The article proposes a hermeneutic and pedagogical tool for the critical analysis of video games in education, situating game studies within an intersectional, feminist, and decolonial perspective. Starting from current data on the growing diver-sification of gaming communities and industry structures, the study recognizes both the increased visibility of marginalized identities and the persistence of structural inequalities in media representation, access, and production. Video games are inter-preted as sociotechnical and cultural systems capable of shaping imaginaries, affective experiences, and forms of citizenship, which requires a true video game culture to be developed. Integrating contributions from the tradition of Critical Media Education, in particular the dimensions identified by Soriani (2024), with the Queer Media Educa-tion framework developed by Messina (2025), the article reformulates game literacy as a political, ethical and affective competence. From this perspective, game literacy implies not only knowing how to understand game mechanics and narratives but also being able to critically interrogate how video games contribute to the construction of identities, distribute power, and promote or inhibit agency. To operationalize this approach, an analytical grid is developed, which examines authorial positioning, acces-sibility, gameplay mechanics, interactional dynamics, aesthetic-affective dimensions, representations, and narrative quality through the Q.U.A.K .E. dimensions (Queer, Underground/Unlearning, Affective, Knowledge and Emancipatory). The objective is to provide educators and researchers with a tool to investigate the ways in which vide-ogames embody or challenge hegemonic logics, placing care, justice and community as foundational values of design and transformative digital citizenship.

L’articolo propone uno strumento ermeneutico e pedagogico per l’analisi critica dei videogiochi nei percorsi educati-vi, collocando i game studies all’interno di una prospettiva queer, transfemminista e intersezionale. A partire dai dati attuali sulla crescente diversificazione delle comunità di giocatori e delle strutture industriali, lo studio riconosce sia l’aumento di visibilità del-le identità marginalizzate sia la persistenza di disuguaglianze strutturali nella rappresentazione, nell’accesso e nella produzione dei media. I videogiochi sono interpretati come sistemi sociotecnici e culturali capaci di modellare immaginari, esperienze affettive e forme di cittadinanza, per cui una vera e propria cultura del videogioco deve essere sviluppata. Integrando contributi della tradi-zione della Critical Media Education, e in particolare le dimensioni già individuate da Soriani (2024), con il framework della Queer Media Education sviluppato da Messina (2025), l’articolo riformula la game literacy come competenza politica, etica e affettiva. In quest’ottica, game literacy implica non solo saper capire meccaniche e narrative di gioco, ma anche sapersi chiedere in maniera critica come i videogiochi contribuiscono alla costruzione di identità, distribuiscono il potere e promuovono o inibiscono l’agency. Per operazionalizzare questo approccio, viene elaborata una griglia analitica che esamina posizionamento autoriale, accessibilità, meccaniche di gioco, dinamiche interattive, dimensioni estetico-affettive, rappresentazioni e qualità narrativa attraverso le dimensio-ni Q.U.A.K .E. (Queer, Underground/Unlearning, Affective, Knowledge e Emancipatory). L’obiettivo è quello di fornire a educatorə e ricercatorə uno strumento per interrogare i modi in cui i videogiochi incarnano o sfidano logiche egemoniche, ponendo cura, giu-stizia e comunità come valori fondanti del design e della cittadinanza digitale trasformativa.

Mascitti, M., Messina, S., Soriani, A. (2026). Oltre la rappresentazione: la griglia Q.U.A .K .E. per l’analisi queer-intersezionale dei videogiochi = Beyond representation: the Q.U.A .K .E. grid for a queer-intersectional analysis of videogames. MEDIA EDUCATION, 17(1), 55-66 [10.36253/me-19994].

Oltre la rappresentazione: la griglia Q.U.A .K .E. per l’analisi queer-intersezionale dei videogiochi = Beyond representation: the Q.U.A .K .E. grid for a queer-intersectional analysis of videogames

Marika Mascitti
Co-primo
Writing – Review & Editing
;
Alessandro Soriani
Co-primo
Writing – Review & Editing
2026

Abstract

The article proposes a hermeneutic and pedagogical tool for the critical analysis of video games in education, situating game studies within an intersectional, feminist, and decolonial perspective. Starting from current data on the growing diver-sification of gaming communities and industry structures, the study recognizes both the increased visibility of marginalized identities and the persistence of structural inequalities in media representation, access, and production. Video games are inter-preted as sociotechnical and cultural systems capable of shaping imaginaries, affective experiences, and forms of citizenship, which requires a true video game culture to be developed. Integrating contributions from the tradition of Critical Media Education, in particular the dimensions identified by Soriani (2024), with the Queer Media Educa-tion framework developed by Messina (2025), the article reformulates game literacy as a political, ethical and affective competence. From this perspective, game literacy implies not only knowing how to understand game mechanics and narratives but also being able to critically interrogate how video games contribute to the construction of identities, distribute power, and promote or inhibit agency. To operationalize this approach, an analytical grid is developed, which examines authorial positioning, acces-sibility, gameplay mechanics, interactional dynamics, aesthetic-affective dimensions, representations, and narrative quality through the Q.U.A.K .E. dimensions (Queer, Underground/Unlearning, Affective, Knowledge and Emancipatory). The objective is to provide educators and researchers with a tool to investigate the ways in which vide-ogames embody or challenge hegemonic logics, placing care, justice and community as foundational values of design and transformative digital citizenship.
2026
Mascitti, M., Messina, S., Soriani, A. (2026). Oltre la rappresentazione: la griglia Q.U.A .K .E. per l’analisi queer-intersezionale dei videogiochi = Beyond representation: the Q.U.A .K .E. grid for a queer-intersectional analysis of videogames. MEDIA EDUCATION, 17(1), 55-66 [10.36253/me-19994].
Mascitti, Marika; Messina, Salvatore; Soriani, Alessandro
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11585/1070773
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