering properties as varied as Yu-Gi-Oh!, collegiate Esports, The Last of Us, murder mystery games, Dragon Age, virtual reality, the cultural value of arcades, and more.

Lindsay Grace, co-chair of the Conference and Knight chair in Interactive Media at the University of Miami, eloquently explained to WXXI News why this conference was not just necessary, but invaluable:

“I think one of the most important things to recognize about games is that they are kind of a cultural artifact. And being a cultural artifact, it’s important to ask questions about what these things mean in society, or what these things mean to the people who make them.”

“… One of the things I think is really interesting in game studies is we have the opportunity to think critically about the kinds of problems we’re solving and then also the kinds of solutions we’re offering. So a lot of what people talk about in, say, decolonizing games is about reinvestigating those two questions, what’s the real problem here? What’s the source of that problem? Similarly, how are we solving the problem?”

For years, I have discussed in this blog how the world of puzzles and games not only reflects our culture and choices, but why that’s important. But I can only examine those things through one particular lens, that of a white cishet male. There are blindspots I’m unaware of and experiences I simply don’t have, despite my best efforts.

That’s why it’s so important to have other voices included in the discussion, and events like this are crucial to the health of the games industry and our understanding of why we play games at all.

While I wasn’t in attendance, I have read through the various studies and papers associated with the conference, trying to better educate myself on these topics.

And the topics presented are fascinating.

How the experiences of Black users suffer in virtual reality due to whiteness as a default in so many games.

How the roles of Black and Latinx characters in games like Overwatch and Marvel Rivals contribute to not just representation, but reinforce perceptions of particular ethnic groups only in violent situations, not those of support or providing nonviolent solutions.

How video games are being used to preserve Latinx culture and the artistic legacy of the Hmong.

I learned about topics like Quare Theory and Misogynoir (how racist and anti-Black depictions affect the public perception of Black women), explained through the medium of video games.

But the article I found myself returning to several times over the last few days was “Decolonizing Play: Exploring Frameworks for Game Design Free of Colonial Values.”

It was startling to realize just how many video games are foundationally built on the values of Colonialism, and how easy it would be to NOT reinforce those harmful cyclical patterns.

From the paper by Elaine Gomez: When the topic of colonization arises, many game developers often hesitate to get involved in meaningful and constructive design conversations around how to mitigate values that are heavily ingrained in game theory and player expectations.

Some of the conversations broached by these panels and papers are uncomfortable, but difficult conversations are worth having. Challenging the biases and preconceived notions that games are often built upon is worthwhile. (I’m hoping to reach out to some of the Conference’s participants for more details in the coming weeks to follow up on these enlightening discussions.)

In the meantime, I encourage everyone to read the proceedings from the event and take some time to really ponder the topics presented.

The world of puzzles and games is big enough for everyone, and only gets better when everyone feels included. The 2025 Conference on BIPOC Game Studies is proof of that.

Happy gaming, everyone.

The Valuable Things (and Names and Places) We Learn From Crosswords

Problem-solving-crossword

I’ve learned a lot by solving crosswords. Honestly, it’s quite rare for me to solve a crossword and NOT learn something new. Sometimes, I am baffled by a reference I don’t know, and I end up finding out the answer only when the crossing entries are complete.

But that bafflement, that frustrating moment of ignorance, is soon mitigated, and I add a new fact to my ever-growing mental crossword library.

How many words have you learned by solving crosswords? How many geographic places do you know because of solving crosswords? How many actors, scientists, authors, musicians, and figures from pop culture do you know from solving crosswords? How many nuggets of trivia have you tucked away in the dusty parts of your brain that you picked up from an unexpectedly informative clue in a crossword?

Sure, we joke about the silent film stars and European rivers and African animals that often fall under the banner of crosswordese, but only because we’ve seen them enough to know them. We crave new entries, new peculiarities of language, and new crossword clue fodder to challenge and engage us in equal measure.

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A recent USA Today puzzle clued the word POEM with “Victoria Chang creation,” and a friend of the poet Victoria Chang, Nan Cohen, shouted out constructor Zhouqin Burnikel and editor Erik Agard on Facebook for including Chang in the puzzle.

Nan’s post went on to ask about how Chang ended up in the puzzle (though she thought it was cluing OBIT, Chang’s poetry book, instead of POEM, the actual answer):

I am curious, if you can share, how did you arrive at the cluing and decide it was accessible enough? (I love that it’s a new way of cluing OBIT, and of course that it represents an Asian American poet–cannot think when I have ever seen a contemporary Asian American poet in a puzzle, although Arthur SZE (who won the National Book Award in 2019) might be helpful to someone sometime).

The praise for both Burnikel and Agard is well-earned — Agard was quick to clarify that the clue was 100% Burnikel’s doing — but the discussion itself highlights an important issue in modern crosswords: the concept of who is “crossword-worthy.”

obit

Natan Last discussed this very topic in a brilliant piece in The Atlantic last year, citing the following troubling examples of “crossword-worthy” gatekeeping in major outlets:

Constructors constantly argue with editors that their culture is puzzle-worthy, only to hear feedback greased by bias, and occasionally outright sexism or racism. (Publications are anonymized in the editor feedback that follows.) MARIE KONDO wouldn’t be familiar enough “to most solvers, especially with that unusual last name.” GAY EROTICA is an “envelope-pusher that risks solver reactions.” (According to XWord Info, a blog that tracks crossword statistics, EROTICA has appeared in the New York Times puzzle, as one example, more than 40 times since 1950.) BLACK GIRLS ROCK “might elicit unfavorable responses.” FLAVOR FLAV, in a puzzle I wrote, earned a minus sign.

Appropriately enough, Last’s piece mentions a puzzle by constructor Sally Hoelscher, and Sally herself replied to the Facebook post celebrating Chang’s inclusion in the USA Today crossword:

One thing I enjoy about the USA Today puzzle is that Erik and the constructors are intentional about lifting up and highlighting those who may not be deemed “crossword-worthy” by some publications. I was delighted to learn about Victoria Chang from this puzzle, and to learn about her book, OBIT, when I was researching her to write my blog.

I can’t say for certain how many solvers were already familiar with Victoria Chang or her works, but I suspect the majority of USA Today crossword fans learned something new that day.

That is reason enough to keep pushing the boundaries of what is considered “crossword-worthy.” Inclusion encourages visibility, which encourages greater participation in crosswords, which feeds into greater inclusion. And along the way, solvers are exposed to worthwhile individuals and ideas, learning more about the world we live in.

Sounds like a win-win to me.


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