All _Articles

Turkey’s Pioneering Psychoanalyst

İzeddin Şadan’s Disquisition on (Homosexual) Love as Sickness

İzeddin Şadan, considered to be among the pioneers of psychoanalysis in Turkey, published a series of essays in 1936 titled “Eros (Aşk) İle Mücadele” [“Strife with Eros (Love)”] in the popular magazine Yeni Adam. He hailed these essays as a landmark in the scientific endeavor to objectively lay out the true nature of love. In them, he described love as “a volatile microbe” constituting sickness with its origins in Christianity; however, by inverted logic, he projected the same sickness onto Islam, in particular Sufism, which he disparaged as homosexual debauchery. This article looks at how Şadan’s pathologizing of Sufi love of beardless boys as sexual perversion is itself a symptom of pathology, pointing towards a fundamental change in the gendered/modernized/Orientalized subject’s relationship with the other and itself.

An Erotic Re-Imagination of Human/Nature Relationality

Ecosexuality and the Legacies of Coloniality in Love and Sex

How much are our practices of love and sex shaped by the logic of coloniality? Why should we ask this question in an attempt to re-imagine human/non-human relations? These rather large questions constitute the main concern of this paper. In what follows, I try to dissect and ‘trouble’ our ideas of love and sex by looking at ecosexuality as a conceptual tool in order to challenge the colonial binary (and hierarchical) logic of nature/culture, human/non-human. […]

Itch.io and the One-Dollar-Game

How Distribution Platforms Affect the Ontology of (Games as) a Medium

The article at hand investigates the formal and media ontological implications of digital distribution by analyzing how the independent game publishing platform Itch.io facilitated and shaped ‘the one-dollar game’ as a product category and emergent form of cultural expression. Distribution has been an important but mostly overlooked aspect of the “media identity” [1] of (digital) games from the beginning. In the early days, playing and (re-)writing games were […]