|Degrees:||M.A. and Ph.D. (University of Rochester), B.A. (University of California, Santa Barbara)|
|Phone:||613-520-2600 x 5046|
|Office:||416 St. Patrick's Building|
Aubrey Anable is interested in supervising graduate students and postdocs in digital media history and aesthetics, games studies, virtual reality, media and affect, and queer and feminist theory.
She is cross-appointed with the Institute for Comparative Studies in Literature, Art, and Culture.
Anable’s research is broadly concerned with film and media aesthetics in North America after 1945 with an emphasis on the ways digital computers have changed visual culture. Her book Playing with Feelings: Video Games and Affect (University of Minnesota Press, 2018) provides an account of how video games compel us to play and why they constitute a contemporary structure of feeling emerging alongside the last sixty years of computerized living. Her articles have appeared in the journals Feminist Media Histories, Afterimage, Television & New Media, and Ada. She has contributed to the collections Time: A Vocabulary of the Present (NYU Press, 2017), Game On, Hollywood! Essays on the Intersection of Video Games and Cinema (McFarland, 2013), and The Encyclopedia of Video Games (Greenwood, 2012).
She is currently co-editing The Concise Companion to Visual Culture (Forthcoming from Wiley Blackwell).
Anable is a member of the Fembot Collective and an advisory editor for the journal Camera Obscura.
“Introduction to Poetics of Play,” InVisible Culture: An Electronic Journal for Visual Culture, Issue 30 (2019).
“Platform Studies,” Feminist Media Histories 4.2 (2018); Special Issue on Genealogies, edited by Shelley Stamp, Miranda Banks, Ralina Joseph, and Michele White. 135-140.
Playing with Feelings: Video Games and Affect. Minneapolis: University of Minnesota Press, 2018.
“Labor/Leisure.” Time: A Vocabulary of the Present. Ed. Amy J. Elias and Joel Burges. New York: New York University Press, 2016. 234-254.
“Casual Games, Time Management, and the Work of Affect,” in Ada: A Journal of Gender, New Media, and Technology, Issue No. 2, June 2013.
“Playing (in) the City: The Warriors and Images of Urban Disorder,” in Game On, Hollywood! Essays on the Intersection of Video Games and Cinema, edited by Gretchen Papazian and Joseph Michael Sommers (McFarland Press, 2013)
“The Architecture Machine Group’s Aspen Movie Map: Techno-Paranoia and Urban Crisis in the 1970s,” in Television & New Media, November 2012, 13 (6) p. 498-519
“Bad Techno-Subjects: Griefing Is Serious Business,” in Mediascape: UCLA’s Journal of Cinema and Media Studies. Fall 2008.